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  • Programming graphics and sound on PC - Total newbie questions, and lots of them!

    - by Russel
    Hello, This isn't exactly specifically a programming question (or is it?) but I was wondering: How are graphics and sound processed from code and output by the PC? My guess for graphics: There is some reserved memory space somewhere that holds exactly enough room for a frame of graphics output for your monitor. IE: 800 x 600, 24 bit color mode == 800x600x3 = ~1.4MB memory space Between each refresh, the program writes video data to this space. This action is completed before the monitor refresh. Assume a simple 2D game: the graphics data is stored in machine code as many bytes representing color values. Depending on what the program(s) being run instruct the PC, the processor reads the appropriate data and writes it to the memory space. When it is time for the monitor to refresh, it reads from each memory space byte-for-byte and activates hardware depending on those values for each color element of each pixel. All of this of course happens crazy-fast, and repeats x times a second, x being the monitor's refresh rate. I've simplified my own likely-incorrect explanation by avoiding talk of double buffering, etc Here are my questions: a) How close is the above guess (the three steps)? b) How could one incorporate graphics in pure C++ code? I assume the practical thing that everyone does is use a graphics library (SDL, OpenGL, etc), but, for example, how do these libraries accomplish what they do? Would manual inclusion of graphics in pure C++ code (say, a 2D spite) involve creating a two-dimensional array of bit values (or three dimensional to include multiple RGB values per pixel)? Is this how it would be done waaay back in the day? c) Also, continuing from above, do libraries such as SDL etc that use bitmaps actual just build the bitmap/etc files into machine code of the executable and use them as though they were build in the same matter mentioned in question b above? d) In my hypothetical step 3 above, is there any registers involved? Like, could you write some byte value to some register to output a single color of one byte on the screen? Or is it purely dedicated memory space (=RAM) + hardware interaction? e) Finally, how is all of this done for sound? (I have no idea :) )

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  • best tool for monitoring incoming/outgoing requests (PC/MAC)?

    - by dave L
    What are the best tools for monitoring incoming/outgoing requests from a PC or MAC? Any tool that works well on both? (my guess is N/A) I'm interested in capturing HTTP (possibly even TCPIP)-based requests and responses. Does Wireshark always come out on top or are there alternatives people feel are better? Thanks for any info.

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  • how often should the entire suite of a system's unit tests be run?

    - by gerryLowry
    Generally, I'm still very much a unit testing neophyte. BTW, you may also see this question on other forums like xUnit.net, et cetera, because it's an important question to me. I apoligize in advance for my cross posting; your opinions are very important to me and not everyone in this forum belongs to the other forums too. I was looking at a large decade old legacy system which has had over 700 unit tests written recently (700 is just a small beginning). The tests happen to be written in MSTest but this question applies to all testing frameworks AFAIK. When I ran, via vs2008 "ALL TESTS", the final count was only seven tests. That's about 1% of the total tests that have been written to date. MORE INFORMATION: The ASP.NET MVC 2 RTM source code, including its unit tests, is available on CodePlex; those unit tests are also written in MSTest even though (an irrelevant fact) Brad Wilson later joined the ASP.NET MVC team as its Senior Programmer. All 2000 plus tests get run, not just a few. QUESTION: given that AFAIK the purpose of unit tests is to identify breakages in the SUT, am I correct in thinking that the "best practice" is to always, or at least very frequently, run all of the tests? Thank you. Regards, Gerry (Lowry)

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  • What are the 'best' XNA developed games for PC?

    - by RichK
    I've had a quick google, but can't find anything obvious that answers the question. What are the best games developed using XNA for PC? Any flagship games, original games.. etc? Obviously 'best' is pretty subjective, but I'm sure they'll be a common consensus on some of the good ones. (I don't own an XBox (if that matters...))

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  • Gimpel's PC-lint and Flexelint; Anyone used them?

    - by samoz
    So I've read a few magazine articles and the website for Gimpel's PC-lint and Flexelint C/C++ compiler. It's really expensive (at least for me), but it seems like it might have some merit to warrant the cost. So I'm wondering if anyone else has used/bought them and can provide their opinions?

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  • What are the elements of a team development suite?

    - by mhempey
    For small-to-large teams developing software together, what tools are used to form a comprehensive team development framework? Specifically, I'm looking for a comprehensive list of all the individual functions involved (e.g. source control, bug management, testing tools, project management), not specific product recommendations. I'm also not restricting the list to a particular methodology (e.g. Scrum).

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  • How to include files from remote server in Eclipse project without copy to local PC?

    - by user209559
    I have to PC, one is server on Linux containing project files ( also build machine ) and another working desktop machine on WinXP. I want to create a project in Eclipse on my desktop machine without coping files to local machine, actually I want to be able to modify remote files and immediately run build, unlike modifying local files and synchronizing with remote project.Is it possible? Thanks

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  • Is there a common way to access files, that works both on android and PC?

    - by m01
    Hi, I'm writing an application that will ship in two versions: Android and PC version. Is there a simple way to access files from the shared code? Using java.io is simple, but I don't know how to access android resources or assets using it. And I can't write methods that operate on FileInputStreams instead, because some files contain references to another ones, so I need a way to access them from the method code. Any suggestions?

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