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  • Move virtual machine hard disk to a separate physical hard disk for better performance?

    - by joeeoj
    I have a dual-core machine with the host OS and many guest virtual OSs. Although I have 8GB of RAM, I notice a slowdown when I turn some virtual machine on (and it takes only 1GB RAM). I was told that I should move virtual machine hard disk file to a separate (another) physical hard drive in my PC to get better performance. This way the head of the hard disk would not have to jump from the virtual OS to the host OS as each hard drive would have its own head to deal with the OS: hard drive 1 head for host OS and hard drive 2 head for guest OS. Is this true? Should I get another hard disk only for virtual machine hard disk files?

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  • How do I leverage the power of my desktop from my laptop?

    - by TheDeeno
    I have a powerful desktop, and a decent laptop. My laptop is my primary machine. When I'm home, I'd like to "tap into" the power of my desktop while using my laptop. I'm not thinking a solution like "remoting in" and actually using my desktop from my laptop. I mean sending work to the desktop when my laptop is taxed in a seamless way. Is this possible at all? How would I do it? I'll do whatever is necessary to my desktop to enable this if it's feasible. My laptop has Vista installed.

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  • I want to sell my software [C# desktop application] but I was Stuck in licencing [closed]

    - by Surendra Soni
    Possible Duplicate: if I use .NET Framework for my application, do I have to pay anything to Microsoft? I have developed a desktop application called "Institute Management System" which has modules like Class manager, Subject manager, Topics manager, Student inquiry manager Student admission manager, Fees manager, Exam manager etc. using C# for the front end and MS Access for the back end. The main problem is that I want to sell it and earn some money but I heard that my application needs to be registered at Microsoft, and I would have to get a license from them for selling, and have to pay them money too. I have spent four months developing it at my own expense, and worked very hard to develop it. So I want some tips, advice, any suggestion for the same. Please also tell me the procedure for all of the required registrations and payment issues. And I also want to ask you if you Can you suggest any other technology where I develop my application and sell it without worrying about licencing and related issues? I am now more confused about that "MS technology is open source or not? "

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  • Oracle SOA Suite on Virtual Box

    - by sravan.sarraju(at)oracle.com
    Recently I have started my journey Oracle SOA Suite and the first big hurdle everyone warned me off is setting up Oracle SOA Suite environment in our personal machine for learning. My laziness pushed me to search for much easier way than regular all download, configuration stuff and bang..! I found in the solution oracle site itself. Oracle SOA Suite on Virtual Box. For those who are not aware of Virtual Box, it’s a virtualization software which enables u to install multiple operating systems on a virtual hard drive which in turn managed by Virtual Box. In short pack ur Operating System, Software, Files everything into a VM and carry it wherever u go. Coming to Oracle SOA Suite, Oracle is offering a prebuilt VM for download which u can mount on ur Virtual box and that all you need. Here is the link for Virtual Box image of Oracle SOA Suite. Virtual Box can be downloaded here It’s a huge download. I’m yet to try it myself. Will get back to my writer again once I’m done.

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  • One of my VMs went boom using Virtual Box and how it got fixed

    - by Enrique Lima
    I am running an HP Envy 15, 16GB and 500GB (7200 RPM) Hard drive. Had a VM configured from another environment, created the virtual machine config file on Virtual Box, everything seemed ok. Fired it up, and it was  s   l   o   w, it took close to 10 minutes for it to load, and about 5 more to see Windows was in the process of loading before the BSOD.  Thought, maybe, just maybe it will not happen again … oh was I wrong. Frustration had already hit an all time high with this configuration and the number of issues I’ve had. How I did the troubleshooting … The best thing to do (IMO) is to step back, and gather your tools to debug this situation. Tools:  Virtual Box command line tools, Windows Debug. Virtual Box comes with a pretty good set of tools to examine, migrate and overall tasks to deal with VMs. The firs step:  use VBoxManage to prevent the VM from rebooting after the error to get enough time to really dig into the BSOD issue. Command used:   VBoxManage setextradata VMNAME "VBoxInternal/PDM/HaltOnReset" 1 Once this was done, the error reported was an “Inaccessible boot device” coming from a “Stop – 7B” type of error on the BSOD. The issue I had with this, my VM was configured to use a virtual SATA controller, and thought Windows 2008 R2 would handle this fine … again wrong!  Because the integration tools from the other product where wanting to take effect that was throwing everything off. The fix The fix was almost handed to me, edited the configuration for the VM, removed the SATA controller from it, added the virtual hard drive under an IDE controller, boot up and voilà … it works! I was then able to install the Virtual Box guest tools and such, but have decided to favor “keep on working” over “let’s try SATA again”

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  • Where is the virtual function call overhead?

    - by Semen Semenych
    Hello everybody, I'm trying to benchmark the difference between a function pointer call and a virtual function call. To do this, I have written two pieces of code, that do the same mathematical computation over an array. One variant uses an array of pointers to functions and calls those in a loop. The other variant uses an array of pointers to a base class and calls its virtual function, which is overloaded in the derived classes to do absolutely the same thing as the functions in the first variant. Then I print the time elapsed and use a simple shell script to run the benchmark many times and compute the average run time. Here is the code: #include <iostream> #include <cstdlib> #include <ctime> #include <cmath> using namespace std; long long timespecDiff(struct timespec *timeA_p, struct timespec *timeB_p) { return ((timeA_p->tv_sec * 1000000000) + timeA_p->tv_nsec) - ((timeB_p->tv_sec * 1000000000) + timeB_p->tv_nsec); } void function_not( double *d ) { *d = sin(*d); } void function_and( double *d ) { *d = cos(*d); } void function_or( double *d ) { *d = tan(*d); } void function_xor( double *d ) { *d = sqrt(*d); } void ( * const function_table[4] )( double* ) = { &function_not, &function_and, &function_or, &function_xor }; int main(void) { srand(time(0)); void ( * index_array[100000] )( double * ); double array[100000]; for ( long int i = 0; i < 100000; ++i ) { index_array[i] = function_table[ rand() % 4 ]; array[i] = ( double )( rand() / 1000 ); } struct timespec start, end; clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &start); for ( long int i = 0; i < 100000; ++i ) { index_array[i]( &array[i] ); } clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &end); unsigned long long time_elapsed = timespecDiff(&end, &start); cout << time_elapsed / 1000000000.0 << endl; } and here is the virtual function variant: #include <iostream> #include <cstdlib> #include <ctime> #include <cmath> using namespace std; long long timespecDiff(struct timespec *timeA_p, struct timespec *timeB_p) { return ((timeA_p->tv_sec * 1000000000) + timeA_p->tv_nsec) - ((timeB_p->tv_sec * 1000000000) + timeB_p->tv_nsec); } class A { public: virtual void calculate( double *i ) = 0; }; class A1 : public A { public: void calculate( double *i ) { *i = sin(*i); } }; class A2 : public A { public: void calculate( double *i ) { *i = cos(*i); } }; class A3 : public A { public: void calculate( double *i ) { *i = tan(*i); } }; class A4 : public A { public: void calculate( double *i ) { *i = sqrt(*i); } }; int main(void) { srand(time(0)); A *base[100000]; double array[100000]; for ( long int i = 0; i < 100000; ++i ) { array[i] = ( double )( rand() / 1000 ); switch ( rand() % 4 ) { case 0: base[i] = new A1(); break; case 1: base[i] = new A2(); break; case 2: base[i] = new A3(); break; case 3: base[i] = new A4(); break; } } struct timespec start, end; clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &start); for ( int i = 0; i < 100000; ++i ) { base[i]->calculate( &array[i] ); } clock_gettime(CLOCK_PROCESS_CPUTIME_ID, &end); unsigned long long time_elapsed = timespecDiff(&end, &start); cout << time_elapsed / 1000000000.0 << endl; } My system is LInux, Fedora 13, gcc 4.4.2. The code is compiled it with g++ -O3. The first one is test1, the second is test2. Now I see this in console: [Ignat@localhost circuit_testing]$ ./test2 && ./test2 0.0153142 0.0153166 Well, more or less, I think. And then, this: [Ignat@localhost circuit_testing]$ ./test2 && ./test2 0.01531 0.0152476 Where are the 25% which should be visible? How can the first executable be even slower than the second one? I'm asking this because I'm doing a project which involves calling a lot of small functions in a row like this in order to compute the values of an array, and the code I've inherited does a very complex manipulation to avoid the virtual function call overhead. Now where is this famous call overhead?

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  • Problem configuring virtual host.

    - by Zeeshan Rang
    I am tring to configure apache virtual host for my computer. But i am facing problem in doing so. i have made required changes in my C:\WINDOWS\system32\drivers\etc\hosts then C:\xampp\apache\conf\extra\httpd-vhosts.conf I added the following lines in httpd-vhosts.conf ########################Virtual Hosts Config below################## NameVirtualHost 127.0.0.1 <VirtualHost localhost> ServerName localhost DocumentRoot "C:\xampp\htdocs" DirectoryIndex index.php index.html <Directory "C:\xampp\htdocs"> AllowOverride All </Directory> </VirtualHost> <VirtualHost virtual.cloudse7en.com> ServerName virtual.cloudse7en.com DocumentRoot "C:\development\virtual.cloudse7en.com\httpdocs" DirectoryIndex index.php index.html <Directory "C:\development\virtual.cloudse7en.com\httpdocs"> Options Indexes FollowSymLinks Includes ExecCGI AllowOverride All Order allow,deny Allow from all </Directory> </VirtualHost> <VirtualHost virtual.app.cloudse7en.com> ServerName virtual.app.cloudse7en.com DocumentRoot "C:\development\virtual.app.cloudse7en.com\httpdocs" DirectoryIndex index.php index.html <Directory "C:\development\virtual.app.cloudse7en.com\httpdocs"> Options Indexes FollowSymLinks Includes ExecCGI AllowOverride All Order allow,deny Allow from all </Directory> </VirtualHost> ######################################################################## I started my xampp and tried http://localhost in a browser. This works and open up http://localhost/xampp/ but when i try http:http://virtual.app.cloudse7en.com it again opens up http://virtual.app.cloudse7en.com/xampp/ I do not understand the reason. Also i have a windows vista 64 bit, operating system. Do i need to make some other changes too? Regards Zee

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  • Change workarea size of Linux desktop

    - by nonoitall
    I'm trying to write a taskbar/panel for Linux (like fbpanel or pypanel) using GTK# and am a little hung up. I've created a Gtk.Window to act as the panel and positioned/resized it appropriately. I've also set its WindowTypeHint to Dock so that it remains on top of other windows. So far it 'looks' like a panel. However, if the panel is running and I maximize another window, that window fills the whole desktop - meaning the bottom portion of the window is covered up by my panel. I've gathered that I probably need to change the desktop's workarea. How can I go about doing this in C#? (Preferably using GTK#, but I don't mind using interop if it's necessary.) As a bit of a side point, I'm curious if anyone knows how I would go about 'informing' the window manager about where applications' taskbar buttons are. (For example, if the window manager wants to animate the minimize action so that the window shrinks down to its button on the taskbar, how do I let the window manager know where that button is on the taskbar?)

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  • C ++ virtual function

    - by user2950788
    masters of C++. I am trying to implement polymorphism in C++. I want to write a base class with a virtual function and then redefine that function in the child class. then demonstrate dynamic binding in my driver program. But I just couldn't get it to work. I know how to do it in C#, so I figured that I might have made some syntactical mistakes where I had used C#'s syntax in my C++ code, but these mistakes are not obvious to me at all. So I'd greatly appreciate it if you would correct my mistakes. class polyTest { public: polyTest(); virtual void type(); virtual ~polyTest(); }; void polyTest::type() { cout << "first gen"; } class polyChild: public polyTest { public: void type(); }; void polyChild::type() { cout << "second gen"; } int main() { polyChild * ptr1; polyChild * ptr2; ptr1 = new polyTest(); ptr2 = new polyChild(); ptr1 -> type(); ptr2 -> type(); }

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  • Lightest weight ubuntu desktop for text editing in big terminal windows?

    - by Kevin Pauli
    I have an older windows laptop onto which I'm installing ubuntu within a VM. My goal is just to use terminal-based linux tools such as vim and shell scripting. I don't give a hoot about any gui for this box. So I first installed ubuntu minimalcd and chose "Basic Ubuntu Server". Upon boot, the text-based terminal came up and I logged in, but the problem is it only gives me 80 columns. I want to do terminal mode vim but have a couple hundred columns to take advantage of my large monitor. If you happen to know how to do that, please see my question here . This post is assuming that the other question is not answerable, and that I will need a desktop to get more than 80 columns in a terminal window. So if that is the case, I want the lightest weight one possible, because this is older hardware and all I want is the ability to have nice big text-based terminal windows for editing text. From the ubuntu minimal CD, I see options for Edubuntu, Kubuntu, etc. Which one of the available desktops would be a good choice for my needs?

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  • Distributing my Application inside a Debian Virtual Machine Image-- How to meet GPL obligations?

    - by bdk
    I have a Linux application I've developed, and I have created a standalone VMWare Image that people can download to try out the application without needing to install and configure a Linux Server. I created this VMWare Image by starting with a base Debian system, installing a bunch of packages and then configuring all the packages and daemons my application depends on. Upon load, the VMWare Image boots right into an X Server running only my application and no Window manager, so its more of a "Virtual Appliance" than a normal Linux Desktop environment. Users generally will never see a command prompt or any application other than my own. (My application itself I have a handle on the licensing issues of) Now I would like to distribute this image, but I'm not sure how to meet my GPL (and other licenses the various Debian components are released under) Obligations. As I understand it, I have two primary obligations to meet. Providing Copyright and License Information for each component I use. As I understand it, all the information I am required to present is located in the /usr/share directory in the Debian, but since my users generally will never touch a console or terminal, they will never see this. Does providing a text file containing a concatenation of all the files inside /usr/share meet this obligation Making source code available for all components I distribute. Since I am not creating the image from source, but from binary packages, I can't provide the actual source code that results in exactly my image being generated. Does providing an ftp mirror and an offer to send that mirror on DVDs of the Debian source debs for all the packages I use meet this obligation? Anything Else I'm required to do to legally distribute this image?

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  • How small (spec wise) can a virtual machine be and still boot up and run some sort of OS?

    - by IllvilJa
    One of the advantages with virtual machines is that you can be very flexible with their sizes. If the host system permits it, you can have a very large virtual machine with a lot of virtual RAM and disk. Also, you can decide to go the other way around, to give the virtual machine a very modest amount of RAM and disk and then choose and configure the OS appropriately. The question is, how small virtual machines have people managed to setup (and get to both boot up and to run)? Virtual machines doing something usuful is preferable, even if I know "useful" in this context is awfully subjective, but laboratory-cases with a configuration stripped beyond common sense could be intresting as well, just to see what people manage to boot and run. Quite open ended question and quite academic, but think of it: an extremely small VM (which still does something useful) takes very little memory and disk and can be quite quickly saved to and restored from disk. If it's also gentle on CPU resources, one might consider having a huge number of such VMs up and running on a host. (Imagine a VM running just an old Commodore 64 or Commodore Amiga in it. Ok, way wrong CPU architecture for modern Virtualization software running on a x86-based PC but still an interesting thought. You could have quite a few such small VMs running on a modern PC.)

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  • "Mem Usage" higher than "VM Size" in WinXP Task Manager

    - by Frederick
    In my Windows XP Task Manager, some processes display a higher value in the Mem Usage column than the VMSize. My Firefox instance, for example shows 111544 K as mem usage and 100576 K as VMSize. According to the help file of Task Manager Mem Usage is the working set of the process and VMSize is the committed memory in the Virtual address space. My question is, if the number of committed pages for a process is A and the number of pages in physical memory for the same process is B, shouldn't it always be B = A? Isn't the number of pages in physical memory per process a subset of the committed pages? Or is this something to do with sharing of memory among processes? Please explain. (Perhaps my definition of 'Working Set' is off the mark). Thanks.

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  • Blackberry custom slideshow-style BitmapField manager

    - by Diego Tori
    Right now, I'm trying to figure out how to implement the following: Suppose I have a custom Manager that has about 10 or so BitmapFields layed out in a horizontal manner (similar to a slideshow contained in a HFM ) . What I want to achieve is to be able to move the image HFM via touchEvent horizontally, where a BitmapField would take focus on the left-hand side of the custom Manager. In other words, will I have to give a value to setHorizontalScroll and if so, is it a matter of just incrementing that value when the user makes a left or right touch event. Also, how can I get the focus of a Field within a given position on the screen (i.e. the left-most Field on the HFM) when the HFM is scrolling sideways via touchEvent?

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  • How to write applications that modifies the Windows UI?

    - by StevenGilligan
    Hi, I have this programming question that's been bothering me for some time now. I'm wondering how is it possible to write applications that change the Windows UI? More precisely how could you write an application that modifies the Windows Taskbar or the Windows Desktop? I'm really interested in this topic but cannot find a lot of information. I've read about extending the Windows Shell but I can't seem to find anything related to modifying the Taskbar and the Desktop. I'm looking for something along the lines of Rainmeter. How did those guys create an application that lives inside the Windows Desktop? I'd like to point out that my prefered language for this would be C# but if you want to give me hints in other languages I'm fine with it and I am running on Windows 7. Thank you

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  • How to call virtual function of an object in C++

    - by SoonDead
    I'm struggling with calling a virtual function in C++. I'm not experienced in C++, I mainly use C# and Java so I might have some delusions, but bear with me. I have to write a program where I have to avoid dynamic memory allocation if possible. I have made a class called List: template <class T> class List { public: T items[maxListLength]; int length; List() { length = 0; } T get(int i) const { if (i >= 0 && i < length) { return items[i]; } else { throw "Out of range!"; } }; // set the value of an already existing element void set(int i, T p) { if (i >= 0 && i < length) { items[i] = p; } else { throw "Out of range!"; } } // returns the index of the element int add(T p) { if (length >= maxListLength) { throw "Too many points!"; } items[length] = p; return length++; } // removes and returns the last element; T pop() { if (length > 0) { return items[--length]; } else { throw "There is no element to remove!"; } } }; It just makes an array of the given type, and manages the length of it. There is no need for dynamic memory allocation, I can just write: List<Object> objects; MyObject obj; objects.add(obj); MyObject inherits form Object. Object has a virtual function which is supposed to be overridden in MyObject: struct Object { virtual float method(const Input& input) { return 0.0f; } }; struct MyObject: public Object { virtual float method(const Input& input) { return 1.0f; } }; I get the elements as: objects.get(0).method(asdf); The problem is that even though the first element is a MyObject, the Object's method function is called. I'm guessing there is something wrong with storing the object in an array of Objects without dynamically allocating memory for the MyObject, but I'm not sure. Is there a way to call MyObject's method function? How? It's supposed to be a heterogeneous collection btw, so that's why the inheritance is there in the first place. If there is no way to call the MyObject's method function, then how should I make my list in the first place?

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  • Remote Desktop to Your Azure Virtual Machine

    - by Shaun
    The Windows Azure Team had just published their new development portal this week and the SDK 1.3. Within this new release there are a lot of cool feature available. The one I’m looking forward to is Remote Desktop Access to your running Windows Azure Virtual Machine.   Configuration Remote Desktop Access It would be very simple to make the azure service enable the remote desktop access. First of all let’s create a new windows azure project from the Visual Studio. In this example I just created a normal MVC 2 web role without any modifications. Then we right-click the azure project node in the solution explorer window and select “Publish”. Then let’s select the “Deploy your Windows Azure project to Windows Azure” on the top radio button. And then select the credential, deployment service/slot, storage and label as susal. You must have the Management API Certificates uploaded to your Windows Azure account, and install the certification on you machine before in order to use this one-click deployment feature. If you are familiar with this dialog you will notice that there’s a linkage named “Configure Remote Desktop connections”. Here is where you need to make this service enable the remote desktop feature. After clicked this link we will set the configuration of the remote desktop access authorization information. There are 4 steps we need to do to configure our access. Certificates: We need either create or select a certificate file in order to encypt the access cerdenticals. In this example I will use the certificate file for my Management API. Username: The remote desktop user name to access the virtual machine. Password: The password for the access. Expiration: The access cerdentals would be expired after 1 month by default but we can amend here. After that we clicked the OK button to back to the publish dialog.   The next step is to back to the new windows azure portal and navigate to the hosted services list. I created a new hosted service and upload the certificate file onto this service. The user name and password access to the azure machine must be encrypted from the local machine, and then send to the windows azure platform, then decrypted on the azure side by the same file. This is why we need to upload the certificate file onto azure. We navigated to the “Hosted Services, Storage Accounts & CDN"” from the left panel and created a new hosted service named “SDK13” and selected the “Certificates” node. Then we clicked the “Add Certificates” button. Then we select the local certificate file and the password to install it into this azure service.   The final step would be back to our Visual Studio and in the pulish dialog just click the OK button. The Visual Studio will upload our package and the configuration into our service with the remote desktop settings.   Remote Desktop Access to Azure Virtual Machine All things had been done, let’s have a look back on the Windows Azure Development Portal. If I selected the web role that I had just published we can see on the toolbar there’s a section named “Remote Access”. In this section the Enable checkbox had been checked which means this role has the Remote Desktop Access feature enabled. If we want to modify the access cerdentals we can simply click the Configure button. Then we can update the user name, password, certificates and the expiration date.   Let’s select the instance node under the web role. In this case I just created one instance for demo. We can see that when we selected the instance node, the Connect button turned enabled. After clicked this button there will be a RDP file downloaded. This is a Remote Desctop configuration file that we can use to access to our azure virtual machine. Let’s download it to our local machine and execute. We input the user name and password we specified when we published our application to azure and then click OK. There might be some certificates warning dislog appeared. This is because the certificates we use to encryption is not signed by a trusted provider. Just select OK in these cases as we know the certificate is safty to us. Finally, the virtual machine of Windows Azure appeared.   A Quick Look into the Azure Virtual Machine Let’s just have a very quick look into our virtual machine. There are 3 disks available for us: C, D and E. Disk C: Store the local resource, diagnosis information, etc. Disk D: System disk which contains the OS, IIS, .NET Frameworks, etc. Disk E: Sotre our application code. The IIS which hosting our webiste on Azure. The IP configuration of the azure virtual machine.   Summary In this post I covered one of the new feature of the Azure SDK 1.3 – Remote Desktop Access. We can set the access per service and all of the instances of this service could be accessed through the remote desktop tool. With this feature we can deep into the virtual machines of our instances to see the inner information such as the system event, IIS log, system information, etc. But we should pay attention to modify the system settings. 2 reasons from what I know for now: 1. If we have more than one instances against our service we should ensure that all system settings we modifed are applied to all instances/virtual machines. Otherwise, as the machines are under the azure load balance proxy our application process may doesn’t work due to the defferent settings between the instances. 2. When the virtual machine encounted some problem and need to be translated to another physical machine all settings we made would be disappeared.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • Windows 8 Task Manager

    - by Daniel Moth
    If you are a user of Task Manager (btw, make sure you've read my Task Manager shortcut tips), you must read the blog post on the overhaul coming to Task Manager in Windows 8 – coo stuff! Also, long time readers of my blog will know that back in 2008 I wrote about Windows Vista and Windows 7 number_of_cores support, and in 2009 I shared a widely borrowed screenshot of Task Manager from one of our 128-core machines. So I was excited to just read on the Windows 8 blog that Windows 8 will support up to 640 cores. They shared a screenshot of a 160-core machine, so there goes my record ;-) Comments about this post by Daniel Moth welcome at the original blog.

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. 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