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  • Can 3D OpenGL game written in Python look good and run fast?

    - by praavDa
    I am planning to write an simple 3d(isometric view) game in Java using jMonkeyEngine - nothing to fancy, I just want to learn something about OpenGL and writing efficient algorithms (random map generating ones). When I was planning what to do, I started wondering about switching to Python. I know that Python didn't come into existence to be a tool to write 3d games, but is it possible to write good looking games with this language? I have in mind 3d graphics, nice effects and free CPU time to power to rest of game engine? I had seen good looking java games - and too be honest, I was rather shocked when I saw level of detail achieved in Runescape HD. On the other hand, pygame.org has only 2d games, with some starting 3d projects. Are there any efficient 3d game engines for python? Is pyopengl the only alternative? Good looking games in python aren't popular or possible to achieve? I would be grateful for any information / feedback.

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  • How can I know the IP address of a remote host by using UDP broadcast message?

    - by khera-satinder
    Hi All, I am developing an embedded system and very new to this TCP\IP. My problem is that once I installed my board in a local network and this board will acquire its IP address dynamically, it has to communicate with a client application running on one of the PC(other than DHCP server) in the network. To communicate with this new board the client application is required to know the IP address of the board. What is the way to know the IP address of the board? Will UDP broadcast work for this purpose? If yes please, explain in detail as I am unable to understand it. Please provide me some sample code in C if possible. Regards, Satinder

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  • What category of combinatorial problems appear on the logic games section of the LSAT?

    - by Merjit
    There's a category of logic problem on the LSAT that goes like this: Seven consecutive time slots for a broadcast, numbered in chronological order I through 7, will be filled by six song tapes-G, H, L, O, P, S-and exactly one news tape. Each tape is to be assigned to a different time slot, and no tape is longer than any other tape. The broadcast is subject to the following restrictions: L must be played immediately before O. The news tape must be played at some time after L. There must be exactly two time slots between G and P, regardless of whether G comes before P or whether G comes after P. I'm interested in generating a list of permutations that satisfy the conditions as a way of studying for the test and as a programming challenge. However, I'm not sure what class of permutation problem this is. I've generalized the type problem as follows: Given an n-length array A: How many ways can a set of n unique items be arranged within A? Eg. How many ways are there to rearrange ABCDEFG? If the length of the set of unique items is less than the length of A, how many ways can the set be arranged within A if items in the set may occur more than once? Eg. ABCDEF = AABCDEF; ABBCDEF, etc. How many ways can a set of unique items be arranged within A if the items of the set are subject to "blocking conditions"? My thought is to encode the restrictions and then use something like Python's itertools to generate the permutations. Thoughts and suggestions are welcome.

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  • Level editor for 3D games with open format or API?

    - by furtelwart
    I would like to experiment with machine generated levels for a 3D game. I'm very open which game this will be. I just like the idea to run through a generated map. For this approach, it would be great if I can use an API or an open format for level designs. Is there an open source level system that can be used in several game engines (ego shooter or whatever)? I don't know if I explained my point clearly, so please add a comment with your question. I will try to clearify my point.

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  • Java Null Pointer Exception :-(

    - by John-Michael Reed
    I've got a Null Pointer Exception in my main that just won't go away and I'm totally out of ideas. The error is on the line "Board[x][y].color = 2;" in which Board is a public, static array of piece objects that contain instance variables like the one "color" that is being set to 2 in the above statement. Pieces is not static - that is there are many different copies of pieces, each with its own data, but only one board. The array has been initialized and defined as both public Piece[][] Board = new Piece[8][8] and public static Piece[][] Board = new Piece[8][8], but no matter how I mess around with it (getting rid of static, putting the variable in another object, etc.), I can't seem to get the error to go away. Help?

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  • Setup for games animation: How do I know JFrame is finished setting itself up?

    - by Jokkel
    I'm using javax.swing.JFrame to draw game animations using double buffer strategy. First, I set up the frame. JFrame frame = new JFrame(); frame.setVisible(true); Now, I draw an object (let it be a circle, doesn't matter) like this. frame.createBufferStrategy(2); bufferStrategy = frame.getBufferStrategy(); Graphics g = bufferStrategy.getDrawGraphics(); circle.draw(g); bufferStrategy.show(); The problem is that the frame is not always fully set-up when the drawing takes place. Seems like JFrame needs up to three steps in resizing itself, until it reaches it's final size. That makes the drawing slide out of frame or hinders it to appear completely from time to time. I already managed to delay things using SwingUtilities.invokeLater(). While this improved the result, there are still times when the drawing slides away / looks prematurely draw. Any idea / strategy? Thanks in advance. EDIT: Ok thanks so far. I didn't mention that I write a little Pong game in the first place. Sorry for the confusion What I actually looked for was the right setup for accelerated game animations done in Java. While reading through the suggestions I found my question answered (though indirectly) here and this example made things clear for me. A resume for this might be that for animating game graphics in Java, the first step is to get rid of the GUI logic overhead.

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  • The Power to Control Power

    - by speakjava
    I'm currently working on a number of projects using embedded Java on the Raspberry Pi and Beagle Board.  These are nice and small, so don't take up much room on my desk as you can see in this picture. As you can also see I have power and network connections emerging from under my desk.  One of the (admittedly very minor) drawbacks of these systems is that they have no on/off switch.  Instead you insert or remove the power connector (USB for the RasPi, a barrel connector for the Beagle).  For the Beagle Board this can potentially be an issue; with the micro-SD card located right next to the connector it has been known for people to eject the card when trying to power off the board, which can be quite serious for the hardware. The alternative is obviously to leave the boards plugged in and then disconnect the power from the outlet.  Simple enough, but a picture of underneath my desk shows that this is not the ideal situation either. This made me think that it would be great if I could have some way of controlling a mains voltage outlet using a remote switch or, even better, from software via a USB connector.  A search revealed not much that fit my requirements, and anything that was close seemed very expensive.  Obviously the only way to solve this was to build my own.Here's my solution.  I decided my system would support both control mechanisms (remote physical switch and USB computer control) and be modular in its design for optimum flexibility.  I did a bit of searching and found a company in Hong Kong that were offering solid state relays for 99p plus shipping (£2.99, but still made the total price very reasonable).  These would handle up to 380V AC on the output side so more than capable of coping with the UK 240V supply.  The other great thing was that being solid state, the input would work with a range of 3-32V and required a very low current of 7.5mA at 12V.  For the USB control an Arduino board seemed the obvious low-cost and simple choice.  Given the current requirments of the relay, the Arduino would not require the additional power supply and could be powered just from the USB.Having secured the relays I popped down to Homebase for a couple of 13A sockets, RS for a box and an Arduino and Maplin for a toggle switch.  The circuit is pretty straightforward, as shown in the diagram (only one output is shown to make it as simple as possible).  Originally I used a 2 pole toggle switch to select the remote switch or USB control by switching the negative connections of the low voltage side.  Unfortunately, the resistance between the digital pins of the Arduino board was not high enough, so when using one of the remote switches it would turn on both of the outlets.  I changed to a 4 pole switch and isolated both positive and negative connections. IMPORTANT NOTE: If you want to follow my design, please be aware that it requires working with mains voltages.  If you are at all concerned with your ability to do this please consult a qualified electrician to help you.It was a tight fit, especially getting the Arduino in, but in the end it all worked.  The completed box is shown in the photos. The remote switch was pretty simple just requiring the squeezing of two rocker switches and a 9V battery into the small RS supplied box.  I repurposed a standard stereo cable with phono plugs to connect the switch box to the mains outlets.  I chopped off one set of plugs and wired it to the rocker switches.  The photo shows the RasPi and the Beagle board now controllable from the switch box on the desk. I've tested the Arduino side of things and this works fine.  Next I need to write some software to provide an interface for control of the outlets.  I'm thinking a JavaFX GUI would be in keeping with the total overkill style of this project.

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  • Knight's tour / recursion

    - by Layne
    Hey, I'm trying to learn a little bit more about recursion but somehow I can't solve the knight's tour and I'm hoping someone can point out my logic error. public class main { static int fsize = 5; static int board[][] = new int[fsize][fsize]; static int[] sprung_x = {1,2,2,1,-1,-2,-2,-1}; static int[] sprung_y = {-2,-1,1,2,2,1,-1,-2}; static void SucheWeg(int schrittnummer, int x, int y) { board[x][y] = schrittnummer; if( schrittnummer == ((fsize*fsize)-1)) { for(int i = 0; i<fsize; i++) { for(int c=0; c<fsize; c++) { System.out.printf("%3d", board[i][c]); } System.out.println("\n"); } } else { for(int i = 0; i<8; i++) { for(int c = 0; c<8; c++) { if( (x+sprung_x[i]) >= 0 && (x+sprung_x[i]) < fsize && (y+sprung_y[c]) >= 0 && (y+sprung_y[c]) < fsize ) { if(board[x+sprung_x[i]][y+sprung_y[c]] == -1) { System.out.println("Move: "+schrittnummer + "\n"); SucheWeg(schrittnummer+1, (x+sprung_x[i]), (y+sprung_y[c])); } } } } board[x][y] = -1; } } public static void main(String[] args) { System.out.println("Begin: \n"); for(int i = 0; i<fsize; i++) { for(int c = 0; c<fsize; c++) { board[i][c] = -1; } } SucheWeg(0, 0, 0); System.out.println("\nEnd"); } }

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  • BindAttribute, Exclude nested properties for complex types

    - by David Board
    I have a 'Stream' model: public class Stream { public int ID { get; set; } [Required] [StringLength(50, ErrorMessage = "Stream name cannot be longer than 50 characters.")] public string Name { get; set; } [Required] [DataType(DataType.Url)] public string URL { get; set; } [Required] [Display(Name="Service")] public int ServiceID { get; set; } public virtual Service Service { get; set; } public virtual ICollection<Event> Events { get; set; } public virtual ICollection<Monitor> Monitors { get; set; } public virtual ICollection<AlertRule> AlertRules { get; set; } } For the 'create' view for this model, I have made a view model to pass some additional information to the view: public class StreamCreateVM { public Stream Stream { get; set; } public SelectList ServicesList { get; set; } public int SelectedService { get; set; } } Here is my create post action: [HttpPost] [ValidateAntiForgeryToken] public ActionResult Create([Bind(Include="Stream, Stream.Name, Stream.ServiceID, SelectedService")] StreamCreateVM viewModel) { if (ModelState.IsValid) { db.Streams.Add(viewModel.Stream); db.SaveChanges(); return RedirectToAction("Index", "Service", new { id = viewModel.Stream.ServiceID }); } return View(viewModel); } Now, this all works, apart from the [Bind(Include="Stream, Stream.Name, Stream.ServiceID, SelectedService")] bit. I can't seem to Include or Exclude properties within a nested object.

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  • Freshen the RTS genre

    - by William Michael Thorley
    This isn't really a question, but a request for feedback. RPS (Rock, Paper, Scissors) RTS (Real Time Strategy) Demo version is out: The game is simple. It is an RTS. Why has it been made? Many if not most RTS’s are about economy and large numbers of unit types. The genre hasn’t actually developed the gameplay drastically from the very first RTS’s produced, some lesson have been learned, but the games are really very similar to how they have always been. RPS brings new gameplay to the RTS genre. Through three means: • New combat mechanics: RPS has two unique modes (as well as the old favourite) of resolving weapon fire. These change how combat happens, and make application of the correct units vital to success. From this comes the requirement to run Intel on your enemies. • Fixed Resource Economy: Each player has a fixed amount of energy, This means that there is a definite end to the game. You can attrition your enemy and try to outlast them, or try to outspend your opponent and destroy them. There is a limit to how fast ships can be built, through the generation of construction blocks, but energy is the fast limit on economy. • Game Modes: Game modes add victory conditions and new game pieces. The game is overseen by a controller which literally runs the game. Games are no longer line them up, gun them down. This means that new tactics must be played making skirmish games fresh with novel tactics without adding huge amounts of new game units to learn. I’ve produced RPS from the ground. I will be running a kickstarter in the near future, but right now I want feedback and input from the game developing community. Regarding the concepts, where RPS is going, the game modes, the combat mechanics. How it plays. RPS will give fresh gameplay to the genre so it must be right. It works over the internet or a LAN and supports single player games. Get it. Play it. Tell me about your games. Thank you Demo: https://dl.dropbox.com/u/51850113/RPS%20Playtest.zip Tutorials: https://dl.dropbox.com/u/51850113/RPSGamePlay.zip

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  • Legal concerns with orchestrating a music submission contest

    - by Amplify91
    My team and I are getting pretty far along in the development of our latest game and have been thinking about audio. We decided to host an audio submission contest where we will offer a little cash and some equity stake in the game as prizes. We are also giving away copies of the game to participants. We hope not only to find audio for our game, but to meet some cool sound artists and promote the game a bit through the process. First of all, is this even a good idea? What are some potential dangers in doing this? Will it even be well received among artists? Secondly, I wrote up some Terms and Conditions in my best legal-speak to try to protect us and clarify how the contest will be run. Are these sufficient to make sure everyone involved is treated fairly and is legally protected? They are as follows: All submissions (The Submission) must be licensed under a Creative Commons Attribution 3.0 Unported License (CC-BY-3.0) By applying a CC-BY-3.0 license, you (The Submitter) expressly give Detour Games (and all members wherein) permission to copy, distribute, transmit, modify, adapt, and make commercial use of The Submission. The Submitter must own all rights to The Submission and be within their rights to license it as specified and submit it. The Submitter claims responsibility for the legality of The Submission. If The Submission is found to infringe on the rights of a person or entity other than those of The Submitter, Detour Games will not be held liable as all responsibility and liability for the legality of The Submission is that of The Submitter's. No more than two free copies of The Game per submitter. All flat cash prizes will only be disbursed pending the success of our first $5,000 Kickstarter campaign. These prizes will be disbursed 30 days after Detour Games receives the Kickstarter funds. All equity prizes (percentage of profits) are defined as the given percent of total profits after costs for a period of one year (12 months) after the release of RAW. These prizes will be disbursed semi-annually. All prize money will be disbursed through either an electronic fund transfer through a service such as PayPal or by a mailed money order. It is The Submitter's responsibility to cooperate with Detour Games in the disbursement of the funds. Detour Games reserves the right to change these Terms and Conditions at any time without notice. By participating in the contest, The Submitter agrees to and accepts all terms and conditions listed. What else could I do (legally) to protect everyone involved?

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  • Why are MVC & TDD not employed more in game architecture?

    - by secoif
    I will preface this by saying I haven't looked a huge amount of game source, nor built much in the way of games. But coming from trying to employ 'enterprise' coding practices in web apps, looking at game source code seriously hurts my head: "What is this view logic doing in with business logic? this needs refactoring... so does this, refactor, refactorrr" This worries me as I'm about to start a game project, and I'm not sure whether trying to mvc/tdd the dev process is going to hinder us or help us, as I don't see many game examples that use this or much push for better architectural practices it in the community. The following is an extract from a great article on prototyping games, though to me it seemed exactly the attitude many game devs seem to use when writing production game code: Mistake #4: Building a system, not a game ...if you ever find yourself working on something that isn’t directly moving your forward, stop right there. As programmers, we have a tendency to try to generalize our code, and make it elegant and be able to handle every situation. We find that an itch terribly hard not scratch, but we need to learn how. It took me many years to realize that it’s not about the code, it’s about the game you ship in the end. Don’t write an elegant game component system, skip the editor completely and hardwire the state in code, avoid the data-driven, self-parsing, XML craziness, and just code the damned thing. ... Just get stuff on the screen as quickly as you can. And don’t ever, ever, use the argument “if we take some extra time and do this the right way, we can reuse it in the game”. EVER. is it because games are (mostly) visually oriented so it makes sense that the code will be weighted heavily in the view, thus any benefits from moving stuff out to models/controllers, is fairly minimal, so why bother? I've heard the argument that MVC introduces a performance overhead, but this seems to me to be a premature optimisation, and that there'd more important performance issues to tackle before you worry about MVC overheads (eg render pipeline, AI algorithms, datastructure traversal, etc). Same thing regarding TDD. It's not often I see games employing test cases, but perhaps this is due to the design issues above (mixed view/business) and the fact that it's difficult to test visual components, or components that rely on probablistic results (eg operate within physics simulations). Perhaps I'm just looking at the wrong source code, but why do we not see more of these 'enterprise' practices employed in game design? Are games really so different in their requirements, or is a people/culture issue (ie game devs come from a different background and thus have different coding habits)?

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  • Help finding longest non-repeating path through connected nodes - Python

    - by Jordan Magnuson
    I've been working on this for a couple of days now without success. Basically, I have a bunch of nodes arranged in a 2D matrix. Every node has four neighbors, except for the nodes on the sides and corners of the matrix, which have 3 and 2 neighbors, respectively. Imagine a bunch of square cards laid out side by side in a rectangular area--the project is actually simulating a sort of card/board game. Each node may or may not be connected to the nodes around it. Each node has a function (get_connections()), that returns the nodes immediately around it that it is connected to (so anywhere from 0 to 4 nodes are returned). Each node also has an "index" property, that contains it's position on the board matrix (eg '1, 4' - row 1, col 4). What I am trying to do is find the longest non-repeating path of connected nodes given a particular "start" node. I've uploaded a couple of images that should give a good idea of what I'm trying to do: In both images, the highlighted red cards are supposedly the longest path of connected cards containing the most upper-left card. However, you can see in both images that a couple of cards that should be in the path have been left out (Romania and Maldova in the first image, Greece and Turkey in the second) Here's the recursive function that I am using currently to find the longest path, given a starting node/card: def get_longest_trip(self, board, processed_connections = list(), processed_countries = list()): #Append this country to the processed countries list, #so we don't re-double over it processed_countries.append(self) possible_trips = dict() if self.get_connections(board): for i, card in enumerate(self.get_connections(board)): if card not in processed_countries: processed_connections.append((self, card)) possible_trips[i] = card.get_longest_trip(board, processed_connections, processed_countries) if possible_trips: longest_trip = [] for i, trip in possible_trips.iteritems(): trip_length = len(trip) if trip_length > len(longest_trip): longest_trip = trip longest_trip.append(self) return longest_trip else: print card_list = [] card_list.append(self) return card_list else: #If no connections from start_card, just return the start card #as the longest trip card_list = [] card_list.append(board.start_card) return card_list The problem here has to do with the processed_countries list: if you look at my first screenshot, you can see that what has happened is that when Ukraine came around, it looked at its two possible choices for longest path (Maldova-Romania, or Turkey, Bulgaria), saw that they were both equal, and chose one indiscriminantly. Now when Hungary comes around, it can't attempt to make a path through Romania (where the longest path would actually be), because Romania has been added to the processed_countries list by Ukraine. Any help on this is EXTREMELY appreciated. If you can find me a solution to this, recursive or not, I'd be happy to donate some $$ to you. I've uploaded my full source code (Python 2.6, Pygame 1.9 required) to: http://www.necessarygames.com/junk/planes_trains.zip The relevant code is in src/main.py, which is all set to run.

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  • java timer on current instance

    - by hspim
    import java.util.Scanner; import java.util.Timer; import java.util.TimerTask; public class Boggle { Board board; Player player; Timer timer; boolean active; static Scanner in = new Scanner(System.in); public Boggle() { board = new Board(4); timer = new Timer(); } public void newGame() { System.out.println("Please enter your name: "); String line = in.nextLine(); player = new Player(line); active = true; board.shuffle(); System.out.println(board); timer.schedule(new timesUP(), 20000); while(active) { String temp = in.nextLine(); player.addGuess(temp); } } public void endGame() { active = false; int score = Scoring.calculate(player, board); System.out.println(score); } class timesUP extends TimerTask { public void run() { endGame(); } } public static void main(String[] args) { Boggle boggle = new Boggle(); boggle.newGame(); } } I have the above class which should perform a loop for a given length of time and afterwards invoke an instance method. Essentially I need the loop in newGame() to run for a minute or so before endGame() is invoked on the current instance. However, using the Timer class I'm not sure how I would invoke the method I need on the current instance since I can't pass any parameters to the timertasks run method? Is there an easy way to do this or am I going about this the wrong way? (note: this is a console project only, no GUI) ========== code edited I've changed the code to the above following the recommendations, and it works almost as I expect however the thread still doesnt seem to end properly. I was the while loop would die and control would eventually come back to the main method. Any ideas?

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  • Best of both worlds: browser and desktop game?

    - by Ricket
    When considering a platform for a game, I've decided on multi-platform (Win/Lin/Mac) but can't make up my mind as far as browser vs. desktop. As I'm not all too far in development, and now having second thoughts, I'd like your opinion! Browser-based games using Java applets: market penetration is reasonably high (for version 6, it's somewhere around 60% I believe?) using JOGL, 3D performance/quality is decent; certainly good enough to render the crappy 3D graphics that I make there's the (small?) possibility of porting something to Android great for an audience of gamers who switch computers often; can sit down at any computer, load a webpage and play it also great for casual gamers or less knowledgeable gamers who are quite happy with playing games in a browser but don't want to install more things to their computer written in a high-level language which I am more familiar with than C++ - but at the same time, I would like to improve my skills with C++ as it is probably where I am headed in the game industry once I get out of school... easier update process: reload the page. Desktop games using good ol' C++ and OpenGL 100% market penetration, assuming complete cross-platform; however, that number reduces when you consider how many people will go through downloading and installing an executable compared to just browsing to a webpage and hitting "yes" to a security warning. more trouble to maintain the cross-platform; but again, for learning purposes I would embrace the challenge and the knowledge I would gain better performance all around true full screen, whereas browser games often struggle with smooth full screen graphics (especially on Linux, in my experience) can take advantage of distribution platforms such as Steam more likely to be considered a "real" game, whereas browser and Java games are often dismissed as not being real games and therefore not played by "hardcore gamers" installer can be large; don't have to worry so much about download times Is there a way to have the best of both worlds? I love Java applets, but I also really like the reasons to write a desktop game. I don't want to constantly port everything between a Java applet project and a C++ project; that would be twice the work! Unity chose to write their own web player plugin. I don't like this, because I am one of the people that will not install their web player for anything, and I don't see myself being able to convince my audience to install a browser plugin. What are my options? Are there other examples out there besides Unity, of games that have browser and desktop versions? Did I leave out anything in the pro/con lists above?

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  • How do I make my custom Swing component visible?

    - by Alex
    I have no idea why it won't show. First I create an instance of the component and then add it to a certain element in a two-dimensional JPanel array. Then I loop through that array and add each JPanel to another JPanel container which is to hold all the JPanels. I then add that final container to my JFrame window and set visibility to true, it should be visible? public class View extends JFrame { Board gameBoard; JFrame gameWindow = new JFrame("Chess"); JPanel gamePanel = new JPanel(); JPanel[][] squarePanel = new JPanel[8][8]; JMenuBar gameMenu = new JMenuBar(); JButton restartGame = new JButton("Restart"); JButton pauseGame = new JButton("Pause"); JButton log = new JButton("Log"); View(Board board){ gameWindow.setDefaultCloseOperation(EXIT_ON_CLOSE); gameWindow.setSize(400, 420); gameWindow.getContentPane().add(gamePanel, BorderLayout.CENTER); gameWindow.getContentPane().add(gameMenu, BorderLayout.NORTH); gameMenu.add(restartGame); gameMenu.add(pauseGame); gameMenu.add(log); gameBoard = board; drawBoard(gameBoard); gameWindow.setResizable(false); gameWindow.setVisible(true); } public void drawBoard(Board board){ for(int row = 0; row < 8; row++){ for(int col = 0; col < 8; col++){ Box box = new Box(board.getSquare(col, row).getColour(), col, row); squarePanel[col][row] = new JPanel(); squarePanel[col][row].add(box); } } for(JPanel[] col : squarePanel){ for(JPanel square : col){ gamePanel.add(square); } } } } @SuppressWarnings("serial") class Box extends JComponent{ Color boxColour; int col, row; public Box(Color boxColour, int col, int row){ this.boxColour = boxColour; this.col = col; this.row = row; repaint(); } protected void paintComponent(Graphics drawBox){ drawBox.setColor(boxColour); drawBox.drawRect(50*col, 50*row, 50, 50); drawBox.fillRect(50*col, 50*row, 50, 50); } } A final question as well. Notice how each Box component has a position, what happens to the position when I add the component to a JPanel and add the JPanel to my JFrame? Does it still have the same position in relation to the other Box components?

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  • ISSUE IN CONNECTING PRO9000 CAMERA WITH OMAP3530

    - by Vinay krishna
    I have a video phone application running on OMAP 3530 board.The problem is when i connect the camera(pro 9000) through a powered USB hub (Inp:100to240v, OUT:5v,1A) everything works fine when I make a video call.But If i connect the camera directly to the OMAP3530 board and try to make a video call,OMAP board is not sending any video packets captured locally.And also the PIP(Picture In Picture) is disabled.

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  • Issue in connecting Pro9000 camera directly with OMAP3530

    - by Vinay krishna
    I have a video phone application running on an OMAP3530 board. The problem is when I connect the camera (Pro 9000) through a powered USB hub (In:100-240V, Out:5V,1A) everything works fine when I make a video call. But if I connect the camera directly to the OMAP3530 board and try to make a video call, the OMAP board is not sending any video packets captured locally. And also the PIP (Picture In Picture) is disabled.

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  • Does it mean video card is broken?

    - by Sejanus
    Hello, I've just installed some sort of relatively old video card and now computer freezes while playing certain video games (Civilization 4, HOMM V). Some other video games with far better graphics works well (Dawn of War I). Note that "freezing" games runs nicely and smoothly for about 10-15 mins, no lag or any other indication that video card may be not good enough. And then PC suddenly freezes, nothing works but rebooting. The question is, is this a normal behavior of a video card which is simply "not good enough" for the games in question, or is there something broken? Card itself or motherboard or whatever? OS is Windows 7 if that matters, and I don't know exact videocard specs but that probably doesn't matter for this sort of question... thanks in advance!

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  • Exclude list of specific files in wget

    - by nanker
    I am trying to download a lot of pages from a website on dial-up and it can be brutally slow. I have almost got the perfect wget command, but because I'm downloading pages from the same site wget wastes times downloading the same standard images for each page. If I know the name of the default page images, is there any way to have wget ignore and thus avoid downloading those for each and every page? Here is an example of one of the wget commands that my shell script generates into another shell script to download all of the pages: mkdir candy-canes-on-the-flannel-board-in-preschool cd candy-canes-on-the-flannel-board-in-preschool wget -p -nd -A jpg,html -k http://www.teachpreschool.org/2011/12/candy-canes-on-the-flannel-board-in-preschool/ wget -c --random-wait --timeout=30 --user-agent="Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.9.0.3) Gecko/2008092416 Firefox/3.0.3" http://www.teachpreschool.org/2011/12/candy-canes-on-the-flannel-board-in-preschool/ -O "candy-canes-on-the-flannel-board-in-preschool" rm Baby-and-Toddler.jpg Childrens-Books.jpg Creative-Art.jpg Felt-Fun.jpg Happy_Rainbow-e1338766526528.jpg index.html Language-and-Literacy.jpg Light-table-Button.jpg Math.jpg Outdoor-Play.jpg outer-jacket1-300x153.jpg preschoolspot-button-small.jpg robots.txt Science-and-Nature.jpg Signature-2.jpg Story-Telling.jpg Tags-on-Preschool.jpg Teaching-Two-and-Three-Year-olds.jpg cd ../ Now I realize the script is not likely as savvy as it could be but it is doing what I need at the moment except that you can see from the rm command that I would just like to prevent wget from downloading the files in the first place if possible. I almost forgot to mention, there are two wget commands and that is because the first one downloads the page as index.html and for some reason it does not open in my browser, however, when I open it and look at it in vim all of the page's content is there, so I am not sure why it does not open. But if I just issue the second wget command as it is then that page, same file really with an alternate name, opens up fine. Something that if I could fix would also help to streamline the process.

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  • On Windows 7, how do I fix my cmd.exe icon and remove cruft from the jumplist

    - by sb3700
    Hi. When installing drivers for my Gigabyte motherboard, I installed a "Games" link which ran from a batch file. This was pinned to the taskbar by default. As a result, it changed the icon for cmd.exe to the icon for Games. I uninstalled the Games and it got rid of the icon leaving it with a white rectangle thing (I can post screenshots on request). There is also a link on the jumplist to open Games, which just opens a cmd window. I've tried rebuilding my icon cache as per Changing Windows 7 pinned taskbar icons, but this only removed the white rectangle icon, leaving me with no real icon. c:\windows\system32\cmd.exe still has the appropriate icon in explorer, just not on the taskbar. Any ideas on how to fix this annoyance?

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  • I set a frequency too high for my monitor. How can I get it back to normal?

    - by ChristianM
    I have a Geforce 8500GT on my PC, and I made the stupid mistake of setting it to a higher frequency than my monitor can manage. It boots up and it shows me this… and that's all. I can't do anything. The thing is that I think this video board is a little broken anyway, because when it boots up i can't see anything until Windows starts loading. But it worked fine after, no problems. I'm on my on-board video board now, and I don't know how to set the frequency back, because when I boot up with the on-board one, it says something like "changing freq" and it goes ok. How can I get the frequency back for the 8500Gt?

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  • Font scaling issue in win 7

    - by NewProger
    I have a problem with font scaling in Win 7. I tried to search but found no apparent solution to this. About the problem: It manifest itself in older games (from Win 95 era). For example I get this in "Demise rise of the kutan", and in some other games I don't get any errors but the fonts are completely out of place/alignment/size etc. Is there way to fix it so that I can run older programs/games?

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  • Let a program (called by other program) run as admin without prompt

    - by DarkGhostHunter
    As you may know, Steam doesn't like no-admin accounts for installing games or whatsoever. In my case, I have a user in my computer that usually install a lot of games and every time I have to put my password to successfully play them. Blame, /bin/SteamService.exe. I came up with a solution: using RunAs to make Steam run as the admin user. But that is a potential security risk. So instead of that, I'm asking if is possible to do the following: Hot to run SteamService.exe with high trust levels (or admin privileges) automatically when Steam calls it? That way he can play and install games in Steam leaving the rest of the system alone. I don't mind if the user has to click "yes or no", but without prompt its better because some games asks every time they're executed.

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