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  • Can my computer run Ubuntu? [duplicate]

    - by Harry B
    This question already has an answer here: How do I find out which version and derivative of Ubuntu is right for my hardware in terms of minimal system requirements? 2 answers Just want to check if my computer can run Ubuntu. It is an old IBM ThinkPad, so here are the basic stats I could find: IBM 28832ZU Processor Intel(R) Celeron(R) M processor 1300MHz Processor Speed 1.27 GHz Memory (RAM) 2048 MB Operating System Microsoft Windows XP Professional Operating System Version 5.1.2600 Intel Extreme Graphics 2M And here is some info pulled from the graphics panel NTEL(R) EXTREME GRAPHICS 2 FOR MOBILE REPORT Report Date: 06/28/2013 Report Time[hr:mm:ss]: 17:53:20 Driver Version: 6.14.10.3943 Operating System: Windows NT* 5.1.2600 Service Pack 2 Default Language: English DirectX* Version: 9.0 Physical Memory: 2038 MB Min. Graphics Memory: 8 MB Max. Graphics Memory: 64 MB Graphics Memory in use: 7 MB Processor: x86 family 6 Model 9 Stepping 5 Processor Speed: 1296 MHZ Device Revision: 2 Output Devices Connected to Graphics Accelerator * Active Notebook Displays:1

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  • Compiling program that uses libpcap on Mac OSX using iPhone 3.1.1 SDK for use on iPhone

    - by Alan
    Hey SOV users, I have a question that I'm hoping some iPhone Developers may be able to help with. I had a look at statically compiling a binary on my Mac and moving it over to the iPhone for execution. I have managed to get this bit of it working by installing the iPhone 3.1.3 SDK on my Mac and setting the architecture to the iPhone in the gcc line as follows; /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc -I ~/Downloads/libpcap-1.1.1/pcap-compiled/ -arch armv6 -isysroot /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS2.1.sdk -o test test.c I have managed to successfully compile a "Hello World" C program and executed it on the iPhone with success. e.g. include int main() { printf("Hello, World!\n"); return(0); } This worked a charm. I am also using 'ldid' to sign the application (but only if necessary). Anyways, I have been trying to get a program to compile which uses libpcap (http://www.tcpdump.org/) but with little success. I have downloaded and installed libpcap-1.1.1 on my mac and set the configure --prefix to /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS2.1.sdk/usr/local and build the application. I then saw that the includes actually reside in Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS2.1.sdk/usr/includes and so moved the Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS2.1.sdk/usr/local/include files (which contained only the pcap stuff) to the correct location. I then attempted to compile the test program using; /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc -I /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.1.3.sdk/usr/include/ -arch armv6 -isysroot /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS2.1.sdk -o pcap pcap.c -lpcap This worked a lot better than other tests but produces an error; i.e. ld: library not found for -lcrt1.o collect2: ld returned 1 exit status Do you have any ideas as to how I can do this successfully? I've tried a load of different things but none seem to be successful. Basically, I just want to install (or add) some headers to the existing iPhoneOS SDK for use in compiling programs. Any ideas? Cheers, A

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  • How to convert a plist file from mac os project to iphone project?

    - by Tom Pace
    I am developing an app for the iPhone OS devices, and am using a third-party engine which is not well documented but I've made great progress with it anyway. The problem: The engine's developer strongly urges extending from the existing template projects bundled with the engine, but the engine's plist files are Mac OSX project plist files. This is an iPhone engine, and so I cannot understand why the plist file is structured to take keys for Mac OS apps, but that's how it is. I did a FileMerge comparison to ensure there was nothing within the file itself that defined its use for one OS or the other, so I guess it's defined somewhere in the project settings.

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  • Is there a graphics/game engine that supports PC & Mac?

    - by Chris Masterton
    Is their a graphics that runs on both Mac & PC? I've seen Unity and thats a possibility, I'm wondering if there are any other choices. Ideally I want to port the same C++ game code to both PC & Mac platforms, but let the underlying game/graphics engine take advantage of the appropriate hardware. edit: I'm looking on the level of Torque, Gamebryo & Unreal. A commercial solution is perfectly acceptable. Thanks, Chris

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  • How to convert an Info.plist file from mac os project to iphone project?

    - by Tom Pace
    I am developing an app for the iPhone OS devices, and am using a third-party engine which is not well documented but I've made great progress with it anyway. The problem: The engine's developer strongly urges extending from the existing template projects bundled with the engine, but the engine's Info.plist files are Mac OSX project Info.plist files. This is an iPhone engine, and so I cannot understand why the Info.plist file is structured to take keys for Mac OS apps, but that's how it is. I did a FileMerge comparison to ensure there was nothing within the file itself that defined its use for one OS or the other, so I guess it's defined somewhere in the project settings. Edit - Opening the plist file in Xcode or Property List Editor and then trying to add a key such as "Icon already includes gloss and bevel effects" will not work in this iPhone project because it is not in the list. However, "Cocoa Java Application" and others are available!

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  • How to launch a mac application without a terminal window.

    - by KPexEA
    I've written an open-source c++ application and it works fine on Windows and Linux, I finally got a Mac Mini (with 10.5.8) so I've just been testing the Mac version. My application works fine when running it from inside a terminal window and typing ./appname , but if instead I double click on it from the finder, then it opens a termnial window first and then runs my app but it doesn't seem to set the working directory to the correct location so my app dies. How do I make my app so when it launches by being double clicked on it doesn't open a terminal window first and how can I have the current directory set to the apps location automatically?

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  • How do I get the Mac OS X 'quick look' feature to be more programmer-friendly?

    - by Lee
    There are numerous text files that are always included in common downloads such as rails plugins: LICENSE, ChangeLog, Rakefile, etc. I know these files are plain-text, but Mac OS X refuses to acknowledge this automatically. If I hit the spacebar in Finder to activate "quick look", the icon becomes huge but the contents of the file are not shown, presumably because they have no file extension. How do I stop this madness so I can quickly look at READMEs just by hitting the spacebar? I've already got a ton of text editors installed on my mac: this question is purely about efficiency and making simple files accessible as quickly as possible.

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  • Mac: How to see list of running network services?

    - by Jordan
    I am writing an application that needs to connect with a running network service on a Mac. Problem is, I have no idea what the service is called or even what port it uses. Is there a way to browse all running network services on my Mac? More info: I am connecting to a MIDI network session (found under 'Audio MIDI settings', present on all OSX installs). Am I correct in thinking this is a network service? I am planning to use NSNetServiceBrowser to locate all local computers running this service. (is this the best way to go about it?) Any help is much appreciated - thanks!

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  • Which PHP IDE would you use on Windows, if you're used to TextMate on the Mac?

    - by Dycey
    Until now, most of my PHP development had been done on a Mac in TextMate. For a new client I need to work on a secured windows box, and I was wondering which IDEs I should be looking at, as someone used to working with TextMate. I've tried the 'E' editor, and I'm unconvinced. I've tried IDEs on the Mac, and they always seem like poor relations... but given that I'm having to move development platforms anyway, is there something better I should be looking at? Are there any decent text editors out there that I'm missing?

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  • DIY a simple .inf on an existing .sys?

    - by Stijn Sanders
    In continuation of attempting to get an old Digi ST-1032 working on a new server, we've downgraded a server to Windows 2000 in an attempt to use the NT4 drivers. And it works, the old software setup works, finds the device on the SCSI bus, and connects the 32 ports to COM3..COM34 or any other set using the port remapper tool. The minor issue that remains is that Plug-and-Play still detects this device over SCSI and tries to wizard you into selecting a driver for it. Which doesn't exists (Digi Intl support confirms this device is so old, a 2000 or XP driver was never made). The exact name displayed is "DigiIntl ST-1032 SCSI Net Device" (Oddly enough, two devices get detected with this name, on two neighbouring LUN's, could one be the built-in terminator?) Is there a way to concoct a simple .inf that would (re-)register the existing sts.sys that appears to get registered by the (old) installer of the driver software?

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  • Old Hardware Specifications

    - by billswift
    Anyone know where I can get specs for old monitors and soho computers? I'm setting up some old computers as linux boxes and especially need monitor specs for setting X Window System parameters. Right now I need specs for a Packard Bell 1024S monitor.

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  • Installation of Mac OS X 10.6.2 in VMware Workstation

    - by mahesh
    I had run Mac OS X by using VMware Workstation 7.0 on my Windows PC. I installed Mac OS X 10.4.8 succesfully. But I can't install Mac OS X 10.6.2. It shows an error that "invalid front-side bus frequency 66000000 hz, disabling cpu". Please help me solve this and suggest any link to easily install Mac OS X 10.6.2 succesfully.

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  • HFS for Windows by Paragon BSOD

    - by texmex5
    Installed HFS for Windows 7 yesterday. Did a reboot. Copied some files from my internal drive to external hfs drive. Did another reboot and rebooted to Mac. Mac worked fine. Then yesterday the battery went dead on my mac and the computer switched off. This morning tried to boot into windows but got a BSOD as soon as I moved my mouse in the login screen. BSOD refeers to an error with service HFSPLUS.SYS Now when I try to boot into mac (pressing alt while restarding) the mac drive isn's shown and I can only boot into Windows 7 Safe Mode. Cannot uninstall HFS for Windows the uninstaller in control panel says: "THE WINDOWS INSTALLER SERVICE COULD NOT BE ACCESSED. THIS CAN OCCUR WHEN WINDOWS INSTALLER IS NOT CORRECTLY INSTALLED". SETUP: Intel Core 2 Duo, P8600 @ 2.40GHZ, 4GB RAM, WINDOWS 7 ULTIMATE 32 BIT

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  • What's the easiest way to move from one Macintosh to another?

    - by schnapple
    Here's the story: Company bought me a $599 Mac mini (as of this writing, 2.26GHz/160GB HD/2GB RAM) I have it set up to some extent with software for development Company decides it needs a second Mac for QA I convince company to buy the $799 Mac mini for the second machine (as of this writing, 2.53GHz/320GB HD/4GB RAM), let me have it for development, and let QA have the $599 Mac mini Company does just that, now I have both So, what's the best way to move from one of these to the other? Just set up everything on the second one and be done with it? Can I transfer things from the first to the second somehow? I'm running Time Machine backups to an external drive on the $599 Mac mini, if that helps. Also both of these will be on the network at the same time, other than renaming one of the machines are there considerations to be had there?

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  • How to create a "retro" pixel shader for transformed 2D sprites that maintains pixel fidelity?

    - by David Gouveia
    The image below shows two sprites rendered with point sampling on top of a background: The left skull has no rotation/scaling applied to it, so every pixel matches perfectly with the background. The right skull is rotated/scaled, and this results in larger pixels that are no longer axis aligned. How could I develop a pixel shader that would render the transformed sprite on the right with axis aligned pixels of the same size as the rest of the scene? This might be related to how sprite scaling was implemented in old games such as Monkey Island, because that's the effect I'm trying to achieve, but with rotation added. Edit As per kaoD's suggestions, I tried to address the problem as a post-process. The easiest approach was to render to a separate render target first (downsampled to match the desired pixel size) and then upscale it when rendering a second time. It did address my requirements above. First I tried doing it Linear -> Point and the result was this: There's no distortion but the result looks blurred and it loses most of the highlights colors. In my opinion it breaks the retro look I needed. The second time I tried Point -> Point and the result was this: Despite the distortion, I think that might be good enough for my needs, although it does look better as a still image than in motion. To demonstrate, here's a video of the effect, although YouTube filtered the pixels out of it: http://youtu.be/hqokk58KFmI However, I'll leave the question open for a few more days in case someone comes up with a better sampling solution that maintains the crisp look while decreasing the amount of distortion when moving.

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