Search Results

Search found 10406 results on 417 pages for 'device'.

Page 95/417 | < Previous Page | 91 92 93 94 95 96 97 98 99 100 101 102  | Next Page >

  • Rotate a custom UITableViewCell

    - by Wayne Lo
    I have a custom UITableViewCell which contains several UIButtons. I set autoresizingMask=UIViewAutoresizingFlexibleWidth so it will adjust the width properly when the application starts with the device either in landscape or portrait mode. The issue is when the device is rotated, the buttons do not adjust its position based on the because the UITableViewCell is reusable. In other words, the cell is not initialized based on the new UITalbeView width because the cell's function initWithStyle is called before the device is rotated and is not called again after the device rotation. Any suggestions?

    Read the article

  • Embedded Linux for total beginner

    - by sasayins
    Hi, I want to learn how to develop in embedded linux. What materials should I need? I don't have the actual embedded device so I plan to use some device emulator for the PC. I want to know how to load the kernel and the filesystem in the device. Many thanks.

    Read the article

  • Keyboard Simulation not working with Keyboard hook for modifier keys

    - by Eduardo Wada
    I have a piece of software that is being used to simulate a certain device on a touchscreen, this device already runs an application that receives keyboard input from the device. My software (reffered to as simulator) displays a virtual keyboard and runs the application. Thus, the simulator sends keys with input simulator: http://inputsimulator.codeplex.com/ And the applciation listens to keys with the following keyboard hook: https://svn.cyberduck.io/tags/release-4-1/source/ch/cyberduck/core/GlobalKeyboardHook.cs My problem is, what some keys from the device's hardware actually do is to sent a key combination (ex: left-alt + 1) to the application and a weird scenario is occurring: The application listens to normal keyboard inputs The simulator sends keys to other applications (ie: visual studio responds to the keys sent when debugging) The simulator can send single keys to the application (I can type) The simulator CANNOT send key combinations to the application (alt+1 is received as just 1 in the application) This started happenning when we imported the application's dll into the same process from the simulator. Could there be any reason why I can't simulate key combinations for a hook in the same process? Is there any easy fix for this?

    Read the article

  • How to get bluetooth RSSI on android after discovery

    - by Karthik Ganesan
    I'm trying to write a program that can read the signal strength of a bluetooth device linked to my android 2.0 handset. Doesnt seem like android exposes anyway to get the RSSI unless it is during discovery. Is there any other way to get the signal strength of the device after the device has been detected? I read of a way to do it using NDK to access the underlying BlueZ API, but I dont know how to use that. Any help would be appreciated.

    Read the article

  • How do I test OpenCL on GPU when logged in remotely on Mac?

    - by Christopher Bruns
    My OpenCL program can find the GPU device when I am logged in at the console, but not when I am logged in remotely with ssh. Further, if I run the program as root in the ssh session, the program can find the GPU. The computer is a Snow Leopard Mac with a GeForce 9400 GPU. If I run the program (see below) from the console or as root, the output is as follows (notice the "GeForce 9400" line): 2 devices found Device #0 name = GeForce 9400 Device #1 name = Intel(R) Core(TM)2 Duo CPU P8700 @ 2.53GHz but if it is just me, over ssh, there is no GeForce 9400 entry: 1 devices found Device #0 name = Intel(R) Core(TM)2 Duo CPU P8700 @ 2.53GHz I would like to test my code on the GPU without having to be root. Is that possible? Simplified GPU finding program below: #include <stdio.h> #include <OpenCL/opencl.h> int main(int argc, char** argv) { char dname[500]; size_t namesize; cl_device_id devices[10]; cl_uint num_devices; int d; clGetDeviceIDs(0, CL_DEVICE_TYPE_ALL, 10, devices, &num_devices); printf("%d devices found\n", num_devices); for (d = 0; d < num_devices; ++d) { clGetDeviceInfo(devices[d], CL_DEVICE_NAME, 500, dname, &namesize); printf("Device #%d name = %s\n", d, dname); } return 0; } EDIT: I found essentially the same question being asked on nvidia's forums. Unfortunately, the only answer was of the form "this is the wrong forum".

    Read the article

  • Sometimes Xcode appears to ignore target build settings?

    - by Derek Clarkson
    Hi all, I've created a iPhone static library project with two targets like this Project -- Library (Device) target -- Library (simulator) target The device target has the SDK set to the device so it produces an armv6/7 library and the simulator target is set to the simulator SDK so it produces an i386 library. The issue I'm having is that the SDK settings on the targets keep getting overridden by the XCode active target setting. i.e. if I build the device target, but the XCode window is showing the active SDK as being the simlulator, XCode will build a simulator library instead of a device library, ignoring the settings of the target. Although it will put it into the *-iphoneos/ directory in the build directories! I originally had the same issue with another static library project, and after a lot of playing around got everything to work correctly. i.e. The targets ignore the XCode active SDK because they have their own specifications of what to build. The problem is that I don't know what made it work in that project and I have not been able to reproduce the issue in it either. Does anyone have any ideas as to what is going on? ciao Derek

    Read the article

  • Perl regex matching output from `w -hs` command

    - by Bushman
    I'm trying to write a Perl script that will work better with KDE's kwrited, which, as far as I can tell, is connected to a pts and puts every line it receives through the KDE system tray notifications, with the title "KDE write daemon". Unfortunately, it makes a separate notification for each and every line, so it spams up the system tray with multiline messages on regular old write, and for some reason it cuts off the entire last line of the message when using wall (One-line messages are also goners.). I was also hoping to make it so that it could broadcast across a LAN with thick clients. Before starting on that (which would require ssh, of course), I tried to make an ssh-less version to make sure it works. Unfortunately, it doesn't. perl ./write.pl "Testing 1 2 3" where the following is the contents of ./write.pl: #!/usr/bin/perl use strict; use warnings; my $message = ""; my $device = ""; my $possibledevice = '`w -hs | grep "/usr/bin/kwrited"`'; #Where is kwrited? $possibledevice =~ s/^[^\t][\t]//; $possibledevice =~ s/[\t][^\t][\t ]\/usr\/bin\/kwrited$//; $possibledevice = '/dev/'.$possibledevice; unless ($possibledevice eq "") { $device = $possibledevice; } if ($ARGV[0] ne "") { $message = $ARGV[0]; $device = $ARGV[1]; } else { $device = $ARGV[0] unless $ARGV[0] eq ""; while (<STDIN>) { chomp; $message .= <STDIN>; } } if ($message ne "") { system "echo \'$message\' > $device"; } else { print "Error: empty message" } produces the following error: $ perl write.pl "Testing 1 2 3" Use of uninitialized value $device in concatenation (.) or string at write.pl line 29. sh: -c: line 0: syntax error near unexpected token `newline' sh: -c: line 0: `echo 'foo' > ' Somehow, the regular expressions and/or the backtick escape in processing $possibledevice are not working properly, because where kwrited is connected to /dev/pts/0, the following works perfectly: $ perl write.pl "Testing 1 2 3" /dev/pts/0

    Read the article

  • OSX: How to get a volume name (or bsd name) from a IOUSBDeviceInterface or location id

    - by LG
    Hi, I'm trying to write an app that associates a particular USB string descriptor (of a USB mass storage device) with its volume or bsd name. So the code goes through all the connected USB devices, gets the string descriptors and extracts information from one of them. I would like to get the volume name of those USB devices. I can't find the right API to do that. I have tried to do that: DASessionRef session = DASessionCreate(kCFAllocatorDefault); DADiskRef disk_ref = DADiskCreateFromIOMedia(kCFAllocatorDefault, session, usb_device_ref); const char* name = DADiskGetBSDName(disk_ref); But the DADiskCreateFromIOMedia function returned nil, I assume the usb_device_ref that I passed was not compatible with the io_service_t that the function is expecting. So how can I get the volume name of a USB device? Could I use the location id to do that? Thanks for reading. -L FOO_Result result = FOO_SUCCESS; mach_port_t master_port; kern_return_t k_result; io_iterator_t iterator = 0; io_service_t usb_device_ref; CFMutableDictionaryRef matching_dictionary = NULL; // first create a master_port if (FOO_FAILED(k_result = IOMasterPort(MACH_PORT_NULL, &master_port))) { fprintf(stderr, "could not create master port, err = %d\n", k_result); goto cleanup; } if ((matching_dictionary = IOServiceMatching(kIOUSBDeviceClassName)) == NULL) { fprintf(stderr, "could not create matching dictionary, err = %d\n", k_result); goto cleanup; } if (FOO_FAILED(k_result = IOServiceGetMatchingServices(master_port, matching_dictionary, &iterator))) { fprintf(stderr, "could not find any matching services, err = %d\n", k_result); goto cleanup; } while (usb_device_ref = IOIteratorNext(iterator)) { IOReturn err; IOCFPlugInInterface **iodev; // requires <IOKit/IOCFPlugIn.h> IOUSBDeviceInterface **dev; SInt32 score; err = IOCreatePlugInInterfaceForService(usb_device_ref, kIOUSBDeviceUserClientTypeID, kIOCFPlugInInterfaceID, &iodev, &score); if (err || !iodev) { printf("dealWithDevice: unable to create plugin. ret = %08x, iodev = %p\n", err, iodev); return; } err = (*iodev)->QueryInterface(iodev, CFUUIDGetUUIDBytes(kIOUSBDeviceInterfaceID), (LPVOID*)&dev); (*iodev)->Release(iodev); // done with this FOO_String string_value; UInt8 string_index = 0x1; FOO_Result result = FOO_SUCCESS; CFStringRef device_name_as_cf_string; do { if (FOO_SUCCEEDED(result = FOO_GetStringDescriptor(dev, string_index, 0, string_value))) { printf("String at index %i is %s\n", string_index, string_value.GetChars()); // extract the command code if it is the FOO string if (string_value.CompareN("FOO:", 4) == 0) { FOO_Byte code = 0; FOO_HexToByte(string_value.GetChars() + 4, code); // Get other relevant information from the device io_name_t device_name; UInt32 location_id = 0; // Get the USB device's name. err = IORegistryEntryGetName(usb_device_ref, device_name); device_name_as_cf_string = CFStringCreateWithCString(kCFAllocatorDefault, device_name, kCFStringEncodingASCII); err = (*dev)->GetLocationID(dev, &location_id); // TODO: get volume or BSD name // add the device to the list break; } } string_index++; } while (FOO_SUCCEEDED(result)); err = (*dev)->USBDeviceClose(dev); if (err) { printf("dealWithDevice: error closing device - %08x\n", err); (*dev)->Release(dev); return; } err = (*dev)->Release(dev); if (err) { printf("dealWithDevice: error releasing device - %08x\n", err); return; } IOObjectRelease(usb_device_ref); // no longer need this reference }

    Read the article

  • WebPage resize on HD Devices like Nexus One

    - by christian Muller
    Hi, our Webpage: http://www.checkdent.com/mobile/sv.php?id=12332181087788749 looks fine on Android G1, but comes resized on the Google Nexus (higher resolution) Half part of the Page is outside of the View! I implemented as mentioned at several places the: target-densityDpi=device-dpi < meta content="minimum-scale=1.0, width=device-width, , target- densityDpi=device-dpi, maximum-scale=0.6667, user-scalable=no" name="viewport" / it works great within the 'android browser' but in my Webview Application it still resize!! What can i Do? Regards Chris

    Read the article

  • Installing unsigned x64 driver to work with libusbdotnet

    - by user216194
    Hi all- I am currently in a Windows 7 dev. environment working to get a device to initialize with libusbdotnet. The device (a USB mass storage device) connects and runs using the default USB-MASS Storage driver for Windows. I want to replace this driver with the one created by the .INF Wizard in libusbdotnet. The operating system is a 64-bit, and by default the INF Wizard produces this driver, but I am unable to selected it because it is "unsigned" I believed, when I go to "Pick from a list of drivers" and point to the directory where the newly created device drivers are. I have enabled "TEST MODE" using DESO but I'm still unable to select this file. Anyone familiar with libusbdotnet, or directing devices to work with a specific driver that is unsigned in Window (do I need the .inf file? or the .sys???) do you have any advice about where I'm going wrong? Thanks!

    Read the article

  • linux usb driver: probing already plugged devices

    - by jacob
    hello, im writing a Usb driver and i have an issue. when i insmod the driver with the device already plugged in before, the probe function is not called. it is only called after i disconnect the device and plug it again. i wanna make it work when i start my pc with the device plugged in. could someone please help me? best regards, jacob.

    Read the article

  • Fast multi-window rendering with C#

    - by seb
    I've been searching and testing different kind of rendering libraries for C# days for many weeks now. So far I haven't found a single library that works well on multi-windowed rendering setups. The requirement is to be able to run the program on 12+ monitor setups (financial charting) without latencies on a fast computer. Each window needs to update multiple times every second. While doing this CPU needs to do lots of intensive and time critical tasks so some of the burden has to be shifted to GPUs. That's where hardware rendering steps in, in another words DirectX or OpenGL. I have tried GDI+ with windows forms and figured it's way too slow for my needs. I have tried OpenGL via OpenTK (on windows forms control) which seemed decently quick (I still have some tests to run on it) but painfully difficult to get working properly (hard to find/program good text rendering libraries). Recently I tried DirectX9, DirectX10 and Direct2D with Windows forms via SharpDX. I tried a separate device for each window and a single device/multiple swap chains approaches. All of these resulted in very poor performance on multiple windows. For example if I set target FPS to 20 and open 4 full screen windows on different monitors the whole operating system starts lagging very badly. Rendering is simply clearing the screen to black, no primitives rendered. CPU usage on this test was about 0% and GPU usage about 10%, I don't understand what is the bottleneck here? My development computer is very fast, i7 2700k, AMD HD7900, 16GB ram so the tests should definitely run on this one. In comparison I did some DirectX9 tests on C++/Win32 API one device/multiple swap chains and I could open 100 windows spread all over the 4-monitor workspace (with 3d teapot rotating on them) and still had perfectly responsible operating system (fps was dropping of course on the rendering windows quite badly to around 5 which is what I would expect running 100 simultaneous renderings). Does anyone know any good ways to do multi-windowed rendering on C# or am I forced to re-write my program in C++ to get that performance (major pain)? I guess I'm giving OpenGL another shot before I go the C++ route... I'll report any findings here. Test methods for reference: For C# DirectX one-device multiple swapchain test I used the method from this excellent answer: Display Different images per monitor directX 10 Direct3D10 version: I created the d3d10device and DXGIFactory like this: D3DDev = new SharpDX.Direct3D10.Device(SharpDX.Direct3D10.DriverType.Hardware, SharpDX.Direct3D10.DeviceCreationFlags.None); DXGIFac = new SharpDX.DXGI.Factory(); Then initialized the rendering windows like this: var scd = new SwapChainDescription(); scd.BufferCount = 1; scd.ModeDescription = new ModeDescription(control.Width, control.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm); scd.IsWindowed = true; scd.OutputHandle = control.Handle; scd.SampleDescription = new SampleDescription(1, 0); scd.SwapEffect = SwapEffect.Discard; scd.Usage = Usage.RenderTargetOutput; SC = new SwapChain(Parent.DXGIFac, Parent.D3DDev, scd); var backBuffer = Texture2D.FromSwapChain<Texture2D>(SC, 0); _rt = new RenderTargetView(Parent.D3DDev, backBuffer); Drawing command executed on each rendering iteration is simply: Parent.D3DDev.ClearRenderTargetView(_rt, new Color4(0, 0, 0, 0)); SC.Present(0, SharpDX.DXGI.PresentFlags.None); DirectX9 version is very similar: Device initialization: PresentParameters par = new PresentParameters(); par.PresentationInterval = PresentInterval.Immediate; par.Windowed = true; par.SwapEffect = SharpDX.Direct3D9.SwapEffect.Discard; par.PresentationInterval = PresentInterval.Immediate; par.AutoDepthStencilFormat = SharpDX.Direct3D9.Format.D16; par.EnableAutoDepthStencil = true; par.BackBufferFormat = SharpDX.Direct3D9.Format.X8R8G8B8; // firsthandle is the handle of first rendering window D3DDev = new SharpDX.Direct3D9.Device(new Direct3D(), 0, DeviceType.Hardware, firsthandle, CreateFlags.SoftwareVertexProcessing, par); Rendering window initialization: if (parent.D3DDev.SwapChainCount == 0) { SC = parent.D3DDev.GetSwapChain(0); } else { PresentParameters pp = new PresentParameters(); pp.Windowed = true; pp.SwapEffect = SharpDX.Direct3D9.SwapEffect.Discard; pp.BackBufferFormat = SharpDX.Direct3D9.Format.X8R8G8B8; pp.EnableAutoDepthStencil = true; pp.AutoDepthStencilFormat = SharpDX.Direct3D9.Format.D16; pp.PresentationInterval = PresentInterval.Immediate; SC = new SharpDX.Direct3D9.SwapChain(parent.D3DDev, pp); } Code for drawing loop: SharpDX.Direct3D9.Surface bb = SC.GetBackBuffer(0); Parent.D3DDev.SetRenderTarget(0, bb); Parent.D3DDev.Clear(ClearFlags.Target, Color.Black, 1f, 0); SC.Present(Present.None, new SharpDX.Rectangle(), new SharpDX.Rectangle(), HWND); bb.Dispose(); C++ DirectX9/Win32 API test with multiple swapchains and one device code is here: http://pastebin.com/tjnRvATJ It's a modified version from Kevin Harris's nice example code.

    Read the article

  • Designing secure consumer blackberry application

    - by Kiran Kuppa
    I am evaluating a requirement for a consumer blackberry application that places high premium on security of user's data. Seems like it is an insurance company. Here are my ideas on how I could go about it. I am sure this would be useful for others who are looking for similar stuff Force the user to use device password. (I am guessing that this would be possible - though not checked it yet). Application can request notifications when the device is about to be locked and just after it has been unlocked. Encryption of application specific data can be managed at those times. Application data would be encrypted with user's password. User's credentials would be encrypted with device password. Remote backup of the data could be done over HTTPS (any better ideas are appreciated) Questions: What if the user forgets his device password. If the user forgets his application password, what is the best and secure way to reset the password? If the user losses the phone, remote backup must be done and the application data must be cleaned up. I have some ideas on how to achieve (3) and shall share them. There must be an off-line verification of the user's identity and the administrator must provide a channel using which the user must be able to send command to the device to perform the wiping of application data. The idea is that the user is ALWAYS in control of his data. Without the user's consent, even the admin must not be able to do activities such as cleaning up the data. In the above scheme of things, it appears as if the user's password need not be sent over the air to server. Am I correct? Thanks, --Kiran Kumar

    Read the article

  • How to check in which position (landscape or portrait) os the iPhone now?

    - by Mike Rychev
    I have an app with a tab bar, and nav controllers in each tab. When user shakes the device, a UIImageView appears as a child view in the nav controller. But the UIImageView must contain a special image, depending on the device's current orientation. If I write just - (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation) if (interfaceOrientation == UIInterfaceOrientationPortrait|| interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown) { //Code } else if (interfaceOrientation == UIInterfaceOrientationLandscapeRight||interfaceOrientation == UIInterfaceOrientationLandscapeLeft) { //Code } } The view just goes crazy if user rotated the device before shaking. Is there a method to get iPhones current orientation?

    Read the article

  • Build warning for distribution configuration of an iPad only application

    - by alan
    Hi, I'm getting the following warning when building an ad hoc distribution copy of a new iPad only application: [BWARN]warning: building with 'Targeted Device Family' that includes iPad ('2') requires building with the 3.2 or later SDK. These are my build settings: Architectures: Optimized (armv6 armv7) Any iPhone OS Simulator: i386 Any iPhone OS Device: Optimized (armv6 armv7) Base SDK: iPhone Device 3.2 Valid Architectures: armv6 armv7 Target Device Family: iPad iPhone OS Deployment Target: iPhone OS 3.2 With this in mind I don't understand the warning. It seems to build and run OK but I'd rather not have warnings in my build for obvious reasons. Any ideas? Thanks in advance, Alan.

    Read the article

  • Using SDK 3.2 API in Universal iPhone/iPad application

    - by psychotik
    I have a project configured (I think) to produce Universal binaries. The base SDK is set to 3.2 and the Deployment Target is set to 3.1. Target Device Family is iPhone/iPad and the architecture is armv6 armv7. I had a few questions about how this Universal binary thing really works: 1) When I want to submit an app binary for review, what configuration should I set as the build target? If I set it as "Device - 3.1" I get a warning which says "warning: building with Targeted Device Family" that includes iPad('1,2') requires building with the 3.2 or later SDK". However, if I build with SDK 3.2, will it still run on iPhones with OS 3.1? What's the right configuration for device and architecture (arm6/arm7)? 2) How do I test the scenario above (built with SDK 3.2, but installed on a device running OS 3.1)? If I build with SDK 3.2, when I try to install it on a phone with OS 3.1, I get an error saying that the phone's OS isn't updated. Thanks!

    Read the article

  • Using Message Queue on Windows Mobile 2003

    - by Fitzroy Wright
    Does anyone know where I can find the cab file that will allow me to use Microsoft Message Queues on a Windows Mobile 2003 device? I am writing application that needs to use Microsoft Message Queue on a Windows Mobile 2003 device. Apparently message queue was never installed on the device. I have scoured the web and can find no cab files for Msmq for windows mobile 2003. everything reffers to windows mobile 5 and when I try that the setup fails.

    Read the article

  • Linux USB debug connection to LuminaryMicro evaluation board

    - by mikelong
    Hi, I am trying to connect a Stellaris LM3S8962 evaluation kit to a linux host machine. I am using the CodeSourcery G++ for the development toolchain. When I try to run a helloworld example the connection fails with this message: arm-stellaris-eabi-sprite: error: E104. I/O Error communicating with USB Device. arm-stellaris-eabi-sprite: waiting for GDB connection, to pass error along warning: Remote failure reply: E.fatal.E104. I/O Error communicating with USB Device. arm-stellaris-eabi-sprite: error: E002. Not initialized When I connect the evaluation board with the USB cable it seems the device is made available to the system: Mar 24 14:37:16 n6-ws2 kernel: usb 5-2: USB disconnect, address 5 Mar 24 14:37:18 n6-ws2 kernel: usb 5-2: new full speed USB device using uhci_hcd and address 6 Mar 24 14:37:19 n6-ws2 kernel: usb 5-2: configuration #1 chosen from 1 choice Also, it seems that I can connect in some way via the command line tool (but I do get some strange characters): [mlong@n6-ws2 bin]$ ./arm-stellaris-eabi-sprite -i CodeSourcery ARM Debug Sprite (Sourcery G++ 4.4-104) armusb: [speed=] ARMUSB device armusb:///?? - ?? (??) Does anyone have any suggestions I could try? Thanks a lot, Mike

    Read the article

  • Building/Testing a Universal iPhone/iPad application

    - by psychotik
    I have a project configured (I think) to produce Universal binaries. The base SDK is set to 3.2 and the Deployment Target is set to 3.1. Target Device Family is iPhone/iPad and the architecture is armv6 armv7. I had a few questions about how this Universal binary thing really works: 1) When I want to submit an app binary for review, what configuration should I set as the build target? If I set it as "Device - 3.1" I get a warning which says "warning: building with Targeted Device Family" that includes iPad('1,2') requires building with the 3.2 or later SDK". However, if I build with SDK 3.2, will it still run on iPhones with OS 3.1? What's the right configuration for device and architecture (arm6/arm7)? 2) How do I test the scenario above (built with SDK 3.2, but installed on a device running OS 3.1)? If I build with SDK 3.2, when I try to install it on a phone with OS 3.1, I get an error saying that the phone's OS isn't updated. Thanks!

    Read the article

  • how to target css to iPad but exclude Safari 4 desktop using a media query?

    - by miriam835work
    I am trying to use a media rule to target css to iPad only. I want to exclude iPhone/iPod and desktop browsers. I would like to to also exclude other mobile devices if possible. I have used <style type="text/css" media="only screen and (min-device-width: 768px) and (max-device-width: 1024px)"> but just found out that desktop Safari 4 reads it. I have tried variations with "481px" instead of "768px" and another that adds an orientation to that: <style type="text/css" media="only screen and (min-device-width: 481px) and (max-device-width: 1024px) and (orientation:portrait)"> but not luck. (Later we will be sniffing user-agent strings for iPad, but for now that solution won't work.) Thanks!

    Read the article

  • android & libgdx - disable blurry images rendering

    - by android developer
    i'm trying out libgdx as an opengl wrapper , and i have some issues with its graphical rendering : for some reason , all images (textures) on android device look a little blurred using libgdx . this also includes text (font) . however, for normal images , even though i show the entire image , i expect it to look as sharp as i see it on a computer , especially if i have such a good screen on the device (it's galaxy nexus) . i've tried to set the anti-aliasing off , by using the next code : final AndroidApplicationConfiguration androidApplicationConfiguration=new AndroidApplicationConfiguration(); androidApplicationConfiguration.numSamples=0; //tried the value of 1 too. ... i've also tried to set the scaling method to various methods , but with no luck. example: texture.setFilter(TextureFilter.Nearest,TextureFilter.Nearest); as a test , i've found a sharp image that is exactly the same as the seen resolution on the device (720x1184 for galaxy nexus , because of the buttons bar) , and i've put it to be on the background of the libgdx app . of course , i had to add extra blank space in order for the texute to be loaded , so the final size of the image (which will include content and empty space) is still a power of 2 for both width and height (1024x2048 in my case) . on the desktop app , it look ok . on the device , it looked blurred. a weird thing that i've noticed is that when i change the device's orientation (horizontal <= vertical) , for the very short time before the rotating animation starts , i see both the image and the text very well . can anyone please help me?

    Read the article

  • The best way to build iPhone/iPad static libraries?

    - by Derek Clarkson
    Hi everyone, I have a couple of static Phone/iPad libraries I an working on. The problem I am looking for advise on is the best way to package the libraries. My objective is to make it easy to use the libraries in other projects and include the correct one in a build with minimal problems. To make it more interesting I currently build 4 versions of each library as follows armv6/armv7 release (devices) i386 release (simulator) armv6/armv7 debug (devices) i386 debug (simulator) The difference between the release and debug versions is that the debug versions contain a lot of NSLog(...) code which enables people to see whats going on internally as an aid to debugging. Currently when I build the whole projects I arrange the libraries into two directories like this: release lib-device.a lib-simulator.a debug lib-device.a lib-simulator.a This works ok except that when include in projects, both paths are added to the library search path and switching a target from one to the other is a pain. Or alternatively I end up with two targets. The alternative I am thinking of is to change the directories like this: release device lib.a simulator lib.a debug device lib.a simulator lib.a In playing with XCode is appears that all xcode uses the lbrary references of a project for is to get the name of the library file, which it then looks up in the library paths. Thus by parameterising the library path with the current built type and target device, I can effectively auto switch. What do you guys think? Is there a better way to do this? ciao Derek

    Read the article

  • Adding iPod Support to (previously) iPhone Only App

    - by rjstelling
    When I started on my current project, there was already an App in the App Store. This App was iPhone only. My first task was to test and build a version that also ran on an iPod Touch. About 3 weeks ago Apple removed the option on iTunes connect to set the device requirements. And sent an email out to all developers: "The App Store requires that you provide metadata about your application before submitting it. While most of this metadata is specified using the iPhone Developer Program Portal, the process for selecting device-related dependencies in iTunes Connect is no longer available. Instead, if your app relies on features that are specific to a device, such as the compass on iPhone 3GS, add the UIRequiredDeviceCapabilities key to your app's Info.plist file to indicate the specific hardware feature required." When I compiled the iPod compatible version I set the device requirements (UIRequiredDeviceCapabilities) in the info.plist to: location-services (gps or skyhook) wi-fi (any device) However, as the App was originally uploaded and the option for "iPhone only" set in iTunes connect this appears to be the default. The kicker is, because Apple have removed this feature there is no way to change it! Has anyone come up against this problem? And how did you solve it? Is it possible I have incorrect values in UIRequiredDeviceCapabilities? UPDATE: The app will run fine on a iPod Touch if installed as a development version via Xcode. The problem is on the App Store it is listed as iPhone only and when iPod Touch users search in the App store no results are returned.

    Read the article

  • How to do a true Java ping from Windows?

    - by stjowa
    I have a device on a network that I am attempting to ping through my Java program. Through my windows command prompt, I can ping the device address fine and do a tracert on the address fine. Online, I have seen that in order to do a ping through Java you have to do the following: InetAddress.getByName(address).isReachable(timeout); But, when I use this code on my device address, it always returns false in my program. I am using the correct IPv4 address with a good timeout value. Also, if I use a localhost address, it works fine. Why can I ping the device through cmd, but not through my program? I have heard in various places that this is not a true ping. Is there a better way to emulate a ping in Java? Thanks

    Read the article

< Previous Page | 91 92 93 94 95 96 97 98 99 100 101 102  | Next Page >