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  • How do I get my character to move after adding to JFrame?

    - by A.K.
    So this is kind of a follow up on my other JPanel question that got resolved by playing around with the Layout... Now my MouseListener allows me to add a new Board(); object from its class, which is the actual game map and animator itself. But since my Board() takes Key Events from a Player Object inside the Board Class, I'm not sure if they are being started. Here's my Frame Class, where SideScroller S is the player object: package OurPackage; //Made By A.K. 5/24/12 //Contains Frame. import java.awt.BorderLayout; import java.awt.Button; import java.awt.CardLayout; import java.awt.Color; import java.awt.Container; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GridBagLayout; import java.awt.GridLayout; import java.awt.Image; import java.awt.Rectangle; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.*; import javax.swing.plaf.basic.BasicOptionPaneUI.ButtonActionListener; public class Frame implements MouseListener { public static boolean StartGame = false; JFrame frm = new JFrame("Action-Packed Jack"); ImageIcon img = new ImageIcon(getClass().getResource("/Images/ActionJackTitle.png")); ImageIcon StartImg = new ImageIcon(getClass().getResource("/Images/JackStart.png")); public Image Title; JLabel TitleL = new JLabel(img); public JPanel TitlePane = new JPanel(); public JPanel BoardPane = new JPanel(); JPanel cards; JButton StartB = new JButton(StartImg); Board nBoard = new Board(); static Sound nSound; public Frame() { frm.setLayout(new GridBagLayout()); cards = new JPanel(new CardLayout()); nSound = new Sound("/Sounds/BunchaJazz.wav"); TitleL.setPreferredSize(new Dimension(970, 420)); frm.add(TitleL); frm.add(cards); cards.setSize(new Dimension(150, 45)); cards.setLayout(new GridBagLayout ()); cards.add(StartB); StartB.addMouseListener(this); StartB.setPreferredSize(new Dimension(150, 45)); frm.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frm.setSize(1200, 420); frm.setVisible(true); frm.setResizable(false); frm.setLocationRelativeTo(null); frm.pack(); } public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { public void run() { new Frame(); } }); } public void mouseClicked(MouseEvent e) { nSound.play(); StartB.setContentAreaFilled(false); cards.remove(StartB); frm.remove(TitleL); frm.remove(cards); frm.setLayout(new GridLayout(1, 1)); frm.add(nBoard); //Add Game "Tiles" Or Content. x = 1200 nBoard.setPreferredSize(new Dimension(1200, 420)); cards.revalidate(); frm.validate(); } @Override public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } }

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  • Card Shuffling in C#

    - by Jeff
    I am trying to write a code for a project that lists the contents of a deck of cards, asks how much times the person wants to shuffle the deck, and then shuffles them. It has to use a method to create two random integers using the System.Random class. These are my classes: Program.cs: using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace ConsoleApplication3 { class Program { static void Main(string[] args) { Deck mydeck = new Deck(); foreach (Card c in mydeck.Cards) { Console.WriteLine(c); } Console.WriteLine("How Many Times Do You Want To Shuffle?"); } } } Deck.cs: using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace ConsoleApplication3 { class Deck { Card[] cards = new Card[52]; string[] numbers = new string[] { "2", "3", "4", "5", "6", "7", "8", "9", "J", "Q", "K" }; public Deck() { int i = 0; foreach(string s in numbers) { cards[i] = new Card(Suits.Clubs, s); i++; } foreach (string s in numbers) { cards[i] = new Card(Suits.Spades, s); i++; } foreach (string s in numbers) { cards[i] = new Card(Suits.Hearts, s); i++; } foreach (string s in numbers) { cards[i] = new Card(Suits.Diamonds, s); i++; } } public Card[] Cards { get { return cards; } } } } classes.cs: using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace ConsoleApplication3 { enum Suits { Hearts, Diamonds, Spades, Clubs } } Card.cs: using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace ConsoleApplication3 { class Card { protected Suits suit; protected string cardvalue; public Card() { } public Card(Suits suit2, string cardvalue2) { suit = suit2; cardvalue = cardvalue2; } public override string ToString() { return string.Format("{0} of {1}", cardvalue, suit); } } } Please tell me how to make the cards shuffle as much as the person wants and then list the shuffled cards. Sorry about the formatting im new to this site.

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  • How to compare speed of graphics cards in Windows desktop environment?

    - by Al Kepp
    I use Windows 7 and Intel Core i3 CPU with integrated graphics. My problem is that it eats valuable system RAM for display. I can replace it with an old PCIe Radeon X700, so all system RAM will be usable for applications. The question is if an old Radeon X700 is comparable in W7 desktop speed to a new integrated i3 graphics. Are there any test programs which compare the speed of graphic cards in Windows 7 desktop environment (i.e. no Direct3D games, just Windows desktop)? (According to Tomshardware, Radeon X700 is probably even faster than Core i3 in 3D. But there are no native WDDM 1.1 W7 drivers for X700, only WDDM 1.0 Vista drivers are available.)

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  • my windows xp sp3 diagnostick:windows could not detect any wired or wireless network cards installed on your machine

    - by Yosef
    Problem: cant connect to internet with my new installation of windows xp sp3. Details: I have ubuntu in pc that worked with wired internet. i format all disk and install windows xp sp3. i have auto internet that defined in my router - other computers have internet. I run diagnoze of ie and get: windows could not detect any wired or wireless network cards installed on your machine In Device Manager i have only 1394 Adapter I dont see any internet adapters. Edit: I find with ubuntu livecd that i have hardware:82566dc gigabit network connection Thanks

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  • Is PCI Express x4 faster or slower than a standard PCI slot for graphic cards?

    - by Stephen R
    I am looking at potential motherboards for a computer I want to build and ran into this conundrum. The motherboard has two PCI Express slots that allow for 16 channel cards to fit in them. The catch is only one of them operates at 16 channels, the other operates only 4 channels. My question is, would it be faster to buy a PCI Express graphic card and install it in the 4 channel PCI Express slot? Or would it be better to buy a standard PCI graphic card and install it in one of the available PCI slots?

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  • Should I format USB sticks and SD cards to FAT, FAT32, exFAT or NTFS? (Windows files, live Linux distors)

    - by superuser
    Does it depend on the media size which one to chose or on some other parameters? In Windows 7 FAT16 is the default. In pendrivelinux.com's Universal USB Installer FAT32. Which one to chose? How about NTFS for Windows use? How about exFAT? It is tne Microsoft designed filesystem for removable media. Is there a difference in USB sticks and SD cards in this regard? Edit: seeing developments in the other thread, should I still use something like exFAT if I don't want Recycle bins created on every single machine I plug my USB thumb drive in?

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  • Moving a copied layer group precisely in GIMP to make a paper of business cards?

    - by rautamiekka
    I found a template with space for 10 business cards, without extra space anywhere. Using GIMP 2.8.10, I made the design in top left slot and now I need to get that to the other slots. What is the best way to achieve that ? Using mouse is out of question for lack of precision and keyboard takes too long and still isn't completely precise, where we obviously can't afford lack of precision. Though, I'm no artist. The problem is that the slot's contents aren't anywhere same size as the slot itself.

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  • How to break out of if statement

    - by TheBroodian
    I'm not sure if the title is exactly an accurate representation of what I'm actually trying to ask, but that was the best I could think of. I am experiencing an issue with my character class. I have developed a system so that he can perform chain attacks, and something that was important to me was that 1)button presses during the process of an attack wouldn't interrupt the character, and 2) at the same time, button presses should be stored so that the player can smoothly queue up chain attacks in the middle of one so that gameplay doesn't feel rigid or unresponsive. This all begins when the player presses the punch button. Upon pressing the punch button, the game checks the state of the dpad at the moment of the button press, and then translates the resulting combined buttons into an int which I use as an enumerator relating to a punch method for the character. The enumerator is placed into a List so that the next time the character's Update() method is called, it will execute the next punch in the list. It only executes the next punch if my character is flagged with acceptInput as true. All attacks flag acceptInput as false, to prevent the interruption of attacks, and then at the end of an attack, acceptInput is set back to true. While accepting input, all other actions are polled for, i.e. jumping, running, etc. In runtime, if I attack, and then queue up another attack behind it (by pressing forward+punch) I can see the second attack visibly execute, which should flag acceptInput as false, yet it gets interrupted and my character will stop punching and start running if I am still holding down the dpad. Included is some code for context. This is the input region for my character. //Placed this outside the if (acceptInput) tree because I want it //to be taken into account whether we are accepting input or not. //This will queue up attacks, which will only be executed if we are accepting input. //This creates a desired effect that helps control the character in a // smoother fashion for the player. if (Input.justPressed(buttonManager.Punch)) { int dpadPressed = Input.DpadState(0); if (attackBuffer.Count() < 1) { attackBuffer.Add(CheckPunch(dpadPressed)); } else { attackBuffer.Clear(); attackBuffer.Add(CheckPunch(dpadPressed)); } } if (acceptInput) { if (attackBuffer.Count() > 0) { ExecutePunch(attackBuffer[0]); attackBuffer.RemoveAt(0); } //If D-Pad left is being held down. if (Input.DpadDirectionHeld(0, buttonManager.Left)) { flipped = false; if (onGround) { newAnimation = "run"; } velocity = new Vector2(velocity.X - acceleration, velocity.Y); if (walking == true && velocity.X <= -walkSpeed) { velocity.X = -walkSpeed; } else if (walking == false && velocity.X <= -maxSpeed) { velocity.X = -maxSpeed; } } //If D-Pad right is being held down. if (Input.DpadDirectionHeld(0, buttonManager.Right)) { flipped = true; if (onGround) { newAnimation = "run"; } velocity = new Vector2(velocity.X + acceleration, velocity.Y); if (walking == true && velocity.X >= walkSpeed) { velocity.X = walkSpeed; } else if (walking == false && velocity.X >= maxSpeed) { velocity.X = maxSpeed; } } //If jump/accept button is pressed. if (Input.justPressed(buttonManager.JumpAccept)) { if (onGround) { Jump(); } } //If toggle element next button is pressed. if (Input.justPressed(buttonManager.ToggleElementNext)) { if (elements.Count != 0) { elementInUse++; if (elementInUse >= elements.Count) { elementInUse = 0; } } } //If toggle element last button is pressed. if (Input.justPressed(buttonManager.ToggleElementLast)) { if (elements.Count != 0) { elementInUse--; if (elementInUse < 0) { elementInUse = Convert.ToSByte(elements.Count() - 1); } } } //If character is in the process of jumping. if (jumping == true) { if (Input.heldDown(buttonManager.JumpAccept)) { velocity.Y -= fallSpeed.Y; maxJumpTime -= elapsed; } if (Input.justReleased(buttonManager.JumpAccept) || maxJumpTime <= 0) { jumping = false; maxJumpTime = 0; } } //Won't execute abilities if input isn't being accepted. foreach (PlayerAbility ability in playerAbilities) { if (buffer.Matches(ability)) { if (onGround) { ability.Activate(); } if (!onGround && ability.UsableInAir) { ability.Activate(); } else if (!onGround && !ability.UsableInAir) { buffer.Clear(); } } } } When the attackBuffer calls ExecutePunch(int) method, ExecutePunch() will call one of the following methods: private void NeutralPunch1() //0 { acceptInput = false; busy = true; newAnimation = "punch1"; numberOfAttacks++; timeSinceLastAttack = 0; } private void ForwardPunch2(bool toLeft) //true == 7, false == 4 { forwardPunch2Timer = 0f; acceptInput = false; busy = true; newAnimation = "punch2begin"; numberOfAttacks++; timeSinceLastAttack = 0; if (toLeft) { velocity.X -= 800; } if (!toLeft) { velocity.X += 800; } } I assume the attack is being interrupted due to the fact that ExecutePunch() is in the same if statement as running, but I haven't been able to find a suitable way to stop this happening. Thank you ahead of time for reading this, I apologize for it having become so long winded.

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  • using isight camera in macbookpro(8,2) on ubuntu 12.04 virtualbox VM

    - by Kurt Spindler
    I'm having a lot of trouble using the built-in isight camera on my macbookpro8,2 (early 2011) from an ubuntu 12.04 virtual machine, run inside VirtualBox. The following is the log I get when I try to run guvcview ubuntu@ubuntu:~$ guvcview guvcview 1.5.3 ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.rear ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.center_lfe ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.side ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.surround71 ALSA lib setup.c:565:(add_elem) Cannot obtain info for CTL elem (MIXER,'IEC958 Playback Default',0,0,0): No such file or directory ALSA lib setup.c:565:(add_elem) Cannot obtain info for CTL elem (MIXER,'IEC958 Playback Default',0,0,0): No such file or directory ALSA lib setup.c:565:(add_elem) Cannot obtain info for CTL elem (MIXER,'IEC958 Playback Default',0,0,0): No such file or directory ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.hdmi ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.hdmi ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.modem ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.modem ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.phoneline ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.phoneline ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib pcm_dmix.c:957:(snd_pcm_dmix_open) The dmix plugin supports only playback stream Cannot connect to server socket err = No such file or directory Cannot connect to server socket jack server is not running or cannot be started video device: /dev/video0 Init. FaceTime HD Camera (Built-in) (location: usb-0000:00:0b.0-1) { pixelformat = 'YUYV', description = 'YUV 4:2:2 (YUYV)' } { discrete: width = 160, height = 120 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 176, height = 144 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 320, height = 240 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 352, height = 288 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 640, height = 480 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 1280, height = 720 } Time interval between frame: 1/10, { pixelformat = 'MJPG', description = 'MJPEG' } { discrete: width = 960, height = 540 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 1024, height = 576 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 1280, height = 720 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { pixelformat = 'RGB3', description = 'RGB3' } { discrete: width = 160, height = 120 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 176, height = 144 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 320, height = 240 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 352, height = 288 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 640, height = 480 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 1280, height = 720 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 960, height = 540 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 1024, height = 576 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { pixelformat = 'BGR3', description = 'BGR3' } { discrete: width = 160, height = 120 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 176, height = 144 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 320, height = 240 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 352, height = 288 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 640, height = 480 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 1280, height = 720 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 960, height = 540 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 1024, height = 576 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { pixelformat = 'YU12', description = 'YU12' } { discrete: width = 160, height = 120 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 176, height = 144 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 320, height = 240 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 352, height = 288 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 640, height = 480 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 1280, height = 720 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 960, height = 540 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 1024, height = 576 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { pixelformat = 'YV12', description = 'YV12' } { discrete: width = 160, height = 120 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 176, height = 144 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 320, height = 240 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 352, height = 288 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 640, height = 480 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 1280, height = 720 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 960, height = 540 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, { discrete: width = 1024, height = 576 } Time interval between frame: 100/2997, 1/25, 1/24, 1/15, vid:05ac pid:8509 driver:uvcvideo checking format: 1196444237 VIDIOC_G_COMP:: Invalid argument compression control not supported fps is set to 1/25 drawing controls no codec detected for H264 no codec detected for MP3 - (lavc) Checking video mode 960x540@32bpp : OK Could not grab image (select timeout): Resource temporarily unavailable Could not grab image (select timeout): Resource temporarily unavailable Could not grab image (select timeout): Resource temporarily unavailable Could not grab image (select timeout): Resource temporarily unavailable Could not grab image (select timeout): Resource temporarily unavailable Could not grab image (select timeout): Resource temporarily unavailable Could not grab image (select timeout): Resource temporarily unavailable Could not grab image (select timeout): Resource temporarily unavailable Could not grab image (select timeout): Resource temporarily unavailable write /home/ubuntu/.guvcviewrc OK free controls cleaned allocations - 100% Closing portaudio ...OK Closing GTK... OK ubuntu@ubuntu:~$ Any help would be greatly appreciated. Only clue I have is that I initially was having problems, tried using the old method of fixing isights (involving installing isight-firmware-tools) before realizing that I just hadn't turned on the VM setting to allow the VM to access the webcam. :) Anyway, I wonder if installing that messed something up. However, I think this is a red herring because I've: shut down and turned back on the Mac, restarted the VM, tried a different VM (for which I never installed isight-firmware-tools, and created an entirely new ubuntu vm. All instances have had this problem. Similarly, other viewers, such as cheese, avplay, avconv have had all various kinds of errors.

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  • C# TCP Hole Punch (NAT Traversal) Library or something?

    - by user293531
    I want to do TCP Hole Punching (NAT Traversal) in C#. It can be done with a rendevouzs server if needed. I found http://sharpstunt.codeplex.com/ but can not get this to work. Ideally i need some method which i give a PortNumber (int) as parameter that after a call to this method is available ("Port Forwarded") at the NAT. It would be also ok if the methode just returns some port number which is then available at the NAT. Has anybody done this in C# ? Can you give me working examples for sharpstunt or something else? Thank you

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  • How configure 2 Lan cards in Windows 7/8 pc one to connect to Internet and other to Local Network

    - by Maharshi Raval
        I am about to install a dedicated VOIP server in our office. It is a 3CX pbx system on Windows 7/8 machine. The environment currently is a Windows SBS 2011 with 8 client machines. I want to use a dedicated broadband connection for the PBX (3CX) box, but the box also needs to be accessible in the local network as we will be using IP Phones and software IP phones. How configure two network cards on PBX box, so that one will be always used to connect to our SIP host over the Internet and the other will be connected to local network accessible from other client pc to connect to the pbx system. It must be noted that currently the Windows SBS 2011 acts as the Primary Domain Controller and gateway for all the client machines.     I cannot use a load balancer as it will conflict and cause issues within the current setup of our SBS2011 as it is also our Exchange Server. Any input is much appreciated. thanks in advance

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  • How configure 2 Lan cards in Windows 7/8 pc one to connect to Internet and other to Local Network

    - by Maharshi Raval
        I am about to install a dedicated VOIP server in our office. It is a 3CX pbx system on Windows 7/8 machine. The environment currently is a Windows SBS 2011 with 8 client machines. I want to use a dedicated broadband connection for the PBX (3CX) box, but the box also needs to be accessible in the local network as we will be using IP Phones and software IP phones. How configure two network cards on PBX box, so that one will be always used to connect to our SIP host over the Internet and the other will be connected to local network accessible from other client pc to connect to the pbx system. It must be noted that currently the Windows SBS 2011 acts as the Primary Domain Controller and gateway for all the client machines.     I cannot use a load balancer as it will conflict and cause issues within the current setup of our SBS2011 as it is also our Exchange Server. Any input is much appreciated. thanks in advance

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  • Why can't a PC with 2 network cards be accessed by hostname?

    - by lewis
    I set up PC with 2 network cards, connected to the same LAN. I can connect to this PC (e.g. by remote desktop) only via ip-addresses. Accessing by hostname does not work. Why is this the case? UPDATE: Full environment 1. PC with 2 hardware network adapters. 2. On this PC installed VMWare Workstation. Created 3 VM's, networked by "bridged" network setting in VMWare. 3. In LAN all ip-addresses given from DHCP. 4. Win2k8 on all hosts (both physical and vitrual). As result: 1. PC has 2 ip-address (e.g. 192.168.1.71 and 192.168.1.72). PC available in LAN by ip-addreses, but not avail by hostname. 2. VM's has own ip-addr on each (e.g. 192.168.1.73, *74, *75 etc). They are available from LAN by their ip's, BUT not by their hostnames. How can I access to PC and to VM's by hostname?

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  • If I run two monitors from two different graphic cards, can I still have Twinview?

    - by rumtscho
    I am planning to get a second 2560x1440 monitor for home. The trouble is, I only have 1xDVI, 1xVGA on my graphics card (a 250 GT). I don't want to buy a new graphics card until the prices for the 500 series have stabilized, so probably not before summer (or will it happen earlier? I don't remember how it was for other series, and I couldn't find long-term price history for video cards). The solution I had in mind is to get the 7600 GS from my old PC, which also has 1xDVI, 1xVGA, and run each monitor on a separate card. I have never done that, and I was wondering 1. If I will be able to run the monitors in Twinview then, or will I be stuck with separate X sessions, and 2. Whether there are some other disadvantages as compared to a single-head graphics card. (I am using the proprietary driver because I need compiz). As an aside, how do I find out whether the DVI port on the old graphics card is dual link?

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  • Multiple EyeFinity Display groups

    - by Shinrai
    Is it possible with an EyeFinity enabled card to make multiple display groups at once? I was playing with a FirePro 2460 and while a 4x1 or 2x2 display group works quite nicely, if I make a 2x1 display group and then select one of the other displays to try to make a second 2x1 display group, it disables the first one. Is there any way to circumvent this behavior and set up two separate spans on the same card? Additionally, can you set up distinct display groups if they're on different cards? I will have the opportunity to test several of these cards in one machine very shortly, but I'm curious if anyone has any experience. EDIT: I can confirm that you can make multiple spans on multiple cards (as long as they don't cross cards, obviously) (If the answers are different for FirePro/FireMV cards and Radeon cards, that is helpful and relevant knowledge - I doubt it, though.)

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  • Multiple EyeFinity Display groups

    - by Shinrai
    Is it possible with an EyeFinity enabled card to make multiple display groups at once? I was playing with a FirePro 2460 and while a 4x1 or 2x2 display group works quite nicely, if I make a 2x1 display group and then select one of the other displays to try to make a second 2x1 display group, it disables the first one. Is there any way to circumvent this behavior and set up two separate spans on the same card? Additionally, can you set up distinct display groups if they're on different cards? I will have the opportunity to test several of these cards in one machine very shortly, but I'm curious if anyone has any experience. EDIT: I can confirm that you can make multiple spans on multiple cards (as long as they don't cross cards, obviously) (If the answers are different for FirePro/FireMV cards and Radeon cards, that is helpful and relevant knowledge - I doubt it, though.)

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  • Radeon HD 2000, 3000, 4000 on 12.10 Quantal: fglrx (legacy) 12.6 unsupported, what to do?

    - by Andrew Mao
    After upgrading to 12.10 quantal, the packaged version of fglrx no longer works. I discovered that this is because there is a separate 'legacy' fglrx driver for the HD 2k-4k series cards, but it is incompatible with the xorg server on 12.10. This is the most current version of the driver for HD 2000 through HD 4000 series cards. You can't use the non-legacy fglrx driver, but you can use the open-source radeon driver if you prefer your WM compositing to be laggy and your YouTube videos to play like they would on a Pentium MMX series: http://support.amd.com/us/kbarticles/Pages/catalyst126legacyproducts.aspx Usually this driver can be installed in the following way, necessary because apt-get install fglrx would pull in the non-legacy driver: wget http://www2.ati.com/drivers/legacy/amd-driver-installer-12.6-legacy-x86.x86_64.zip unzip amd-driver-installer-* sudo sh ./amd-driver-installer-*.run --buildpkg Ubuntu/quantal sudo dpkg -i fglrx*.deb sudo aticonfig --initial -f If you use a different version of fglrx (for example, a newer 12.9 that doesn't support those cards) then the final command will give you an error no supported hardware detected or something similar. However, everything works at this point and you will get a reasonable xorg.conf: ... other stuff Section "Device" Identifier "aticonfig-Device[0]-0" Driver "fglrx" BusID "PCI:1:5:0" EndSection ... other stuff At this point you're supposed to reboot and everything will be working with the fglrx driver. However, upon rebooting, you'll be treated to the following errors in Xorg.0.log when fglrx attempts to load: (EE) Failed to load /usr/lib/xorg/modules/drivers/fglrx_drv.so: /usr/lib/xorg/modules/drivers/fglrx_drv.so: undefined symbol: noXFree86DRIExtension Some searching around will show that this is a problem with the legacy ATI drivers not supporting xserver 1.13 or newer. (Arch Linux thread) ATI has released a fixed driver for its most recent (HD 5000 series or later) cards, but not for the 'legacy' cards yet. The non-legacy ATI drivers can't be used with the old cards. What should an Ubuntu user, using one of these HD 2000-4000 series cards, do? Wait for an updated 'legacy' ATI driver that properly works with xserver 1.13? Downgrade back to 12.04 Precise, which uses xserver 1.11? Try to downgrade xserver on 12.10 Quantal to 1.12, which could possibly break Unity and GNOME? Forced upgrade to HD 5000 series or later card? (Not possible with integrated graphics...) Some other 1337 action that fixes this problem painlessly?

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  • SET game odds simulation (MATLAB)

    - by yuk
    Here is an interesting problem for your weekend. :) I recently find the great card came - SET. Briefly, there are 81 cards with the four features: symbol (oval, squiggle or diamond), color (red, purple or green), number (one, two or three) or shading (solid, striped or open). The task is to find (from selected 12 cards) a SET of 3 cards, in which each of the four features is either all the same on each card or all different on each card (no 2+1 combination). In my free time I've decided to code it in MATLAB to find a solution and to estimate odds of having a set in randomly selected cards. Here is the code: %% initialization K = 12; % cards to draw NF = 4; % number of features (usually 3 or 4) setallcards = unique(nchoosek(repmat(1:3,1,NF),NF),'rows'); % all cards: rows - cards, columns - features setallcomb = nchoosek(1:K,3); % index of all combinations of K cards by 3 %% test tic NIter=1e2; % number of test iterations setexists = 0; % test results holder % C = progress('init'); % if you have progress function from FileExchange for d = 1:NIter % C = progress(C,d/NIter); % cards for current test setdrawncardidx = randi(size(setallcards,1),K,1); setdrawncards = setallcards(setdrawncardidx,:); % find all sets in current test iteration for setcombidx = 1:size(setallcomb,1) setcomb = setdrawncards(setallcomb(setcombidx,:),:); if all(arrayfun(@(x) numel(unique(setcomb(:,x))), 1:NF)~=2) % test one combination setexists = setexists + 1; break % to find only the first set end end end fprintf('Set:NoSet = %g:%g = %g:1\n', setexists, NIter-setexists, setexists/(NIter-setexists)) toc 100-1000 iterations are fast, but be careful with more. One million iterations takes about 15 hours on my home computer. Anyway, with 12 cards and 4 features I've got around 13:1 of having a set. This is actually a problem. The instruction book said this number should be 33:1. And it was recently confirmed by Peter Norvig. He provides the Python code, but I didn't test it. So can you find an error?

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  • How can I dynamically load the correct sprite from a sprite sheet?

    - by Leonard Challis
    I am making a simple card game in unity. The game is based on a standard 52-card pack, with identical backs for unique faces. In my particular game different cards are worth different values and have various special abilities. The game will have 52 cards on the table (on the draw position or in the face-down deck or in someone's hand) at all times, so this number won't change. I thought that making a Card prefab and instantiating 52 of these manually would be a bad idea. Even doing it in code, I thought, would be a bit OTT, and that I should just instantiate visual cards when they are face-up to the player. I have a sprite sheet of the 52 cards and the back, which is imported as a Sprite in multiple mode, sliced in to a grid containing all the cards needed to play the game. The problem I now face is that, through my GameController script I want to generate a shuffled pack of cards, deal some to each player and then show those cards to a player. However, I am not sure of the best way, or even if it's possible, to do this dynamically with the sprite sheets as they are. For instance if I have the following: private CardRank rank; private CardSuite suite; private void Start() { this.rank = CardRank.Ace; this.suite = CardSuite.Spades; } This class would be instantiated by the game manager. I would have 52 of these in code. Whenever I have to visually show a card in the scene, I would use a card prefab, which is essentially a game object with a SpriteRenderer on it. I would need to dynamically load the correct sprite for this object from the spritesheet. The sliced sprites from the sprite sheet actually have names in the format AS (Ace of Spades), 7H (Seven of Hearts), etc - though this was a manual thing I did myself of course. I have also tried various alternative solutions, including creating animations, having separate sprites not in a spritesheet and having an array of available sprites in an array with a specific index for each card, but none seem as elegant as trying to load the correct sprite at runtime, as I'm trying to. So, how do I load a specific sprite from a spritesheet at runtime? I'm open to suggestions, even those that make me think differently about how to approach the problem.

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  • Do graphic cards have instruction sets of their own?

    - by Matt
    Do graphic cards have instruction sets of their own? I assume they do, but I have been wondering if it is proprietary or if there is some sort of open standard. Is every GPU instruction preceded by a CPU instruction or is it seamless? That is does OpenGL or DirectX call on the driver layer via the CPU which then sends a GPU instruction down the bus or is it more elaborate.

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  • How Can I Improve This Card-Game AI?

    - by James Burgess
    Let me get this out there before anything else: this is a learning exercise for me. I am not a game developer by trade or hobby (at least, not seriously) and am purely delving into some AI- and 3D-related topics to broaden my horizons a bit. As part of the learning experience, I thought I'd have a go at developing a basic card game AI. I selected Pit as the card game I was going to attempt to emulate (specifically, the 'bull and bear' variation of the game as mentioned in the link above). Unfortunately, the rule-set that I'm used to playing with (an older version of the game) isn't described. The basics of it are: The number of commodities played with is equal to the number of players. The bull and bear cards are included. All but two players receive 8 cards, two receive 9 cards. A player can win the round with 7 + bull, 8, or 8 + bull (receiving double points). The bear is a penalty card. You can trade up to a maximum of 4 cards at a time. They must all be of the same type, but can optionally include the bull or bear (so, you could trade A, A, A, Bull - but not A, B, A, Bull). For those who have played the card game, it will probably have been as obvious to you as it was to me that given the nature of the game, gameplay would seem to resemble a greedy algorithm. With this in mind, I thought it might simplify my AI experience somewhat. So, here's what I've come up with for a basic AI player to play Pit... and I'd really just like any form of suggestion (from improvements to reading materials) relating to it. Here it is in something vaguely pseudo-code-ish ;) While AI does not hold 7 similar + bull, 8 similar, or 8 similar + bull, do: 1. Establish 'target' hand, by seeing which card AI holds the most of. 2. Prepare to trade next-most-numerous card type in a trade (max. held, or 4, whichever is fewer) 3. If holding the bear, add to (if trading <=3 cards) or replace in (if trading 4 cards) hand. 4. Offer cards for trade. 5. If cards are accepted for trade within X turns, continue (clearing 'failed card types'). Otherwise: a. If only one card remains in the trade, go to #6. Otherwise: i. Remove one non-penalty card from the trade. ii. Return to #5. 6. Add card type to temporary list of failed card types. 7. Repeat from #2 (excluding 'failed card types'). I'm aware this is likely to be a sub-optimal way of solving the problem, but that's why I'm posting this question. Are there any AI- or algorithm-related concepts that I've missed and should be incorporating to make a better AI? Additionally, what are the flaws with my AI at present (I'm well aware it's probably far from complete)? Thanks in advance!

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  • What DX level does my graphics card support? Does it go to 11?

    - by Daniel Moth
    Recently I run into a situation that I have run into quite a few times. Someone encounters a machine and the question arises: "Is there a DirectX 11 card in this machine?". Typically the reason you are interested in that is because cards with DirectX 11 drivers fully support DirectCompute (and by extension C++ AMP) for GPGPU programming. The driver specifically is WDDM (1.1 on Windows 7 and Windows 8 introduces WDDM 1.2 with cool new capabilities). There are many ways for figuring out if you have a DirectX11 card, so here are the approaches that you can use, with a bonus right at the end of the post. Run DxDiag WindowsKey + R, type DxDiag and hit Enter. That is the DirectX diagnostic tool, which unfortunately, only tells you on the "System" tab what is the highest version of DirectX installed on your machine. So if it reports DirectX 11, that doesn't mean you have a DX11 driver! The "Display" tab has a promising "DDI version" label, but unfortunately that doesn't seem to be accurate on the machines I've tested it with (or I may be misinterpreting its use). Either way, this tool is not the one you want for this purpose, although it is good for telling you the WDDM version among other things. Use the Microsoft hardware page There is a Microsoft Windows 7 compatibility center, that lists all hardware (tip: use the advanced search) and you could try and locate your device there… good luck. Use Wikipedia or the hardware vendor's website Use the Wikipedia page for the vendor cards, for both nvidia and amd. Often this information will also be in the specifications for the cards on the IHV site, but is is nice that wikipedia has a single page per vendor that you can search etc. There is a column in the tables for API support where you can see the DirectX version. Check if it is one of these recommended DX11 cards You may not have a DirectX 11 card and are interested in purchasing one. While I am in no position to make recommendations, I will list here some cards from two big IHVs that we know are DirectX 11 capable. Some AMD (aka ATI) cards Low end, inexpensive DX11 hardware: Radeon 5450, 5550, 6450, 6570 Mid range (decent perf, single precision): Radeon 5750, 5770, 6770, 6790 High end (capable of double precision): Radeon 5850, 5870, 6950, 6970 Single precision APUs: AMD E-Series APUs AMD A-Series APUs Some NVIDIA cards Low end, inexpensive DX11 hardware: GeForce GT430, GT 440, GT520, GTS 450 Quadro 400, 600 Mid-range (decent perf, single precision): GeForce GTX 460, GTX 550 Ti, GTX 560, GTX 560 Ti Quadro 2000 High end (capable of double precision): GeForce GTX 480, GTX 570, GTX 580, GTX 590, GTX 595 Quadro 4000, 5000, 6000 Tesla C2050, C2070, C2075 Get the DirectX SDK and run DirectX Caps Viewer Download and install the June 2010 DirectX SDK. As part of that you now have the DirectX Capabilities Viewer utility (find it in your start menu by searching for "DirectX Caps Viewer", the filename is DXCapsViewer.exe). It will list all your devices (emulated, and real hardware ones) under the first node. Expand the hardware entries and then expand again the Direct3D 11 folder. If you see D3D_FEATURE_LEVEL_11_ under that, then your card supports feature level 11 which means it supports DirectCompute and C++ AMP. In the following screenshot of one of my old laptops, the card only goes to feature level 10. Run a utility from the web that just tells you! Of course, writing some C++ AMP code that enumerates accelerators and lists the ones that are capable is trivial. However that requires that you have redistributed the runtime, so a more broadly applicable approach is to use the DX APIs directly to enumerate the DX11 capable cards. That is exactly what the development lead for C++ AMP has done and he describes and shares that utility at this post. Comments about this post by Daniel Moth welcome at the original blog.

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  • What DX level does my graphics card support? Does it go to 11?

    - by Daniel Moth
    Recently I run into a situation that I have run into quite a few times. Someone encounters a machine and the question arises: "Is there a DirectX 11 card in this machine?". Typically the reason you are interested in that is because cards with DirectX 11 drivers fully support DirectCompute (and by extension C++ AMP) for GPGPU programming. The driver specifically is WDDM (1.1 on Windows 7 and Windows 8 introduces WDDM 1.2 with cool new capabilities). There are many ways for figuring out if you have a DirectX11 card, so here are the approaches that you can use, with a bonus right at the end of the post. Run DxDiag WindowsKey + R, type DxDiag and hit Enter. That is the DirectX diagnostic tool, which unfortunately, only tells you on the "System" tab what is the highest version of DirectX installed on your machine. So if it reports DirectX 11, that doesn't mean you have a DX11 driver! The "Display" tab has a promising "DDI version" label, but unfortunately that doesn't seem to be accurate on the machines I've tested it with (or I may be misinterpreting its use). Either way, this tool is not the one you want for this purpose, although it is good for telling you the WDDM version among other things. Use the Microsoft hardware page There is a Microsoft Windows 7 compatibility center, that lists all hardware (tip: use the advanced search) and you could try and locate your device there… good luck. Use Wikipedia or the hardware vendor's website Use the Wikipedia page for the vendor cards, for both nvidia and amd. Often this information will also be in the specifications for the cards on the IHV site, but is is nice that wikipedia has a single page per vendor that you can search etc. There is a column in the tables for API support where you can see the DirectX version. Check if it is one of these recommended DX11 cards You may not have a DirectX 11 card and are interested in purchasing one. While I am in no position to make recommendations, I will list here some cards from two big IHVs that we know are DirectX 11 capable. Some AMD (aka ATI) cards Low end, inexpensive DX11 hardware: Radeon 5450, 5550, 6450, 6570 Mid range (decent perf, single precision): Radeon 5750, 5770, 6770, 6790 High end (capable of double precision): Radeon 5850, 5870, 6950, 6970 Single precision APUs: AMD E-Series APUs AMD A-Series APUs Some NVIDIA cards Low end, inexpensive DX11 hardware: GeForce GT430, GT 440, GT520, GTS 450 Quadro 400, 600 Mid-range (decent perf, single precision): GeForce GTX 460, GTX 550 Ti, GTX 560, GTX 560 Ti Quadro 2000 High end (capable of double precision): GeForce GTX 480, GTX 570, GTX 580, GTX 590, GTX 595 Quadro 4000, 5000, 6000 Tesla C2050, C2070, C2075 Get the DirectX SDK and run DirectX Caps Viewer Download and install the June 2010 DirectX SDK. As part of that you now have the DirectX Capabilities Viewer utility (find it in your start menu by searching for "DirectX Caps Viewer", the filename is DXCapsViewer.exe). It will list all your devices (emulated, and real hardware ones) under the first node. Expand the hardware entries and then expand again the Direct3D 11 folder. If you see D3D_FEATURE_LEVEL_11_ under that, then your card supports feature level 11 which means it supports DirectCompute and C++ AMP. In the following screenshot of one of my old laptops, the card only goes to feature level 10. Run a utility from the web that just tells you! Of course, writing some C++ AMP code that enumerates accelerators and lists the ones that are capable is trivial. However that requires that you have redistributed the runtime, so a more broadly applicable approach is to use the DX APIs directly to enumerate the DX11 capable cards. That is exactly what the development lead for C++ AMP has done and he describes and shares that utility at this post. Comments about this post by Daniel Moth welcome at the original blog.

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  • UPOS RFIDScanner data format

    - by Robert Snyder
    A lot of work that I do currently is based in the OPOS/UPOS world. My company has a device that can read 13.56Mhz tags (RFID), Smart Cards, and Mag Stripe cards. Up until somewhat recently I have only been working with RFID for a very specific scenario. That was to read UltraLight C and Desfire cards. These cards were all setup very specifically so that I could take the data read from those cards and force it into a MSR track2 format. The past couple of weeks, however, I have been working on reading RFID credit cards (since I have a Visa card I've been using mine), and Smart Card credit cards. (The visa card I have has both) In learning how to communicate with SmartCard and reading ISO7816 and EMVCO documents I became a little more familiar with how info is stored. But now I have a question regarding UPOS. The RFID data on my Visa is stored (and read) very similar to how the data is stored and read from the Smart Card on my Visa. Cool. Well in the UPOS spec for SmartCardRW the ReadData method returns a byte array. That's cool, I can just return all that data and then parse it as my heart desires. The RFID though has a LinkedList of Tags. Well this makes sense in terms of my Visa card (reminds me of a question I have in regards to SmartCard, but that is for another question) but what about ULC and Desfire, or for that matter any Mifare card. Pages, Files, Purses don't exactly fit the Tag profile. For instance lets just say I read pages 4-12 on my ULC card. Each page I read is 4 bytes long. Does this mean I have 9 tags in my LinkedList? Is my Tag id the page number? Or then how does that translate to Desfire? I open application 123456 and read file 1 and file 2, Do I have 2 tags? and if so what is my tag id? At least with my Visa I think that I have to use the Tag id (ex 5F24 for my expiration date) and value of {0x15, 0x10, 0x31} Part of me says yes..that makes sense. Another part of me says, "well if that is the case then why doesn't SmartCardRW have Tags?" So that is my question. How do I format my data from those different types of media? or is that the job of my Control Object (the application)? Is so how does it know? The only protocols I have are: // Summary: // Enumerates the available predefined RFID tag protocols the device supports. [Flags] public enum RFIDProtocols { EpcClass0 = 1, RFIDSdt0Plus = 2, EpcClass1 = 4, EpcClass1Gen2 = 8, EpcClass2 = 16, Iso14443A = 4096, Iso14443B = 8192, Iso15693 = 12288, Iso180006B = 16384, Other = 16777216, All = 1073741824, } If I use that well all of my cards that I have are all Iso14443A. I use the ATQA and the SAK to know what type of card I really have. There is no RFID property that lets me specify that. So I'm lost.

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