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  • How to make the PC speaker beep from the Windows 7 command prompt?

    - by oKtosiTe
    I'm running some lengthy video encodes using the Handbrake command line interface. After all my encodes are done, I would like to have the PC speaker beep, as I usually turn my large external speakers off. On Linux I would install the "beep" package, but so far I haven't found such a program for Windows 7. Possibly related links: System "Beep" sound does not function in Windows Vista x64 with HD Audio devices (I am indeed using an HD Audio device: the SoundMAX ADI1986A) What’s up with the Beep driver in Windows 7?

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  • Can you get to a command line on the iPhone?

    - by Ethan
    I'm not even sure why I'd want to do this. I guess I'm just curious. Is there a way to get to some kind console, command line, or text-based UI on the iPhone? I'm referring to accessing the iPhone system itself, poking around in the directories, opening files in something akin to vi, that sort of thing.

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  • How do I assign Windows Firewall profiles to network interfaces from the command line?

    - by David
    I would like to assign Windows Firewall's public profile to the public Ethernet interface and the private profile to the private Ethernet interface. I can do this with the GUI via Open Windows Firewall with Advanced Security Click on Windows Firewall Properties Click the Private Profile Tab Click Customize Select the Interface I want (private) Click OK Repeat step 3-6 for the public profile How do I do this via command line? I'm using Windows Server 2008 R2

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  • How to print Linux command output to a file?

    - by vijay.shad
    Hi, I am creating a script to sync my important documents between two system. I want my script to generate a log file for the last action. can you suggest me a way to achieve this. Question: If I execute the rsync command with -v flag, it will print a lot of messages on the console. Is there any way. So, I can redirect these logs to a file?

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  • How to configure Users permissions in Windows Server 2008 R2 by command line?

    - by Répás
    I have to create about 800 users in our Windows S 2008 R2 and I'd like to make a few settings with them. Create user: net user Joe 1mb4pASs /add /fullname:"John Smith" /passwordchg:no /comment:"no comment" Set never expired password: wmic useraccount where "Name='Joe'" set PasswordExpires=FALSE Add the user to two groups (like in the Members Of tab in the GUI) Remote Desktop Users (I translated it from hungarian, because the server) Terminal Services - Computers to enable the use of applications via webaccess Step 3 is where I'm having problems. What command(s) should I use for this?

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  • How to install Uniconverter (command-line app) on Mac OS 10.7.2 (Lion)?

    - by RecentlyAFish
    Uniconverter is a command-line tool that shares code with the sK1 Project. it's used to convert from one type of vector graphic file to another like this: uniconverter before.eps after.svg I'm looking for a step by step solution to install this tool on my laptop. A similar question posted on the Uniconverter Forum back in August is still unanswered. I read about Uniconverter in an answer posted by Neil but don't grok how to send him a message directly for more details.

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  • Convert a CSV file to a XLS file on the linux command line?

    - by Rory
    I'm using Debian Linux and I want to convert a CSV file to an Excel XLS Spreadsheet file. The catdoc package includes the xls2csv command that converts from XLS to CSV. However it doesn't do the reverse. Since I just have a CSV file, I don't care about formatting or anything like that. I'm not worried if it only generates a very simple XLS file, and doesn't support the fancy new versions. Just so long as it's an XLS spreadsheet.

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  • What's the difference between one-dash and two-dashes for command prompt parameters?

    - by Pacerier
    I was wondering why is it that some programs requires their command prompt parameters to have two dashes in front whereas some (most) only require one dash in front? For example most programs look like this: relaxer -dtd toc.xml toc_gr.xml toc_jp.xml Whereas some programs look like this: xmllint --valid toc.xml --noout What's the reason that some requires two dashes instead of one? Doesn't it make sense for everyone to stick to one standard (i.e. a single dash will do).

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  • What is the Windows analog of the Linux watch command?

    - by PeterJCLaw
    I'm looking for a Windows program/script/command line function that works like Linux's watch program. watch periodically calls another program/whatever and shows the result, which is great for refreshing an output file or similar every second: watch cat my-output.txt or, more powerfully: watch grep "fail" my-output.txt I've looked for it in cygwin's library, but it doesn't seem to be present.

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  • Black Screen: How to set Projection/View Matrix

    - by Lisa
    I have a Windows Phone 8 C#/XAML with DirectX component project. I'm rendering some particles, but each particle is a rectangle versus a square (as I've set the vertices to be positions equally offset from each other). I used an Identity matrix in the view and projection matrix. I decided to add the windows aspect ratio to prevent the rectangles. But now I get a black screen. None of the particles are rendered now. I don't know what's wrong with my matrices. Can anyone see the problem? These are the default matrices in Microsoft's project example. View Matrix: XMVECTOR eye = XMVectorSet(0.0f, 0.7f, 1.5f, 0.0f); XMVECTOR at = XMVectorSet(0.0f, -0.1f, 0.0f, 0.0f); XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up))); Projection Matrix: void CubeRenderer::CreateWindowSizeDependentResources() { Direct3DBase::CreateWindowSizeDependentResources(); float aspectRatio = m_windowBounds.Width / m_windowBounds.Height; float fovAngleY = 70.0f * XM_PI / 180.0f; if (aspectRatio < 1.0f) { fovAngleY /= aspectRatio; } XMStoreFloat4x4(&m_constantBufferData.projection, XMMatrixTranspose(XMMatrixPerspectiveFovRH(fovAngleY, aspectRatio, 0.01f, 100.0f))); } I've tried modifying them to use cocos2dx's WP8 example. XMMATRIX identityMatrix = XMMatrixIdentity(); float fovy = 60.0f; float aspect = m_windowBounds.Width / m_windowBounds.Height; float zNear = 0.1f; float zFar = 100.0f; float xmin, xmax, ymin, ymax; ymax = zNear * tanf(fovy * XM_PI / 360); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; XMMATRIX tmpMatrix = XMMatrixPerspectiveOffCenterRH(xmin, xmax, ymin, ymax, zNear, zFar); XMMATRIX projectionMatrix = XMMatrixMultiply(tmpMatrix, identityMatrix); // View Matrix float fEyeX = m_windowBounds.Width * 0.5f; float fEyeY = m_windowBounds.Height * 0.5f; float fEyeZ = m_windowBounds.Height / 1.1566f; float fLookAtX = m_windowBounds.Width * 0.5f; float fLookAtY = m_windowBounds.Height * 0.5f; float fLookAtZ = 0.0f; float fUpX = 0.0f; float fUpY = 1.0f; float fUpZ = 0.0f; XMMATRIX tmpMatrix2 = XMMatrixLookAtRH(XMVectorSet(fEyeX,fEyeY,fEyeZ,0.f), XMVectorSet(fLookAtX,fLookAtY,fLookAtZ,0.f), XMVectorSet(fUpX,fUpY,fUpZ,0.f)); XMMATRIX viewMatrix = XMMatrixMultiply(tmpMatrix2, identityMatrix); XMStoreFloat4x4(&m_constantBufferData.view, viewMatrix); Vertex Shader cbuffer ModelViewProjectionConstantBuffer : register(b0) { //matrix model; matrix view; matrix projection; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; PixelInputType main(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; //===================================== // TODO: ADDED for testing input.position.z = 0.0f; //===================================== // Calculate the position of the vertex against the world, view, and projection matrices. //output.position = mul(input.position, model); output.position = mul(input.position, view); output.position = mul(output.position, projection); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Store the particle color for the pixel shader. output.color = input.color; return output; } Before I render the shader, I set the view/projection matrices into the constant buffer void ParticleRenderer::SetShaderParameters() { ViewProjectionConstantBuffer* dataPtr; D3D11_MAPPED_SUBRESOURCE mappedResource; DX::ThrowIfFailed(m_d3dContext->Map(m_constantBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)); dataPtr = (ViewProjectionConstantBuffer*)mappedResource.pData; dataPtr->view = m_constantBufferData.view; dataPtr->projection = m_constantBufferData.projection; m_d3dContext->Unmap(m_constantBuffer.Get(), 0); // Now set the constant buffer in the vertex shader with the updated values. m_d3dContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf() ); // Set shader texture resource in the pixel shader. m_d3dContext->PSSetShaderResources(0, 1, &m_textureView); } Nothing, black screen... I tried so many different look at, eye, and up vectors. I tried transposing the matrices. I've set the particle center position to always be (0, 0, 0), I tried different positions too, just to make sure they're not being rendered offscreen.

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