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  • Moving Character in C# XNA Not working

    - by Matthew Stenquist
    I'm having trouble trying to get my character to move for a game I'm making in my sparetime for the Xbox. However, I can't seem to figure out what I'm doing wrong , and I'm not even sure if I'm doing it right. I've tried googling tutorials on this but I haven't found any helpful ones. Mainly, ones on 3d rotation on the XNA creators club website. My question is : How can I get the character to walk towards the right in the MoveInput() function? What am I doing wrong? Did I code it wrong? The problem is : The player isn't moving. I think the MoveInput() class isn't working. Here's my code from my character class : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace Jumping { class Character { Texture2D texture; Vector2 position; Vector2 velocity; int velocityXspeed = 2; bool jumping; public Character(Texture2D newTexture, Vector2 newPosition) { texture = newTexture; position = newPosition; jumping = true; } public void Update(GameTime gameTime) { JumpInput(); MoveInput(); } private void MoveInput() { //Move Character right GamePadState gamePad1 = GamePad.GetState(PlayerIndex.One); velocity.X = velocity.X + (velocityXspeed * gamePad1.ThumbSticks.Right.X); } private void JumpInput() { position += velocity; if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed && jumping == false) { position.Y -= 1f; velocity.Y = -5f; jumping = true; } if (jumping == true) { float i = 1.6f; velocity.Y += 0.15f * i; } if (position.Y + texture.Height >= 1000) jumping = false; if (jumping == false) velocity.Y = 0f; } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(texture, position, Color.White); } } }

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  • Ubuntu 13.04 boot into black screen, even after installing nvidia drivers, fail at: "Starting Reload cups, upon starting avahi-daemon..."

    - by Elad92
    I got a new machine with i7 4770k and gefore gtx660. I installed windows and then installed Ubuntu 13.04. In the installation everything went well, after the installation I again boot from the USB and choose try ubuntu, and installed boot-repair because windows automatically boot with no option for ubuntu. After I repaired the boot, I restarted and got into grub, when I chose Ubuntu I got message saying I'm running on low graphics mode and when I pressed ok the screen turned off. I couldn't do anything so I restarted and after reading this post: My computer boots to a black screen, what options do I have to fix it? I got into recovery, selected dpkg and repaired packages. Then I rebooted, and tried to press 'e' and change quiet splash to no splash and nomodeset but unfortunately both of them didn't work, and not the screen didn't get turned off, but I just saw a blank screen. So I rebooted again, entered the recovery, and this time I went to the root shell, and tried to install nvidia drivers from this guide here: http://www.howopensource.com/2012/10/install-nvidia-geforce-driver-in-ubuntu-12-10-12-04-using-ppa/ I rebooted and got the same black screen again (the screen didn't go off, just saw a blank screen). In the grub I see that the kernel is 3.8.0-25. I also checked that the usb files are not corrupted using the check CD from the ubuntu installation screen. I'm really frustrated, I don't know what else can I do. (If someone also knows how can I connect to wifi using the root shell it will be very appreciated, because when I choose the 'enable networking' it again booting me to a black screen. Thanks Edit After digging more, I again boot with nomodeset and saw where is it failing, this is the lines I saw: * Starting Reload cups, upon starting avahi-daemon to make sure remote queues are populated [OK] * Starting Reload cups, upon starting avahi-daemon to make sure remote queues are populated [fail] I searched for it in google and this is the closest result I got: http://ubuntuforums.org/showthread.php?t=2144261 i didn't find any way to solve it in the internet, from what I understand this is a problem with 13.04. If someone knows how to fix it I will be very grateful. Thanks Edit 2 - 23.6.13 As Mitch suggested, I disabled the avahi-daemon, and when I boot in nomodeset I get the following error: What else can be the problem?

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  • how this code works and how to modify this code to get my desrire work? [closed]

    - by imon_bayazid
    I dont understand how these code works here : m_MouseHookManager.MouseDoubleClick+=HookManager_MouseDoubleClick; m_MouseHookManager.MouseDoubleClick -= HookManager_MouseDoubleClick; m_KeyboardHookManager.KeyPress +=HookManager_KeyPress; m_KeyboardHookManager.KeyPress -=HookManager_KeyPress; My full Code is here : using System; using System.Windows.Forms; using MouseKeyboardActivityMonitor.WinApi; namespace MouseKeyboardActivityMonitor.Demo { public partial class TestFormHookListeners : Form { private readonly KeyboardHookListener m_KeyboardHookManager; private readonly MouseHookListener m_MouseHookManager; public TestFormHookListeners() { InitializeComponent(); m_KeyboardHookManager = new KeyboardHookListener(new GlobalHooker()); // Hooks are not active after instantiation. You need to use either Enabled property or call Start()()()() method m_KeyboardHookManager.Enabled = true;//True - The Hook is presently installed, activated, and will fire events. m_MouseHookManager = new MouseHookListener(new GlobalHooker()); m_MouseHookManager.Enabled = true; } #region Check boxes to set or remove particular event handlers. private void checkBoxMouseDoubleClick_CheckedChanged(object sender, EventArgs e) { if (checkBoxMouseDoubleClick.Checked) { m_MouseHookManager.MouseDoubleClick += HookManager_MouseDoubleClick; } else { m_MouseHookManager.MouseDoubleClick -= HookManager_MouseDoubleClick; } } private void checkBoxKeyPress_CheckedChanged(object sender, EventArgs e) { if (checkBoxKeyPress.Checked) { m_KeyboardHookManager.KeyPress +=HookManager_KeyPress; } else { m_KeyboardHookManager.KeyPress -=HookManager_KeyPress; } } #endregion #region Event handlers of particular events. They will be activated when an appropriate checkbox is checked. private void HookManager_KeyPress(object sender, KeyPressEventArgs e) { Log(string.Format("KeyPress \t\t {0}\n", e.KeyChar)); } private void HookManager_MouseDoubleClick(object sender, MouseEventArgs e) { Log(string.Format("MouseDoubleClick \t\t {0}\n", e.Button)); } private void Log(string text) { textBoxLog.AppendText(text); textBoxLog.ScrollToCaret(); } #endregion private void checkBoxEnabled_CheckedChanged(object sender, EventArgs e) { m_MouseHookManager.Enabled = checkBoxEnabled.Checked; m_KeyboardHookManager.Enabled = checkBoxEnabled.Checked; } private void radioHooksType_CheckedChanged(object sender, EventArgs e) { Hooker hook; if (radioApplication.Checked) { hook = new AppHooker();//Provides methods for subscription and unsubscription to application mouse and keyboard hooks. } else { hook = new GlobalHooker();//Provides methods for subscription and unsubscription to global mouse and keyboard hooks. } m_KeyboardHookManager.Replace(hook); m_MouseHookManager.Replace(hook);//hook->An AppHooker or GlobalHooker object. //Enables you to switch from application hooks to global hooks //and vice versa on the fly without unsubscribing from events. //Component remains enabled or disabled state after this call as it was before. //Declaration Syntax } private void HookManager_Supress(object sender, MouseEventExtArgs e) { if (e.Button != MouseButtons.Right) { return; } Log("Suppressed.\n"); e.Handled = true; } } } Can anybody help to understand that??? I want by this that whenever a F5 key-pressed my application will be active and then it checks if double-click happen it gives a message .... **How can i modify that.....??????**

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  • efficient collision detection - tile based html5/javascript game

    - by Tom Burman
    Im building a basic rpg game and onto collisions/pickups etc now. Its tile based and im using html5 and javascript. i use a 2d array to create my tilemap. Im currently using a switch statement for whatever key has been pressed to move the player, inside the switch statement. I have if statements to stop the player going off the edge of the map and viewport and also if they player is about to land on a tile with tileID 3 then the player stops. Here is the statement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerX > 0) { playerX--; } if(board[playerX][playerY] == 3){ playerX++; } break; case 38: // Up if (playerY > 0) playerY--; if(board[playerX][playerY] == 3){ playerY++; } break; case 39: // Right if (playerX < worldWidth) { playerX++; } if(board[playerX][playerY] == 3){ playerX--; } break; case 40: // Down if (playerY < worldHeight) playerY++; if(board[playerX][playerY] == 3){ playerY--; } break; } viewX = playerX - Math.floor(0.5 * viewWidth); if (viewX < 0) viewX = 0; if (viewX+viewWidth > worldWidth) viewX = worldWidth - viewWidth; viewY = playerY - Math.floor(0.5 * viewHeight); if (viewY < 0) viewY = 0; if (viewY+viewHeight > worldHeight) viewY = worldHeight - viewHeight; }, false); My question is, is there a more efficient way of handling collisions, then loads of if statements for each key? The reason i ask is because i plan on having many items that the player will need to be able to pickup or not walk through like walls cliffs etc. Thanks for your time and help Tom

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  • 2D game - Missile shooting problem on Android

    - by Niksa
    Hello, I have to make a tank that sits still but moves his turret and shoots missiles. As this is my first Android application ever and I haven't done any game development either, I've come across a few problems... Now, I did the tank and the moving turret once I read the Android tutorial for the LunarLander sample code. So this code is based on the LunarLander code. But I'm having trouble doing the missile firing then SPACE button is being pressed. private void doDraw(Canvas canvas) { canvas.drawBitmap(backgroundImage, 0, 0, null); // draws the tank canvas.drawBitmap(tank, x_tank, y_tank, new Paint()); // draws and rotates the tank turret canvas.rotate((float) mHeading, (float) x_turret + mTurretWidth, y_turret); canvas.drawBitmap(turret, x_turret, y_turret, new Paint()); // draws the grenade that is a regular circle from ShapeDrawable class bullet.setBounds(x_bullet, y_bullet, x_bullet + width, y_bullet + height); bullet.draw(canvas); } UPDATE GAME method private void updateGame() throws InterruptedException { long now = System.currentTimeMillis(); if (mLastTime > now) return; double elapsed = (now - mLastTime) / 1000.0; mLastTime = now; // dUP and dDown, rotates the turret from 0 to 75 degrees. if (dUp) mHeading += 1 * (PHYS_SLEW_SEC * elapsed); if (mHeading >= 75) mHeading = 75; if (dDown) mHeading += (-1) * (PHYS_SLEW_SEC * elapsed); if (mHeading < 0) mHeading = 0; if (dSpace){ // missile Logic, a straight trajectorie for now x_bullet -= 1; y_bullet -= 1; //doesn't work, has to be updated every pixel or what? } boolean doKeyDown(int keyCode, KeyEvent msg) { boolean handled = false; synchronized (mSurfaceHolder) { if (keyCode == KeyEvent.KEYCODE_SPACE){ dSpace = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_UP){ dUp = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN){ dDown = true; handled = true; } return handled; } } } a method run that runs the game... public void run() { while (mRun) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas(null); synchronized (mSurfaceHolder) { if (mMode == STATE_RUNNING) updateGame(); doDraw(c); } } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } So the question would be, how do I make that the bullet is fired on a single SPACE key press from the turret to the end of the screen? Could you help me out here, I seem to be in the dark here... Thanks, Niksa

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  • Multiplayer tile based movement synchronization

    - by Mars
    I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that. The game is tile based, you can only move in 4 directions, and every move moves the sprite 32px (over time of course). Now, if I would simply send this move action to the server, which would broadcast it to all players, while the walk key is kept being pressed down, to keep walking, I have to take this next command, send it to the server, and to all clients, in time, or the movement won't be smooth anymore. I saw this in other games, and it can get ugly pretty quick, even without lag. So I'm wondering if this is even a viable option. This seems like a very good method for single player though, since it's easy, straight forward (, just take the next movement action in time and add it to a list), and you can easily add mouse movement (clicking on some tile), to add a path to a queue, that's walked along. The other thing that came to my mind was sending the information that someone started moving in some direction, and again once he stopped or changed the direction, together with the position, so that the sprite will appear at the correct position, or rather so that the position can be fixed if it's wrong. This should (hopefully) only make problems if someone really is lagging, in which case it's to be expected. For this to work out I'd need some kind of queue though, where incoming direction changes and stuff are saved, so the sprite knows where to go, after the current movement to the next tile is finished. This could actually work, but kinda sounds overcomplicated. Although it might be the only way to do this, without risk of stuttering. If a stop or direction change is received on the client side it's saved in a queue and the char keeps moving to the specified coordinates, before stopping or changing direction. If the new command comes in too late there'll be stuttering as well of course... I'm having a hard time deciding for a method, and I couldn't really find any examples for this yet. My main problem is keeping the tile movement smooth, which is why other topics regarding synchronization of pixel based movement aren't helping too much. What is the "standard" way to do this?

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  • Android - Force Close - Null Pointer on Canvas?

    - by user22241
    Please bear with me. I have a very odd problem. Basically, my app so far, has 3 activities (a main splash screen, an 'options/menu' screen and the main app). If I follow the very specific steps oulined below, I get a 'null pointer exception' in the 2nd activity) and the app force closes...... Here are the steps: Start the app (a game based on Surfaceview), tap through to the third activity so the game is running, then hit the home key so the game is paused and put to the background, the activity/app is ended through DDMS in the SDK then restarted on the device (all OK so far), now if I hit the back key on the device twice in quick succession, it happens. All other sequence of events is fine, even to the point of pressing the back key, waiting for the previous activity to show, then hitting back again - all OK. Only when the back key is pressed twice in quick succession following all the above steps does the problem occur. I'm assuming that the canvas isn't ready as it's showing as 'null' when this happens, but I'm not sure why this is happening as surely it's happening when I'm trying to go back to activity 1, but the logcat shows the error in activity 2. if I stop the activity running my 'doDraw' method (which referenced the canvas), then all is OK - so I can safely assume it is the canvas causing the problem. Also, if I skip my first activity (which is a very basic full-screen button which just displays a splashscreen and waits for the user to tap the screen), and make my 2nd activity the launch activity, again, it is OK. this is the part of the code that I think is probably relevant: @Override public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) { vheight = this.getHeight(); vwidth = this.getWidth(); } @Override public void surfaceCreated(SurfaceHolder holder) { vheight = this.getHeight(); vwidth = this.getWidth(); this.viewWidth = vwidth; this.viewHeight = vheight; if (runthread==false){ if (preThread.getState()==Thread.State.TERMINATED){ preThread = new OptionsThread(thisholder, thiscontext, thishandler); } preThread.setRunning(true); preThread.start();} } @Override public void surfaceDestroyed(SurfaceHolder holder) { preThread.setRunning(false); //Stop the loop boolean retry = true; //Stop the thread while (retry) { try { preThread.join(); retry = false; } catch (InterruptedException e) { } } Thank you all for any help you can offer

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  • Remote Graphics Diagnostics with Windows RT 8.1 and Visual Studio 2013

    - by Michael B. McLaughlin
    Originally posted on: http://geekswithblogs.net/mikebmcl/archive/2013/11/12/remote-graphics-diagnostics-with-windows-rt-8.1-and-visual-studio.aspxThis blog post is a brief follow up to my What’s New in Graphics and Game Development in Visual Studio 2013 post on the MVP Award blog. While writing that post I was testing out various features to try to make sure everything worked as expected. I had some trouble getting Remote Graphics Diagnostics (a/k/a remote graphics debugging) working on my first generation Surface RT (upgraded to Windows RT 8.1). It was more strange since I could use remote debugging when doing CPU debugging; it was just graphics debugging that was causing trouble. After some discussions with the great folks who work on the graphics tools in Visual Studio, they were able to repro the problem and recommend a solution. My Surface RT needed the ARM Kits policy installed on it. Once I followed the instructions on the previous link, I could successfully use Remote Graphics Diagnostics on my Surface RT. Please note that this requires Windows RT 8.1 RTM (i.e. not Preview) and that Remote Graphics Diagnostics on ARM only works when you are using Visual Studio 2013 as it is a new feature (it should work just fine using the Express for Windows version). Also, when I installed the ARM Kits policy I needed to do two things to get it to work properly. First, when following the “How to install the Kits policy” instructions, I needed to copy the SecureBoot folder into Program Files on my Surface RT (specifically, I copied the SecureBoot folder to “C:\Program Files\Windows Kits\8.1\bin\arm\” on my Surface RT, creating any necessary directories). It may work if it’s in any system folder; I didn’t test any others after I got it working. I had initially put it in my Downloads folder and tried installing it from there. When the machine restarted it displayed a worrisome error message. I repeatedly pressed the button that would allow me to retry and eventually the machine rebooted and managed to recover itself to its previous state. Second, I needed to install it as an Administrator. The instructions say that this might be necessary. For me it was. This is a Remote Graphics Diagnostics is a great new feature in Visual Studio 2013 so I definitely encourage all of you to check it out!

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  • How can I cleanly and elegantly handle data and dependancies between classes

    - by Neophyte
    I'm working on 2d topdown game in SFML 2, and need to find an elegant way in which everything will work and fit together. Allow me to explain. I have a number of classes that inherit from an abstract base that provides a draw method and an update method to all the classes. In the game loop, I call update and then draw on each class, I imagine this is a pretty common approach. I have classes for tiles, collisions, the player and a resource manager that contains all the tiles/images/textures. Due to the way input works in SFML I decided to have each class handle input (if required) in its update call. Up until now I have been passing in dependencies as needed, for example, in the player class when a movement key is pressed, I call a method on the collision class to check if the position the player wants to move to will be a collision, and only move the player if there is no collision. This works fine for the most part, but I believe it can be done better, I'm just not sure how. I now have more complex things I need to implement, eg: a player is able to walk up to an object on the ground, press a key to pick it up/loot it and it will then show up in inventory. This means that a few things need to happen: Check if the player is in range of a lootable item on keypress, else do not proceed. Find the item. Update the sprite texture on the item from its default texture to a "looted" texture. Update the collision for the item: it might have changed shape or been removed completely. Inventory needs to be updated with the added item. How do I make everything communicate? With my current system I will end up with my classes going out of scope, and method calls to each other all over the place. I could tie up all the classes in one big manager and give each one a reference to the parent manager class, but this seems only slightly better. Any help/advice would be greatly appreciated! If anything is unclear, I'm happy to expand on things.

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  • How do I make camera move at same speed when rotating and moving forward

    - by dez
    I made a camera in DX9. To move forward I press the Up arrow. To rotate on the Y axis I use the mouse. When I perform these movements on their own the camera moves at the speed I want. However, if I hold down Up and move the mouse at the same time then the camera moves a lot faster than it should. I want it to move at the same speed as it does when only the Up arrow is pressed. I think I need to normalize something somewhere but not sure what and not sure where. Have tried various combinations without success so if anyone can point me in the right direction that would be great. Thanks. I've post code below. #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { if( KEY_DOWN(VK_UP)) MovePlayer(D3DXVECTOR3(0, 0, -1.0f)); if( KEY_DOWN(VK_DOWN)) MovePlayer(D3DXVECTOR3(0, 0, 1.0f)); switch( msg ) { case WM_MOUSEMOVE: ProcessMouseInput(); } } void MovePlayer( D3DXVECTOR3 in_vec ) { D3DXMATRIX CameraRot; D3DXMatrixRotationY(&CameraRot,D3DXToRadian(AngleY)); D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&in_vec,&CameraRot); CameraPos += (m_timeElapsed * CameraRotTarget); } void ProcessMouseInput() { GetCursorPos( &CurrentMouseState ); if ((CurrentMouseState.x != GameMouseState.x) || (CurrentMouseState.y != GameMouseState.y)) { int dx = CurrentMouseState.x - GameMouseState.x; int dy = CurrentMouseState.y - GameMouseState.y; AngleY+=m_timeElapsed*dx*7.0f; } GameMouseState = CurrentMouseState; // Set back to window center in Render function } VOID UpdateCamera() { D3DXVECTOR3 CameraOrigTarget(0, 0, -1); D3DXVECTOR3 CameraOrigUp(0, 1, 0); D3DXMATRIX CameraRot; D3DXMATRIX CameraRotX; D3DXMatrixRotationX(&CameraRotX,D3DXToRadian(AngleX)); D3DXMATRIX CameraRotY; D3DXMatrixRotationY(&CameraRotY,D3DXToRadian(AngleY)); CameraRot = CameraRotX * CameraRotY; D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&CameraOrigTarget,&CameraRot); D3DXVECTOR3 CameraTarget; CameraTarget = CameraPos + CameraRotTarget; D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &matView, &CameraPos, &CameraTarget, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); }

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  • Visual Studio 2010/2012 Context Menus and a Keyboard

    - by SergeyPopov
    As a software developer, I spend a lot of time using Visual Studio. I have to say that I completely satisfied with Visual Studio generally. Nevertheless, sometimes Visual Studio starts annoying me. One issue which poisoned my existence for a long time is that context menu behavior in VS2010 is a little different than it was in VS2005/2008. Unfortunately, in VS2012 this behavior remains the same as in VS2010. So, what is the issue? Working with Visual Studio, I use the keyboard in most cases. I also use the Apps key on the keyboard to open context menus in the code editor. Moreover, long time ago I am got used to using some key sequences, and press the keys without even thinking. In VS2008, a mouse pointer position didn’t affect context menu navigation if I used the keyboard. Every time I opened a context menu I was sure that, for example, the "Apps, Down, Down, Enter, Up, Enter" key sequence always invoke "Organize Usings > Remove and Sort" function. But in VS2010, this behavior has been changed. If a mouse pointer is located over an opened context menu, the menu item under the mouse pointer becomes selected immediately! So, now the "Apps, Down, Down, Enter, Up, Enter" key sequence will not lead to expected results all the time. In some cases, the result may be a little scary. If you are using Visual SVN extension, this key sequence may invoke "Revert whole file" function. Of course, this is not a fatal problem because "Undo" function restores all the changes, but this behavior strongly annoys me. In Visual Studio 2012, context menu behavior is a little different than in VS2010, but a mouse pointer position still affects the keyboard navigation in the context menu, and this behavior is still annoying. I tried to find the way how to change this behavior, but I didn’t manage to find the answer quickly. Then I decided to go right though, so I wrote a small utility which fixes this issue. This utility watches for Apps key, and if the key is pressed in Visual Studio, the utility moves the mouse pointer to the top of the screen before opening the context menu. You can find binaries and the source code of this utility here: http://code.google.com/p/vs-ctx-menu-fix/downloads/list This utility works fine in Windows 7 and Windows 8 x64. I wrote the first version in January, 2011; now I just added Visual Studio 2012 support. I hope you will find this utility useful! :)

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  • Camera not working

    - by user17548
    I made a camera in DX9. To move forward I press the Up arrow. To rotate on the Y axis I use the mouse. When I perform these movements on their own the camera moves at the speed I want. However, if I hold down Up and move the mouse at the same time then the camera moves a lot faster than it should. I want it to move at the same speed as it does when only the Up arrow is pressed. I think I need to normalize something somewhere but not sure what and not sure where. Have tried various combinations without success so if anyone can point me in the right direction that would be great. Thanks. My code #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { if( KEY_DOWN(VK_UP)) MovePlayer(D3DXVECTOR3(0, 0, -1.0f)); if( KEY_DOWN(VK_DOWN)) MovePlayer(D3DXVECTOR3(0, 0, 1.0f)); switch( msg ) { case WM_MOUSEMOVE: ProcessMouseInput(); } } void MovePlayer( D3DXVECTOR3 in_vec ) { D3DXMATRIX CameraRot; D3DXMatrixRotationY(&CameraRot,D3DXToRadian(AngleY)); D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&in_vec,&CameraRot); CameraPos += (m_timeElapsed * CameraRotTarget); } void ProcessMouseInput() { GetCursorPos( &CurrentMouseState ); if ((CurrentMouseState.x != GameMouseState.x) || (CurrentMouseState.y != GameMouseState.y)) { int dx = CurrentMouseState.x - GameMouseState.x; int dy = CurrentMouseState.y - GameMouseState.y; AngleY+=m_timeElapsed*dx*7.0f; } GameMouseState = CurrentMouseState; // Set back to window center in Render function } VOID UpdateCamera() { D3DXVECTOR3 CameraOrigTarget(0, 0, -1); D3DXVECTOR3 CameraOrigUp(0, 1, 0); D3DXMATRIX CameraRot; D3DXMATRIX CameraRotX; D3DXMatrixRotationX(&CameraRotX,D3DXToRadian(AngleX)); D3DXMATRIX CameraRotY; D3DXMatrixRotationY(&CameraRotY,D3DXToRadian(AngleY)); CameraRot = CameraRotX * CameraRotY; D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&CameraOrigTarget,&CameraRot); D3DXVECTOR3 CameraTarget; CameraTarget = CameraPos + CameraRotTarget; D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &matView, &CameraPos, &CameraTarget, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); }

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  • Problem with switch dell 6224

    - by Matias
    Hello, we just have upgraded the firmware of a dell 6224 power connect switch and it won't reload. These are the symptons: - I power up the switch having the serial cable connected to it and the switch outputs nothing. The configuration of the serial console is fine: 9600 bds, etc... In fact, before the upgrade, I was connected to the switch through the very same cable. - Reseting the switch with its reset pinhole does not reset the switch: the power and fan lights powers off while I keep pressed the pinhole, but the switch itself does not resets. - When I connect an UTP cable to one of the switches port, the green lights don't flash, but ''mii-tool eth0'' in my laptop shows there is link!! The only thing I see in the output, different from other upgrades I've done, is this line at the end: Erasing Boot Flash.....^^^^Done. Any help or idea will be more than welcome!! Thanks!! console#show version Image Descriptions image1 : image2 : Images currently available on Flash -------------------------------------------------------------------- unit image1 image2 current-active next-active 1 <none> 3.0.0.8 image2 image2 console#boot system image2 Activating image image2 .. console#update bootcode Update bootcode and reset (Y/N)? Updating boot code ... Extracting boot code from image... Erasing Boot Flash.....^^^^Done.

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  • To clone or to automate a system installation?

    - by Shtééf
    Let's say you're setting up a cluster of servers performing the same task. Or say you're just setting up a bunch of different servers, but you expect to use a base configuration on all of your servers. Would it be better practice to create a base image and clone it, or to automate the installation and configuration? I occasionally end up in this argument with my boss, in situations where we're time-pressed. When he sees me struggle with perfecting the automation, his suggestion is often to clone the entire disk to the other machines. But my instinct has always been to avoid cloning. This is mostly from an Ubuntu perspective, but the question is fairly general. My reasons for avoiding cloning are: On a typical install, even if it's fresh, there are already several unique identifiers installed: filesystem UUIDs, SSH host keys, among others. These would have to be regenerated. Network needs to be reconfigured for each clone. This would need to be done off-line, of course, or the settings will conflict with other machines on the network. On the other hand, some of the cloning advantages are quite clear as well: (Initially?) less effort required than automating configuration. Tools exist to quickly address (some) of the above disadvantages. (I can see right through my own bias there.)

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  • Don't let the mouse wake up displays from standby

    - by progo
    I like to put my displays to powersave/standby mode when I leave the computer for a while. It would be ok if it weren't for oversensitive mouse. Sometimes the driver reads in some movement that's not visible to the naked eye (the cursor, that is) and it breaks the power save. It would wait for another 10 minutes before going back to its standby. My workaround is the following script bound to C-S-q: xlock -startCmd 'xset dpms 2 2 2' -endCmd 'xset dpms 600 1200 1300' -mode blank -echokeys -timeelapsed +usefirst By using xset I set the values to 2 seconds each before going to standby. It's not nice, anyway. Sometimes there are cool fortunes that I want to read before typing in the password. I could keep the cursor moving but it's cludgy. (By the way, xlock's option mousemotion doesn't help -- it just hides the cursor but the displays fire up nevertheless.) So the question: is there a way to make displays go standby and stay there until a keyboard key is pressed? I'm running gentoo and recent Xorg, but I hope the answer doesn't have to be distro-specific. Basically the answer can be as simple as how to enable/disable mouse within command line? It think that would do the job if DPMS doesn't know the idea.

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  • Multi-select menu in bash script

    - by am2605
    I'm a bash newbie but I would like to create a script in which I'd like to allow the user to select multiple options from a list of options. Essentially what I would like is something similar to the example below: #!/bin/bash OPTIONS="Hello Quit" select opt in $OPTIONS; do if [ "$opt" = "Quit" ]; then echo done exit elif [ "$opt" = "Hello" ]; then echo Hello World else clear echo bad option fi done (sourced from http://www.faqs.org/docs/Linux-HOWTO/Bash-Prog-Intro-HOWTO.html#ss9.1) However my script would have more options, and I'd like to allow multiples to be selected. So somethig like this: 1) Option 1 2) Option 2 3) Option 3 4) Option 4 5) Done Having feedback on the ones they have selected would also be great, eg plus signs next to ones they ahve already selected. Eg if you select "1" I'd like to page to clear and reprint: 1) Option 1 + 2) Option 2 3) Option 3 4) Option 4 5) Done Then if you select "3": 1) Option 1 + 2) Option 2 3) Option 3 + 4) Option 4 5) Done Also, if they again selected (1) I'd like it to "deselect" the option: 1) Option 1 2) Option 2 3) Option 3 + 4) Option 4 5) Done And finally when Done is pressed I'd like a list of the ones that were selected to be displayed before the program exits, eg if the current state is: 1) Option 1 2) Option 2 + 3) Option 3 + 4) Option 4 + 5) Done Pressing 5 should print: Option 2, Option 3, Option 4 and the script terminate. So my question - is this possible in bash, and if so is anyone able to provide a code sample? Any advice would be much appreciated.

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  • Linksys WAP54G v3.1 no access, power and link LED solid

    - by user142113
    I'm managing the Network of a small enterprise. A Linksys WAP54G v3.1 used to provide the WiFi network. I was called, because the device did not provide a WiFi network anymore. I first of all tried to ping the device via LAN, but there was no reaction. I've frequently reconnected the AP to the mains and always the POWER and the LINK LED keep solid, even if no network cable is connected. What I've done yet: Reset as documented: Pressed the RESET button for 10 seconds. After that I have tried to access the AP with a direct cable connection to my computer, that I've set to a static ip of 192.168.1.240, but i got no ping response on the default IP 192.168.1.245. Furthermore ipconfig reports "media disconnected". More complex reset method as described here http://bruceshankle.blogspot.de/2005/12/how-to-reset-linksys-wap54g.html as well had no effect. also tried to ping 192.168.1.1 without success Tried this method: http://www.daniweb.com/hardware-and-software/networking/threads/142437/linksys-wireless-access-point-problem#post680245 but there was no ping response when powering up. As well the tftp transfer timed out Finally tried to short pin 15 and 16 of the flash chip on the bottom side of the AP mainboard while booting to provoke a Checksum error. This should lead to the possibility to upload a firmware with tftp, as the AP stops booting and waits for a tftp connection on 192.168.1.1. But I've had no success. As well i've put pin 15 and 16 to ground while booting, also without an effect. After all that I still can't ping the AP, ipconfig still tells me "media disconnected". The POWER and LINK LED are solid. I would appreciate your answers

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  • Reinserted a RAID disk. Defined as foreign. Is import or clear the correct choice?

    - by Petrus
    I have re-inserted a RAID disk, on a DELL server with Windows Server 2008. The drive-status indicator was changing between a green and amber light, and the monitor gave the following message: There are offline or missing virtual drives with preserved cache. Please check the cables and ensure that all drives are present. Press any key to enter the configuration utility. I pressed a key and the PERC 6/I Integrated BIOS Configuration Utility showed that the RAID Status for that disk was Offline. After reinsertion of the disk the monitor is giving the following message: Foreign configuration(s) found on adapter. Press any key to continue or ‘C’ load the configuration utility, or press ‘F’ to import foreign configuration(s) and continue. After checking around on the net I am uncertain if I should choose import or clear. I cannot find out if an import means importing information from the array/system to the now foreign disk or the other way, i.e. importing information from the foreign disk to the array/system that was actually working fine. Also; if clear is a necessary thing to do ahead of a rebuild of that disk, or if clear means to clear the system to somehow make it ready to import the information from the foreign disk to the array/system, which is not what I want. I imagine that making the wrong choice here might be fatal. Please help clearing this out by telling what to choose and why.

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  • Accidentally deleting all OSX users using dscl

    - by gutch
    OK, so I just did something really stupid and deleted all the user accounts on an OSX 10.6.6 machine by running this: sudo dscl . -delete /users What I actually wanted to do was delete a single, troublesome account using a command like this: sudo dscl . -delete /users/localadmin ...but I absent-mindedly pressed return too early and deleted the lot. I've tried using -list and can confirm that I have indeed wiped all the accounts. The machine is currently running fine, but I'm sure that once I log out / reboot then it will be completely broken. I don't mind that I've deleted the normal user accounts (there was only one I wanted anyway). But it's surely going to be a big problem that system accounts like _installer and _jabber and _lda and _windowserver etc etc are gone. So my question is, how can I restore the standard set of system accounts? Do I have to reinstall OSX from scratch? Or can I either: undelete those system accounts, or run some command to recreate the system accounts?

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  • New Windows Server 2008 R2 WIMP running slower than Windows Server 2003

    - by starshine531
    We recently upgraded a WIMP server from Windows Server 2003 (32 bit) to Windows Server 2008 R2 (64 bit). The new server has significantly better hardware than the old server, yet many processes take much longer than the old box. We have a rather complex web application process that normally takes about 7 seconds on the old box, but on the new one it takes 11-12 seconds. That's down from 15.5 seconds it took before I disabled IPV6. This process involves some queries (some of them involve transactions with maybe 3 queries between the start and commit) and creating and emailing some pdfs. Windows updates are current with a more or less fresh machine. This happens consistently even when we have almost no traffic on the site and memory and cpu aren't being hard pressed at all. The only differences between the servers other than the OS and hardware: 1) When available, we used 64 bit versions of programs 2) The new server uses MySQL 5.5 rather than MySQL 5.1 (I did run the mysql_upgrade program and we use InnoDB for the engine) 3) The new server uses PHP Version 5.3.18 rather than PHP Version 5.3.1 4) With the new OS came IIS7 rather than IIS6 of course. What could be causing better hardware to run so much slower? Let me know if you need more details. Thank you.

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  • Overclock Failed

    - by John
    This morning when I tried to turn on my computer, the monitor would not display anything. The computer is on, but no UI on the monitor and no beep. I turned off the computer and turn it back on again. This time, the computer was on for about 2 seconds and automatically turned itself off for about 2 second and automatically turned itself back on. This happened two times without the monitor displaying any UI. On the third try, the computer did the same thing but when it turned itself back on, the monitor displayed this: American Megatrends Asus P8P67 Le ACPI bios Revision 1011 CPU Intel Core i5 2500K CPU @ 3.30GHz Speed: 3300MHz Total Memory 4096 MB (DDR3-1333) USB Devices Total: 0 Drive, 1 Keyboard, 1 Mouse, 2 Hubs Detected ATA/ATAPI Deivces SATA6G_2 Hitachi HDs821010CLA 332 SATA3G_1 Corsair force 3 SSD SATA3G_2 HL-DT-ST DB-RE UH12CS28 Overclocking Failed! Please enter setup to reconfigure your system. Press F1 to Run Setup. After I pressed F1, it went into the Asus EF1 Bios Utility. I couldn't do anything in there so I just exited. After which, the computer auto turned off and on again and I was able to use the PC like regular. This has never happened to this computer before and the day before, nothing seemed wrong, just regular use and some gaming.

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  • Running Jackd on Ubuntu for my External Firewire Sound card

    - by Asaf
    Hello, I'm running Ubuntu 10.04 and I have an external Sound card: Phonic Firefly 302. I've connected the device, installed Jackd, added the lines: @audio - rtprio 99 @audio - memlock 500000 @audio - nice -10 to /etc/security/limits.conf logged out, logged back in, ran qjackctl (sudo qjackctl to be exact), ran the settings and chose "firewire" on the driver option, pressed "Start" and that was the output: 20:10:19.450 Patchbay deactivated. 20:10:19.578 Statistics reset. 20:10:19.601 ALSA connection graph change. 20:10:19.828 ALSA connection change. 20:10:21.293 Startup script... 20:10:21.293 artsshell -q terminate sh: artsshell: not found 20:10:21.695 Startup script terminated with exit status=32512. 20:10:21.695 JACK is starting... 20:10:21.695 /usr/bin/jackd -dfirewire -r44100 -p1024 -n3 jackd 0.118.0 Copyright 2001-2009 Paul Davis, Stephane Letz, Jack O'Quinn, Torben Hohn and others. jackd comes with ABSOLUTELY NO WARRANTY This is free software, and you are welcome to redistribute it under certain conditions; see the file COPYING for details 20:10:21.704 JACK was started with PID=22176. no message buffer overruns JACK compiled with System V SHM support. loading driver .. libffado 2.0.0 built Mar 31 2010 14:47:42 firewire ERR: Error creating FFADO streaming device cannot load driver module firewire no message buffer overruns 20:10:21.819 JACK was stopped successfully. 20:10:21.819 Post-shutdown script... 20:10:21.822 killall jackd jackd: no process found 20:10:22.230 Post-shutdown script terminated with exit status=256. 20:10:23.865 Could not connect to JACK server as client. - Overall operation failed. - Unable to connect to server. Please check the messages window for more info. Error: "/tmp/kde-asaf" is owned by uid 1000 instead of uid 0.

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  • What is the collaborative screen shot/diagramming application recently featured on Hacker News and p

    - by wonsungi
    A few days ago, I saw this video for a screen capture application. I'm pretty sure I followed a link from Hacker News, possibly to a Life Hacker article. The video was very short, but demonstrated how the application could be used: The application was basically a movable/resize-able view port with a button. When the button is pressed, the contents of the view port are saved to an image (basically a screen capture.) The interesting thing is what you could do after that point. One of the specific examples from the video browsed to Google maps street view, grabbed a photo of an intersection, then scribbled notes about where to meet and where the restaurant was in colored "marker." Another example shown was grabbing a house layout from from CAD tool, then scribbling notes on it. The last part of the video showed several possible uses being scrolled through the application's view port. Now, it seemed it was very easy to share these images with other people because there was some type of integration, either with their own site and/or common social websites/chat services. The application was shown running on both Windows and Mac. edit: I think there was an iPhone app, as well. Anyone know what this application is? I tried searching Google, Hacker News, and Life Hacker already. It is not Jing.

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  • Dual pane file manager for Mac OS

    - by Alex Kaushovik
    Is there a good customizable dual-pane file manager for Mac like Total Commander / Far Manager in Windows, or like Krusader / Midnight Commander in Linux? I used to work on Windows for quite a while and mostly used Far Manager and sometimes Total Commander, then I switched to Ubuntu Linux and used Krusader, now I switched to Mac OS (Snow Leopard) and I'm having a hard time trying to find a good file manager... Many of the existing applications are trying to replace the Finder with "multimedia capabilities nobody cares about in file manager - IMHO" (Path Finder, ForkLift), some of them are almost good dual-pane file managers (couldn't remember examples), but none of them worked for me mostly because of one reason: I couldn't integrate my file/folder comparison utility (Araxis Merge for Mac) with them... The way it worked for me in Windows and Linux is that I was setting the cursor on one file in the left pane, then setting the right-pane cursor on another file in right pane, then I pressed a hotkey that launched Araxis Merge with those to files/folders comparison results. It was very easy to set up in Far Manager (Windows) and Krusader (Linux, actually in Linux I used "Meld" instead of Araxis Merge...) The tool I'm looking for doesn't necessarily has to be free... Thank you!

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  • Dual pane file manager for Mac OS

    - by Alex Kaushovik
    Is there a good customizable dual-pane file manager for Mac like Total Commander / Far Manager in Windows, or like Krusader / Midnight Commander in Linux? I used to work on Windows for quite a while and mostly used Far Manager and sometimes Total Commander, then I switched to Ubuntu Linux and used Krusader, now I switched to Mac OS (Snow Leopard) and I'm having a hard time trying to find a good file manager... Many of the existing applications are trying to replace the Finder with "multimedia capabilities nobody cares about in file manager - IMHO" (Path Finder, ForkLift), some of them are almost good dual-pane file managers (couldn't remember examples), but none of them worked for me mostly because of one reason: I couldn't integrate my file/folder comparison utility (Araxis Merge for Mac) with them... The way it worked for me in Windows and Linux is that I was setting the cursor on one file in the left pane, then setting the right-pane cursor on another file in right pane, then I pressed a hotkey that launched Araxis Merge with those to files/folders comparison results. It was very easy to set up in Far Manager (Windows) and Krusader (Linux, actually in Linux I used "Meld" instead of Araxis Merge...) The tool I'm looking for doesn't necessarily has to be free... Thank you!

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