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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • FreeBSD 8 Kernel Configuration Error Using the VESA Option

    - by gvkv
    I'm trying to reconfigure FreeBSD 8 (amd64) to allow for a high resolution terminal by following these instructions. The problem is that when I add the two lines: options VESA options SC_PIXEL_MODE and try to build: make buildkernel KERNCONF=VESAKERN I get the following error: /usr/src/sys/amd64/conf/VESAKERN: unknown option "VESA" and I have no idea why.

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  • Convert URI to GUID

    - by David Rutten
    What is a good way to convert a file path (URI) into a System.Guid? I'd like to minimize the possibility of a collision, but I'm happy with a reasonably unique hashing (probably never more than a few dozen/hundred items in the database)

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  • Using Image Source with big images in WPF

    - by xyzzer
    I am working on an application that allows users to manipulate multiple images by using ItemsControl. I started running some tests and found that the app has problems displaying some big images - ie. it did not work with the high resolution (21600x10800), 20MB images from http://earthobservatory.nasa.gov/Features/BlueMarble/BlueMarble_monthlies.php, though it displays the 6200x6200, 60MB Hubble telescope image from http://zebu.uoregon.edu/hudf/hudf.jpg just fine. The original solution just specified an Image control with a Source property pointing at a file on a disk (through a binding). With the Blue Marble file - the image would just not show up. Now this could be just a bug hidden somewhere deep in the funky MVVM + XAML implementation - the visual tree displayed by Snoop goes like: Window/Border/AdornerDecorator/ContentPresenter/Grid/Canvas/UserControl/Border/ContentPresenter/Grid/Grid/Grid/Grid/Border/Grid/ContentPresenter/UserControl/UserControl/Border/ContentPresenter/Grid/Grid/Grid/Grid/Viewbox/ContainerVisual/UserControl/Border/ContentPresenter/Grid/Grid/ItemsControl/Border/ItemsPresenter/Canvas/ContentPresenter/Grid/Grid/ContentPresenter/Image... Now debug this! WPF can be crazy like that... Anyway, it turned out that if I create a simple WPF application - the images load just fine. I tried finding out the root cause, but I don't want to spend weeks on it. I figured the right thing to do might be to use a converter to scale the images down - this is what I have done: ImagePath = @"F:\Astronomical\world.200402.3x21600x10800.jpg"; TargetWidth = 2800; TargetHeight = 1866; and <Image> <Image.Source> <MultiBinding Converter="{StaticResource imageResizingConverter}"> <MultiBinding.Bindings> <Binding Path="ImagePath"/> <Binding RelativeSource="{RelativeSource Self}" /> <Binding Path="TargetWidth"/> <Binding Path="TargetHeight"/> </MultiBinding.Bindings> </MultiBinding> </Image.Source> </Image> and public class ImageResizingConverter : MarkupExtension, IMultiValueConverter { public Image TargetImage { get; set; } public string SourcePath { get; set; } public int DecodeWidth { get; set; } public int DecodeHeight { get; set; } public object Convert(object[] values, Type targetType, object parameter, CultureInfo culture) { this.SourcePath = values[0].ToString(); this.TargetImage = (Image)values[1]; this.DecodeWidth = (int)values[2]; this.DecodeHeight = (int)values[3]; return DecodeImage(); } private BitmapImage DecodeImage() { BitmapImage bi = new BitmapImage(); bi.BeginInit(); bi.DecodePixelWidth = (int)DecodeWidth; bi.DecodePixelHeight = (int)DecodeHeight; bi.UriSource = new Uri(SourcePath); bi.EndInit(); return bi; } public object[] ConvertBack(object value, Type[] targetTypes, object parameter, CultureInfo culture) { throw new Exception("The method or operation is not implemented."); } public override object ProvideValue(IServiceProvider serviceProvider) { return this; } } Now this works fine, except for one "little" problem. When you just specify a file path in Image.Source - the application actually uses less memory and works faster than if you use BitmapImage.DecodePixelWidth. Plus with Image.Source if you have multiple Image controls that point to the same image - they only use as much memory as if only one image was loaded. With the BitmapImage.DecodePixelWidth solution - each additional Image control uses more memory and each of them uses more than when just specifying Image.Source. Perhaps WPF somehow caches these images in compressed form while if you specify the decoded dimensions - it feels like you get an uncompressed image in memory, plus it takes 6 times the time (perhaps without it the scaling is done on the GPU?), plus it feels like the original high resolution image also gets loaded and takes up space. If I just scale the image down, save it to a temporary file and then use Image.Source to point at the file - it will probably work, but it will be pretty slow and it will require handling cleanup of the temporary file. If I could detect an image that does not get loaded properly - maybe I could only scale it down if I need to, but Image.ImageFailed never gets triggered. Maybe it has something to do with the video memory and this app just using more of it with the deep visual tree, opacity masks etc. Actual question: How can I load big images as quickly as Image.Source option does it, without using more memory for additional copies and additional memory for the scaled down image if I only need them at a certain resolution lower than original? Also, I don't want to keep them in memory if no Image control is using them anymore.

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  • How do you get - Better than 1024x768 Driver for 64 bit Dell PowerEdge Server

    - by tinyJoe
    How do you get better than 1024x768 resolution? Just installed MS Server 2008 64bit on a Dell PowerEdge 64bit box (works OK - Previously running MS Server 2003 32bit) After install - gives a a max resultion of 1024x768 I want to change the reslution to 1280x1024 (Same LCD Worked OK on server 2003) When I down load a driver I get a messeage "Radeon 7000 does not recognise driver" Also have Have a new LG W1042 I'd like to use. This goes up to 1440

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  • restore Ubuntu desktop

    - by target
    Hi, Few days back, I installed compis to try out the 3d desktop. Unfortunately, that messed up my desktop, and it has since been working in low resolution mode. Can someone suggest a quick restore mechanism to get my desktop display back to normal. Many thanks, Target

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  • Resizing pages in Adobe Acrobat Pro

    - by KP
    I am using Acrobat Professional 8 to assemble a document from two imported page images (JPGs). Acrobat seems to interpret the images at screen resolution, and creates a document that's about 35" by 46" instead of 8.5" x 11". How can I scale down the page size within Acrobat?

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  • Radeon 68xx, 69xx cards and support for 10-bit color over displayport [closed]

    - by aCuria
    10-bit color, aka "Deep Color" is a scheme where 10 bits are used for each color channel. This makes for a 30 bit RGB implementation. IE: red: 10 bits green: 10 bits blue: 10 bits total: 30 bits For more information, please consult this link http://en.wikipedia.org/wiki/RGB_color_model#Beyond_truecolor:_deep_color Radeon 6000 series cards DO support deep color over HDMI, but HDMI also limits the output resolution to 1920x1200, which is not optimal. I want to know if Deep color is possible over display port with the HD6xxx series graphics cards.

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  • VirtualBox guest responds to ping but all ports closed in nmap

    - by jeremyjjbrown
    I want to setup a test database on a vm for development purposes but I cannot connect to the server via the network. I've got Ubuntu 12.04vm installed on 12.04 host in Virtualbox 4.2.4 set to - Bridged network mode - Promiscuous Allow All When I try to ping the virtual guest from any network client I get the expected result. PING 192.168.1.209 (192.168.1.209) 56(84) bytes of data. 64 bytes from 192.168.1.209: icmp_req=1 ttl=64 time=0.427 ms ... Internet access inside the vm is normal But when I nmap it I get nothin! jeremy@bangkok:~$ nmap -sV -p 1-65535 192.168.1.209 Starting Nmap 5.21 ( http://nmap.org ) at 2012-11-15 18:39 CST Nmap scan report for jeremy (192.168.1.209) Host is up (0.0032s latency). All 65535 scanned ports on jeremy (192.168.1.209) are closed Service detection performed. Please report any incorrect results at http://nmap.org/submit/ Nmap done: 1 IP address (1 host up) scanned in 0.88 seconds ufw and iptables on VM... jeremy@jeremy:~$ sudo service ufw stop [sudo] password for jeremy: ufw stop/waiting jeremy@jeremy:~$ sudo iptables -L Chain INPUT (policy ACCEPT) target prot opt source destination Chain FORWARD (policy ACCEPT) target prot opt source destination Chain OUTPUT (policy ACCEPT) target prot opt source destination I have scanned around and have no reason to believe that my router is blocking internal ports. jeremy@bangkok:~$ nmap -v 192.168.1.2 Starting Nmap 5.21 ( http://nmap.org ) at 2012-11-15 18:44 CST Initiating Ping Scan at 18:44 Scanning 192.168.1.2 [2 ports] Completed Ping Scan at 18:44, 0.00s elapsed (1 total hosts) Initiating Parallel DNS resolution of 1 host. at 18:44 Completed Parallel DNS resolution of 1 host. at 18:44, 0.03s elapsed Initiating Connect Scan at 18:44 Scanning 192.168.1.2 [1000 ports] Discovered open port 445/tcp on 192.168.1.2 Discovered open port 139/tcp on 192.168.1.2 Discovered open port 3306/tcp on 192.168.1.2 Discovered open port 80/tcp on 192.168.1.2 Discovered open port 111/tcp on 192.168.1.2 Discovered open port 53/tcp on 192.168.1.2 Discovered open port 5902/tcp on 192.168.1.2 Discovered open port 8090/tcp on 192.168.1.2 Discovered open port 6881/tcp on 192.168.1.2 Completed Connect Scan at 18:44, 0.02s elapsed (1000 total ports) Nmap scan report for 192.168.1.2 Host is up (0.0017s latency). Not shown: 991 closed ports PORT STATE SERVICE 53/tcp open domain 80/tcp open http 111/tcp open rpcbind 139/tcp open netbios-ssn 445/tcp open microsoft-ds 3306/tcp open mysql 5902/tcp open vnc-2 6881/tcp open bittorrent-tracker 8090/tcp open unknown Read data files from: /usr/share/nmap Nmap done: 1 IP address (1 host up) scanned in 0.08 seconds Answer... Turns out all of the ports were open to the network. I installed open ssh and confirmed it. Then I edited my db conf to listen to external IP's and all was well.

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  • Graphical sandbox for pathfinding

    - by vrode
    If you needed a clean and consistent sandbox for pathfinding what would you use? I want to experiment with different pathfinding algorithms by sending virtual units (robots) around obstacles on a geometric plane. But I don't need a feature overkill like a game engine or Flash might have, just an animated report and native collision detector. I prefer it to be scripted in python, but if there are java or C++ alternatives I would appreciate them as well.

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  • Dependency issue while installing Nagios plugins

    - by M. Saâd
    I have a dependency problem while installing nagios-plugins : yum install nagios-plugins-all ... --> Processing Dependency: /usr/bin/sensors for package: nagios-plugins-sensors-1.4.15-7.el6.i686 --> Finished Dependency Resolution Error: Package: nagios-plugins-sensors-1.4.15-7.el6.i686 (epel) Requires: /usr/bin/sensors You could try using --skip-broken to work around the problem You could try running: rpm -Va --nofiles --nodigest OS : RHEL 6.1 Installed packages : nagios.i686 3.2.3-3.el6.rf nagios-plugins.i686 1.4.15-7.el6

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  • Global name not defined

    - by anteater7171
    I wrote a CPU monitoring program in Python. For some reason sometimes the the program will run without any problem. Then other times the program won't even start because of the following error. Traceback (most recent call last): File "", line 244, in run_nodebug File "C:\Python26\CPUR1.7.pyw", line 601, in app = simpleapp_tk(None) File "C:\Python26\CPUR1.7.pyw", line 26, in init self.initialize() File "C:\Python26\CPUR1.7.pyw", line 107, in initialize self.F() File "C:\Python26\CPUR1.7.pyw", line 517, in F S2 = TL.entryVariableS.get() NameError: global name 'TL' is not defined I can't seem to find the problem, maybe someone more experienced may assist me? Here is a snippet of the part giving me trouble: (The second to last line in the snippet is what's giving me trouble) def E(self): if self.selectedM.get() =='Options...': Setup global TL TL = Tkinter.Toplevel(self) menu = Tkinter.Menu(TL) TL.config(menu=menu) filemenu = Tkinter.Menu(menu) menu.add_cascade(label="| Menu |", menu=filemenu) filemenu.add_command(label="Instruction Manual...", command=self.helpmenu) filemenu.add_command(label="About...", command=self.aboutmenu) filemenu.add_separator() filemenu.add_command(label="Exit Options", command=TL.destroy) filemenu.add_command(label="Exit", command=self.destroy) helpmenu = Tkinter.Menu(menu) menu.add_cascade(label="| Help |", menu=helpmenu) helpmenu.add_command(label="Instruction Manual...", command=self.helpmenu) helpmenu.add_separator() helpmenu.add_command(label="Quick Help...", command=self.helpmenu) Title TL.label5 = Tkinter.Label(TL,text="CPU Usage: Options",anchor="center",fg="black",bg="lightgreen",relief="ridge",borderwidth=5,font=('Arial', 18, 'bold')) TL.label5.pack(padx=15,ipadx=5) X Y scale TL.separator = Tkinter.Frame(TL,height=7, bd=1, relief='ridge', bg='grey95') TL.separator.pack(pady=5,padx=5) # TL.sclX = Tkinter.Scale(TL.separator, from_=0, to=1500, orient='horizontal', resolution=1, command=self.A) TL.sclX.grid(column=1,row=0,ipadx=27, sticky='w') TL.label1 = Tkinter.Label(TL.separator,text="X",anchor="s",fg="black",bg="grey95",font=('Arial', 8 ,'bold')) TL.label1.grid(column=0,row=0, pady=1, sticky='S') TL.sclY = Tkinter.Scale(TL.separator, from_=0, to=1500, resolution=1, command=self.A) TL.sclY.grid(column=2,row=1,rowspan=2,sticky='e', padx=4) TL.label3 = Tkinter.Label(TL.separator,text="Y",fg="black",bg="grey95",font=('Arial', 8 ,'bold')) TL.label3.grid(column=2,row=0, padx=10, sticky='e') TL.entryVariable2 = Tkinter.StringVar() TL.entry2 = Tkinter.Entry(TL.separator,textvariable=TL.entryVariable2, fg="grey15",bg="grey90",relief="sunken",insertbackground="black",borderwidth=5,font=('Arial', 10)) TL.entry2.grid(column=1,row=1,ipadx=20, pady=10,sticky='EW') TL.entry2.bind("<Return>", self.B) TL.label2 = Tkinter.Label(TL.separator,text="X:",fg="black",bg="grey95",font=('Arial', 8 ,'bold')) TL.label2.grid(column=0,row=1, ipadx=4, sticky='W') TL.entryVariable1 = Tkinter.StringVar() TL.entry1 = Tkinter.Entry(TL.separator,textvariable=TL.entryVariable1, fg="grey15",bg="grey90",relief="sunken",insertbackground="black",borderwidth=5,font=('Arial', 10)) TL.entry1.grid(column=1,row=2,sticky='EW') TL.entry1.bind("<Return>", self.B) TL.label4 = Tkinter.Label(TL.separator,text="Y:", anchor="center",fg="black",bg="grey95",font=('Arial', 8 ,'bold')) TL.label4.grid(column=0,row=2, ipadx=4, sticky='W') TL.label7 = Tkinter.Label(TL.separator,text="Text Colour:",fg="black",bg="grey95",font=('Arial', 8 ,'bold'),justify='left') TL.label7.grid(column=1,row=3, sticky='W',padx=10,ipady=10,ipadx=30) TL.selectedP = Tkinter.StringVar() TL.opt1 = Tkinter.OptionMenu(TL.separator, TL.selectedP,'Normal', 'White','Black', 'Blue', 'Steel Blue','Green','Light Green','Yellow','Orange' ,'Red',command=self.G) TL.opt1.config(fg="black",bg="grey90",activebackground="grey90",activeforeground="black", anchor="center",relief="raised",direction='right',font=('Arial', 10)) TL.opt1.grid(column=1,row=4,sticky='EW',padx=20,ipadx=20) TL.selectedP.set('Normal') TL.sclS = Tkinter.Scale(TL.separator, from_=10, to=2000, orient='horizontal', resolution=10, command=self.H) TL.sclS.grid(column=1,row=5,ipadx=27, sticky='w') TL.sclS.set(600) TL.entryVariableS = Tkinter.StringVar() TL.entryS = Tkinter.Entry(TL.separator,textvariable=TL.entryVariableS, fg="grey15",bg="grey90",relief="sunken",insertbackground="black",borderwidth=5,font=('Arial', 10)) TL.entryS.grid(column=1,row=6,ipadx=20, pady=10,sticky='EW') TL.entryS.bind("<Return>", self.I) TL.entryVariableS.set(600) # TL.resizable(False,False) TL.title('Options') geomPatt = re.compile(r"(\d+)?x?(\d+)?([+-])(\d+)([+-])(\d+)") s = self.wm_geometry() m = geomPatt.search(s) X = m.group(4) Y = m.group(6) TL.sclY.set(Y) TL.sclX.set(X) if self.selectedM.get() == 'Exit': self.destroy() def F (self): G = round(psutil.cpu_percent(), 1) G1 = str(G) + '%' self.labelVariable.set(G1) if G < 5: self.imageLabel.configure(image=self.image0) if G >= 5: self.imageLabel.configure(image=self.image5) if G >= 10: self.imageLabel.configure(image=self.image10) if G >= 15: self.imageLabel.configure(image=self.image15) if G >= 20: self.imageLabel.configure(image=self.image20) if G >= 25: self.imageLabel.configure(image=self.image25) if G >= 30: self.imageLabel.configure(image=self.image30) if G >= 35: self.imageLabel.configure(image=self.image35) if G >= 40: self.imageLabel.configure(image=self.image40) if G >= 45: self.imageLabel.configure(image=self.image45) if G >= 50: self.imageLabel.configure(image=self.image50) if G >= 55: self.imageLabel.configure(image=self.image55) if G >= 60: self.imageLabel.configure(image=self.image60) if G >= 65: self.imageLabel.configure(image=self.image65) if G >= 70: self.imageLabel.configure(image=self.image70) if G >= 75: self.imageLabel.configure(image=self.image75) if G >= 80: self.imageLabel.configure(image=self.image80) if G >= 85: self.imageLabel.configure(image=self.image85) if G >= 90: self.imageLabel.configure(image=self.image90) if 100> G >= 95: self.imageLabel.configure(image=self.image95) if G == 100: self.imageLabel.configure(image=self.image100) S2 = TL.entryVariableS.get() self.after(int(S2), self.F)

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  • Cyberlink PowerDVD 9 on netbook

    - by marc_s
    I tried to install CyberLink's PowerDVD 9 on a friend's netbook. The installation went OK (even though the install screen is too big to fit and you can't see the "Next " buttons etc.), but once installed, PowerDVD 9 refuses to launch. It claims it requires at least 1024x768 resolution - the Acer netbook has 1024x600 :-( Any way / hack / trick to get PowerDVD9 to work anyway?? Couldn't it scale down to e.g. 800x600?

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  • Are there any ball tracking algorithms/patterns around in game programming

    - by user214626
    Hello, I am a newbie to game programming,I would need the suggestions and help of the wonderful people around here. I have set of players, and a ball, the players can kick the ball around the ground (not yet a football game, neither a foosball game too ).Are there any algorithms/ patterns for addressing the problems with tracking the ball and taking decisions, Is that too much to ask.What I was looking at is something like a collision detection algorithm for the common problem of 2 objects interacting with one another.

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  • Short Python alphanumeric hash with minimal collisions

    - by ensnare
    I'd like to set non-integer primary keys for a table using some kind of hash function. md5() seems to be kind of long (32-characters). What are some alternative hash functions that perhaps use every letter in the alphabet as well as integers that are perhaps shorter in string length and have low collision rates? Thanks!

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  • D-Link DIR-300 slows down / loses network

    - by basic6
    Hi there, there are 2 buildings (A and B). In bldg A is an open WLAN (which I'm allowed to use btw). In bldg B is a computer that I want to connect to that network. So I flashed an old D-Link DIR-300 AP with DD-WRT, mounted it to the wall (bldg B) near a window, attached a 13 dBi directional antenna (pointing to bldg A) and configured it as AP client in that wireless network. Then there's another AP, connected to the D-Link AP, acting as standard access point, which the computer is connected to. That's basically working so far, but: Every now and then the connection is lost. Not the connection between the computer and the D-Link (I can access the DD-WRT admin page normally) or the connection between the D-Link and the WLAN (in Status - Wireless it says it's still connected to the network), but when I want to access a web page (which only works if I'm connected to the wireless network from bldg A), my Firefox keeps "Looking for" (name resolution) without finding anything. When I reset the D-Link (power off, power on) in this situation, after some moments, everything's working fine again (Internet access). I've no idea why this is happening, but usually it's at most every few weeks (most times when nobody was using the computer, so no traffic). Compared to the connection speed when I connect directly to the WLAN in bldg A (Laptop), the speed in bldg B is rather slow, but I have the impression that this difference is worse in the last few days. A few minutes ago, I got 582 KB/s down and 911 KB/s up in bldg A (directly/laptop) and 84 KB/s down and 9 KB/s up in bldg B. The speed in bldg B used to be way higher (I remember 200 KB/s up) while the actual network speed in bldg A was lower than it is now (close to those 200). I'm aware that the wireless connection between those buildings should slow things down, but I'm wondering why this difference has become that extreme. Thanks for any tips... Update: I currently want to upload a large file (1.5 GB) via FTP (FileZilla). Since that caused the D-Link to disconnect (as described in first post), I took my laptop to bldg A, connected directly to the original WLAN (bypassing my D-Link) and tried the same upload. Guess what - same issue: At some point the connection is dead (at this point I would have reset my D-Link if I was connected to it). Just as the D-Link, my laptop is still connected, but not even name resolution is working ("Looking for..." in Firefox). After reconnecting, it's working again. Maybe my D-Link isn't the problem at all...

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  • Why does remote desktop connection flash from one PC but not others?

    - by Randy Orrison
    I have 20 PCs (Windows XP) in remote locations connecting to the same server (Windows Server 2003) using Remote Desktop over a VPN. On just one of the PCs the remote desktop screen flashes (redraws) multiple times after connecting, the others don't. The screen resolution is the same: local is 800x600 32bit; RDP file is set to full screen, 256 color; remote when connected is 800x600 8bit color. Any suggestions what the problem might be, or what to investigate next?

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  • MAC OSX Mavericks, using bash to see "Get Info" attributes

    - by Rell3oT
    I want to use my bash shell to see the attributes that are shown when you right click on an Application and click Get Info. The specific attributes that I want to know whether or not they are checked is Open in Low Resolution, Prevent App Nap, and Locked. I looked in the Info.plist file but only generic information about the file was contained here, not which attributes were checked. Is this information contained in the Applications binary? Where is it?

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  • CentOS 5.7 keeps rebooting after fresh installation

    - by Wagner Maestrelli
    I have just installed CentOS 5.7 x86_64 on a new computer. The installation went on without any issues. But, after it finnished, the machine started to show an awkward behaviour: it restarts every time it tries to boot. It happens after all the services have been started. The screen just goes black and it shows an error message from the monitor: Input not supported. And then it reboots. I took a look at the logs, but I couldn't manage to find anything. Any help? Update Before doing the hardware diagnosis, as pointed out, I decided to make some tests. First, I changed the runlevel to 3, adding the 3 parameter at the end of the kernel command. Then, after logging in in text mode, I checked the xorg.conf file out for some problems regarding the screen resolution. There was nothing unexpected set. Well, if there had to be a problem with it, I couldn't start the X server at the command line, right? So, I typed startx and Gnome started! So, probably, it's not an issue with the screen resolution, I suppose. Then I selected the Log Out root... Gnome menu option and something odd happened: the screen went black, the Input not supported monitor error message was displayed and the system rebooted. Yes, the same problem I was having while trying to boot! After that, I decided to try yet another test: I removed the rhgb quiet parameters from the kernel command to see if some error would show up. Well, to my surprise, the boot went on without problems! The Gnome login screen showed up, I logged in and the session started. But then I selected the Shut Down... menu option and guess what? Same problem: black screen, same monitor error and the system rebooted. Yes, it rebooted, it did not shut down. I repeated both of the tests and the behaviours were the same. I really don't know what's going on. It seems to be an issue regarding the changing of the screen mode or something like that. Any ideas? Could this be a hardware problem? Or does it seem to be something regarding the system configuration?

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  • Connecting a 2560x1440 display to a laptop?

    - by tjollans
    Having read Jeff Atwood's blog post on Korean 27" IPS LCDs, I've been wondering to what extent these are useful in a notebook + large display situation. I own a Lenovo Thinkpad Edge E320 with 2nd gen. integrated Intel graphics. According to the spec from Intel, this should support HDMI version 1.4, and, using DisplayPort, resolutions up to 2560x1600. HDMI version 1.4 supports resolutions up to 4096×2160, however, according to c't (German), the HDMI interface used with Intel chips only supports 1920x1200. The same goes for the DVI output - dual-link DVI-D, apparently, is not supported by Intel. It would appear that my laptop cannot digitally drive this kind of resolution. Now what about other laptops? According to the article in c't above, AMD's integrated graphics chips have the same limitation as Intel's. NVIDIA graphics cards, apparently, only offer resolutions up to 1900x1200 over HDMI out of the box, but it's possible, when using Linux at least, to trick the driver into enabling higher resolutions. Is this still true? What's the situation on Windows and OSX? I found no information on whether discrete AMD chips support ultra-high resolutions over HDMI. Owners of laptops with (Mini) DisplayPort / Thunderbolt won't have any issues with displays this large, but if you're planning to go for a display with dual-link DVI-D input only (like the Korean ones), you're going to need an adapter, which will set you back something like €70-€100 (since the protocols are incompatible). The big question mark in this equation is VGA: a lot of laptops have it, and I don't see any reason to think this resolution is not supported by the hardware (an oft-quoted figure appears to be 2048x1536@75Hz, so 2560x1440@60Hz should be possible, right?), but are the drivers likely to cause problems? Perhaps more critically, you'd need a VGA to dual-link DVI-D adapter that converts analog to digital signals. Do these exist? How good are they? How expensive are they? Is there a performance penalty involved? Please correct me if I'm wrong on any points. In summary, what are the requirements on a laptop to drive an external LCD at 2560x1440, in particular one that supports dual-link DVI-D only, and what tools and adapters can be used to lower the bar?

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  • Shows error message "ialmrnt 5 display driver stooped working".

    - by user68705
    when ever i play movie with high resolution(720hz) My Destop PC shows a black screen and after a while shows message "ialmrnt 5 display driver stooped working". and i am having the following configuration 1GB RAM DDR1 windows xp OS processor- Intel Pentium 4 Processor Srm-Motherboard Graphics Driver Product Detected -Intel® 845G Current Driver Installed-6.14.10.3889 Intel Chipset Software Installation Utility (Chipset INF) - Current Version Installed 9.1.0.1012 kindly help me to fix this problem

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  • Ubuntu 10.04 LTS - Dual monitor works only sometimes (ATI multi-desktop)

    - by Beres Botond
    I've been using my laptop with an external LCD monitor attached to it at work (Philips 201E). And at home with a different external monitor (Samsung 2032BW). I have an ATI graphics card (HD3450), with Ati Catalyst drivers enabled and I'm using the Single display desktop (Multi-Desktop) seeting. At work I have the external monitor on the left and laptop on the right, while at home the other way around. So when I switch between the two setups, I just needed to go to Ati Catalyst Control Center, change the order of the displays, change the resolution (Home - 1680x1050, Work - 1440x900), reboot and it was all fine. But since a while it doesn't work properly anymore: At home it still works fine. At work it doesn't work. Sometimes it works for some reason, after a few resolution/setting changes in ACCC and reboots... it's very strange and annoying. With the home monitor I can see the whole bootup process on both monitors (laptop + LCD) and it always just works fine. With the work monitor on the external LCD monitor I just see "No video input" until I get to the login screen, then it shows up there as well. But after login it will either: Flicker a few times, but then work OK. Or (more often) Flicker once and then go back to "No video input" again. I usually end up rebooting a few times until it works. Does anyone have any idea for fixing it? This is my xorg.conf currently: Section "ServerLayout" Identifier "amdcccle Layout" Screen 0 "amdcccle-Screen[6]-0" 0 0 Screen "amdcccle-Screen[6]-1" 1280 0 EndSection Section "Files" EndSection Section "Module" Load "glx" EndSection Section "ServerFlags" Option "Xinerama" "off" EndSection Section "Monitor" Identifier "0-LVDS" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1280x768" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Monitor" Identifier "0-CRT1" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" Option "PreferredMode" "1440x900" EndSection Section "Device" Identifier "Default Device" Driver "fglrx" EndSection Section "Device" Identifier "amdcccle-Device[6]-0" Driver "fglrx" Option "Monitor-LVDS" "0-LVDS" BusID "PCI:6:0:0" EndSection Section "Device" Identifier "amdcccle-Device[6]-1" Driver "fglrx" Option "Monitor-CRT1" "0-CRT1" BusID "PCI:6:0:0" Screen 1 EndSection Section "Screen" Identifier "Default Screen" DefaultDepth 24 SubSection "Display" Virtual 2560 1024 EndSubSection EndSection Section "Screen" Identifier "amdcccle-Screen[6]-0" Device "amdcccle-Device[6]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "amdcccle-Screen[6]-1" Device "amdcccle-Device[6]-1" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

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  • openSUSE on Virtual Box : Guest Additions

    - by Arkapravo
    I am using openSUSE 11.0 guest in Ubuntu 9.10 host on Virtual Box. When I try to install Guest-Additions it doesn't really work as expected, the screen is not sized to fit the correct resolution, seamless working between 2 OS doesn't happen ! Has anyone tried installing Guest-Additions in openSUSE ?

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  • iTunes resizing photos on sync.

    - by Ravi
    Hi All, When I synch my photos into iPhone/iPod through iTunes the photos are being resized to smaller ones. I need to get high resolution images without being resized into the device. Is there any way to do this other than saving images from mail or from browser etc ?. Thanks, Ravi

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  • Looking for a AutoZoom browser plugin

    - by AngryHacker
    I have a pretty large 24" wide screen with a pretty high resolution. When I browse, some sites have a fixed layout and there is basically a narrow column. So I typically zoom in to the point just before the level where I have to scroll horizontally. Is there a browser plugin that auto-zooms in (or via a button or gesture or whatever) to the max available real estate? I'd prefer a plugin for Chrome, but Firefox will do too.

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