Search Results

Search found 18794 results on 752 pages for 'graphics design'.

Page 99/752 | < Previous Page | 95 96 97 98 99 100 101 102 103 104 105 106  | Next Page >

  • Does it make the game more fun when the user is forced to progress thru the levels sequentially rather than letting them pick and play?

    - by BeachRunnerJoe
    Hello. For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user has to solve one puzzle at a time before moving to the next. However, I'm finding the user occasionally gets stuck on a puzzle, at which point they can no longer play until they solve it. This is obviously bad because many people will just quit playing the game and delete the app since they get frustrated and can't play any other puzzles until the current puzzle is solved. The only elegant solution I can find to helping the player get unstuck is changing the design of the game to allow the users to pick any puzzle to play at any time. This way, if they get stuck, they can come back to it later and at least they have other puzzles to play in the meantime. It's my opinion, however, that this new flow design doesn't make the game as fun as the original flow design where the player has to complete a puzzle before moving to the next. To me, it's like anything else, when you only have one of something, it's more enjoyable, but when you have 30 of something, it's far less enjoyable. In fact, when I present the user with 30 puzzles to choose from that they need to solve before unlocking the next level, it almost seems as tho I'm making them feel like it's work they have to do. I even had a tester voluntarily tell me that being forced to complete a puzzle before moving to the next is more motivating. My questions are... Do you agree/disagree? Do you have any suggestions for how I can help the player get unstuck? Thanks so much in advance for your thoughts! EDIT: I should mention that I've already considered a few other solutions to helping the user get unstuck, but none of them seem like good ideas. They are... Add more hints: Currently, the user gets two hints per puzzle. If I increase the hint count, it only makes the game more easy and still leaves the possibility of the user getting stuck. Add a "Show Solution" button: This seems like a bad idea because it's my opinion this takes the fun out of the game for many people who would probably otherwise solve the puzzle if they didn't have the quick option to see the solution.

    Read the article

  • Upcoming Database Design Pre-Cons

    - by drsql
    In July and October, I will be doing my "How To Design a Relational Database" full day conference in two places. First on July 26 for the East Iowa SQL Saturday , and then for the big daddy SQLPASS Summit in Charlotte, NC on October 14. You can see the entire abstract here on the SQL PASS site. It is essentially the same concept as last year, but this year I am making a few big changes to really give the people what they have desired (and am truly glad to have a swing at it several months...(read more)

    Read the article

  • how to design transparent screen in libgdx

    - by ved
    this question is for LibGdx geeks. I want to make transparent screen in my game. For example, when level completes I want a new transparent screen pop up and show player's high score, buttons to navigate on next level etc like in angry birds kind of screen. This type of screen can also use, when user click on pause button, to show pause screen. Please guide me to design this kind of screen. Or if I am going wrong to make transparent screens for this kind of situation. Please guide me for better one.

    Read the article

  • Is perfectionism a newbie's friend or enemy? [closed]

    - by Akromyk
    Possible Duplicate: Where do you draw the line for your perfectionism? I see that the development community is very focused on doing things the right way and personally I would like to do the same too, however, is it a good or bad idea for a newbie to focus on design principles, design patterns, and commenting code when getting started, or is it better to let creativity run wild and potentially write sloppy code. Where should a newbie draw the line?

    Read the article

  • Now you can design ADF applications that look like Fusion Apps

    - by Grant Ronald
    One possible failure point in ADF applications (and I’ve seen happen) is getting Web designers to build the UI without any knowledge of what ADF does.  The resulting design may look pretty but might be virtually impossible to implement using ADF. To help address this Oracle have released a set of Visio templates which help guide you in “Fusion”/ADF look and feel.  I’ve been lucky enough to have some of our usability teams mock up these templates for some ADF projects I’ve been working on and they are a great help in conceptualising the final applications. You can find out more about these Visio ADF templates here.

    Read the article

  • How do you conquer the challenge of designing for large screen real-estate?

    - by Berin Loritsch
    This question is a bit more subjective, but I'm hoping to get some new perspective. I'm so used to designing for a certain screen size (typically 1024x768) that I find that size to not be a problem. Expanding the size to 1280x1024 doesn't buy you enough screen real estate to make an appreciable difference, but will give me a little more breathing room. Basically, I just expand my "grid size" and the same basic design for the slightly smaller screen still works. However, in the last couple of projects my clients were all using 1080p (1920x1080) screens and they wanted solutions to use as much of that real estate as possible. 1920 pixels across provides just under twice the width I am used to, and the wide screen makes some of my old go to design approaches not to work as well. The problem I'm running into is that when presented with so much space, I'm confronted with some major problems. How many columns should I use? The wide format lends itself to a 3 column split with a 2:1:1 split (i.e. the content column bigger than the other two). However, if I go with three columns what do I do with that extra column? How do I make efficient use of the screen real estate? There's a temptation to put everything on the screen at once, but too much information actually makes the application harder to use. White space is important to help make sense of complex information, but too much makes related concepts look too separate. I'm usually working with web applications that have complex data, and visualization and presentation is key to making sense of the raw data. When your user also has a large screen (at least 24"), some information is out of eye sight and you need to move the pointer a long distance. How do you make sure everything that's needed stays within the visual hot points? Simple sites like blogs actually do better when the width is constrained, which results in a lot of wasted real estate. I kind of wonder if having the text box and the text preview side by side would be a big benefit for the admin side of that type of screen? (1:1 two column split). For your answers, I know almost everything in design is "it depends". What I'm looking for is: General principles you use How your approach to design has changed I'm finding that i have to retrain myself how to work with this different format. Every bump in resolution I've worked through to date has been about 25%: 640 to 800 (25% increase), 800 to 1024 (28% increase), and 1024 to 1280 (25% increase). However, the jump from 1280 to 1920 is a good 50% increase in space--the equivalent from jumping from 640 straight to 1024. There was no commonly used middle size to help learn lessons more gradually.

    Read the article

  • Does it make the game more fun when the user is forced to progress through the levels sequentially rather than letting them pick and play?

    - by BeachRunnerJoe
    Hello. For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user has to solve one puzzle at a time before moving to the next. However, I'm finding the user occasionally gets stuck on a puzzle, at which point they can no longer play until they solve it. This is obviously bad because many people will probably just quit playing the game and delete the app. The only elegant solution I can find to helping the player get unstuck is changing the design of the game to allow the users to pick any puzzle to play at any time. This way, if they get stuck, they can come back to it later and at least they have other puzzles to play in the meantime. It's my opinion, however, that this new flow design doesn't make the game as fun as the original flow design where the player has to complete a puzzle before moving to the next. To me, it's like anything else, when you only have one of something, it's more enjoyable, but when you have 30 of something, it's far less enjoyable. In fact, when I present the user with 30 puzzles to choose from, I'm concerned I might be making them feel like it's a lot of work they have to do and that's bad. I even had a tester voluntarily tell me that being forced to complete a puzzle before moving to the next is actually motivating. My questions are... Do you agree/disagree? Do you have any suggestions for how I can help the player get unstuck? Thanks so much in advance for your thoughts! EDIT: I should mention that I've already considered a few other solutions to helping the user get unstuck, but none of them seem like good ideas. They are... Add more hints: Currently, the user gets two hints per puzzle. If I increase the hint count, it only makes the game more easy and still leaves the possibility of the user getting stuck. Add a "Show Solution" button: This seems like a bad idea because it's my opinion this takes the fun out of the game for many people who would probably otherwise solve the puzzle if they didn't have the quick option to see the solution.

    Read the article

  • Attributes and Behaviours in game object design

    - by Brukwa
    Recently I have read interesting slides about game object design written by Marcin Chady Theory and Practice of the Game Object Component Architecture. I have prototyped quick sample that utilize all Attributes\Behaviour idea with some sample data. Now I have faced a little problem when I added a RenderingSystem to my prototype application. I have created an object with RenderBehaviour which listens for messages (OnMessage function) like MovedObject in order to mark them as invalid and in OnUpdate pass I am inserting a new renderable object to rederer queue. I have noticed that rendering updates should be the last thing made in single frame and this causes RenderBehaviour to depend on any other Behaviour that changes object position (i.ex. PhysicsSystem and PhysicsBehaviour). I am not even sure if I am doing this the way it should be. Do you have any clues that might put me on the right track?

    Read the article

  • Looking for feedback on design pattern for simple 2D environment

    - by Le Mot Juiced
    I'm working in iOS. I am trying to make a very simple 2D environment where there are some basic shapes you can drag around with your finger. These shapes should interact in various ways when dropped on each other, or when single-tapped versus double-tapped, etc. I don't know the name for the design pattern I'm thinking of. Basically, you have a bunch of arrays named after attributes, such as "double-tappable" or "draggable" or "stackable". You assign these attributes to the shapes by putting the shapes in the arrays. So, if there's a double-tap event, the code gets the location of it, then iterates through the "double-tappable" array to see if any of its members are in that location. And so on: every interactive event causes a scan through the appropriate array or arrays. It seems like that should work, but I'm wondering if there's a better pattern for the purpose.

    Read the article

  • Cannot establish maximum resolution on ASUS PB278Q

    - by dentuzhik
    I've recently bought brand new ASUS PB278Q monitor. When trying to connect to my laptop, everything works great, except that I can't get the native resolution of my monitor (2560x1440) working. The automatic is 1920x1080. My graphic card is Nvidia GeForce 320m. Here's output from lspci for it: ~$ lspci | grep VGA 02:00.0 VGA compatible controller: NVIDIA Corporation GT216M [GeForce GT 320M] (rev a2) and also xrandr: ~$ xrandr Screen 0: minimum 8 x 8, current 3286 x 1437, maximum 8192 x 8192 VGA-0 disconnected (normal left inverted right x axis y axis) LVDS-0 connected primary 1366x768+0+669 (normal left inverted right x axis y axis) 344mm x 193mm 1366x768 60.0*+ HDMI-0 connected 1920x1080+1366+0 (normal left inverted right x axis y axis) 600mm x 340mm 1920x1080 60.0*+ 59.9 50.0 30.0 25.0 24.0 60.0 50.0 1680x1050 60.0 1440x900 59.9 1280x1024 75.0 60.0 1280x960 60.0 1280x800 59.8 1280x720 60.0 59.9 50.0 1152x864 75.0 1024x768 75.0 70.1 60.0 800x600 75.0 72.2 60.3 56.2 720x576 50.0 720x480 59.9 640x480 75.0 59.9 59.9 480x576 50.0 480x480 59.9 I have proprietary drivers installed on my machine, here's the info about the monitor from nvidia-settings (Actually I don't have enough reputation to post images, so here's the text): Chip Location: Internal Signal: TDMS Connection link: Single Native resolution: 2560x1440 Refresh rate: 60.00 Hz The monitor is connected to laptop via HDMI cable, and honestly I have no idea what version it is, and what version is my HDMI output of my graphics card. I tried to find how I can figure it out on the web, but had no luck. Also my video card has only VGA and HDMI outs so I can't test neither DVI-D cable nor DisplayPort. So apparently, there's some problem over there. At least I want to know exactly what's going on. I've tried to see if it a linux-specific problem, but windows also gave me the same resolution by default. What I've already tried: Connect through VGA (stupid one, of course it gave me 1920x1080). Checked two HDMI cables (not sure if they're the same or not, as mentioned above). Played around with xrandr and adding custom modes. Didn't help. Surfed for the info a lot on the web, but couldn't get appropriate results. Actually xrandr gives me the following: ~$ cvt 2560 1440 60 # 2560x1440 59.96 Hz (CVT 3.69M9) hsync: 89.52 kHz; pclk: 312.25 MHz Modeline "2560x1440_60.00" 312.25 2560 2752 3024 3488 1440 1443 1448 1493 -hsync +vsync ~$ xrandr --newmode "2560x1440_60.00" 312.25 2560 2752 3024 3488 1440 1443 1448 1493 -hsync +vsync ~$ xrandr Screen 0: minimum 8 x 8, current 3286 x 1437, maximum 8192 x 8192 VGA-0 disconnected (normal left inverted right x axis y axis) LVDS-0 connected 1366x768+0+669 (normal left inverted right x axis y axis) 344mm x 193mm 1366x768 60.0*+ HDMI-0 connected primary 1920x1080+1366+0 (normal left inverted right x axis y axis) 600mm x 340mm 1920x1080 60.0*+ 59.9 50.0 30.0 25.0 24.0 60.0 50.0 1680x1050 60.0 1440x900 59.9 1280x1024 75.0 60.0 1280x960 60.0 1280x800 59.8 1280x720 60.0 59.9 50.0 1152x864 75.0 1024x768 75.0 70.1 60.0 800x600 75.0 72.2 60.3 56.2 720x576 50.0 720x480 59.9 640x480 75.0 59.9 59.9 480x576 50.0 480x480 59.9 2560x1440_60.00 (0x34f) 312.2MHz h: width 2560 start 2752 end 3024 total 3488 skew 0 clock 89.5KHz v: height 1440 start 1443 end 1448 total 1493 clock 60.0Hz ~$ xrandr --addmode HDMI-0 2560x1440_60.00 X Error of failed request: BadMatch (invalid parameter attributes) Major opcode of failed request: 140 (RANDR) Minor opcode of failed request: 18 (RRAddOutputMode) Serial number of failed request: 29 Current serial number in output stream: 30 What I intend to do next: Try another HDMI cable? Try HDMI to DVI-D cable? Try HDMI to DisplayPort cable? Another type of adapters? VGA to DVI-D? Buy another laptop with another graphic card. Damn. My ideas pretty much end here. Any ideas? Any explanations why it isn't working are appreciated.

    Read the article

  • How to design 2D collision callback methods?

    - by Ahmed Fakhry
    In a 2D game where you have a lot of possible combination of collision between objects, such as: object A vs object B = object B vs A; object A vs object C = object C vs A; object A vs object D = object D vs A; and so on ... Do we need to create callback methods for all single type of collision? and do we need to create the same method twice? Like, say a bullet hits a wall, now I need a method to penetrate the wall for the wall, and a method to destroy the bullet for the bullet!! At the same time, a bullet can hit many objects in the game, and hence, more different callback methods!!! Is there a design pattern for that?

    Read the article

  • Expression Studio 4 launch&ndash;Blend, Web, Encoder, Design

    Today (7-Jun-2010) at Information Week in New York, Microsoft announced the general availability of Expression Studio 4 which includes upgraded versions of Expression Blend (including Sketchflow), Encoder, Web (including SuperPreview) and Design. You can find out the details of each product and download a trial at http://www.microsoft.com/expression right now. With this release comes a free Upgrade for licensed version 3 (Studio or Web) users! All you need to do is install the trial version of v4...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • Chessin's principles of RAS design

    - by user12608173
    In late 2001 I developed an internal talk on designing hardware for easier error injection, prevention, diagnosis, and correction. (This talk became the basis for my paper on injecting errors for fun and profit.) In that talk (but not in the paper), I articulated 10 principles of RAS design, which I list for you here: Protect everything Correct where you can Detect where you can't Where protection not feasible (e.g., ALUs), duplicate and compare Report everything; never throw away RAS information Allow non-destructive inspection (logging/scrubbing) Allow non-destructive alteration (injection) (that is, only change the bits you want changed, and leave everything else as is) Allow observation of all the bits as they are (logging) Allow alteration of any particular bit or combination of bits (injection) Document everything Of course, it isn't always feasible to follow these rules completely all the time, but I put them out there as a starting point.

    Read the article

  • Is it acceptable to design my GLSurfaceView as a main control class?

    - by Omega
    I'm trying to structure a game I'm making in Android so that I have a sound, flexible design. Right now I'm looking at where I can tie my games rules engine and graphics engine together and what should be in between them. At a glance, I've been eying my implementation of GLSurfaceView, where various screen events are captured. My rationale would be to create an instance of my game engine and graphics engine here and receive events and state changes to trigger updates of either where applicable. Further to this, in the future, the GLSurfaceView implementation could also store stubs for players during a network game and implementations of computer opponents and dispatch them appropriately. Does this seem like a sensible design? Are there any kinds of improvements I can make? Thanks for any input!

    Read the article

  • How do I capture a WinForm window to a bitmap without the caret

    - by Steve Dunn
    I've got window on a WinForm that I want to get the bitmap representation of. For this, I use the following code (where codeEditor is the control I want a bitmap representation of): public Bitmap GetBitmap( ) { IntPtr srcDC = NativeMethods.GetDC( codeEditor.Handle ) ; var bitmap = new Bitmap( codeEditor.Width, codeEditor.Height ) ; Graphics graphics = Graphics.FromImage( bitmap ) ; var deviceContext = graphics.GetHdc( ) ; bool blitted = NativeMethods.BitBlt( deviceContext, 0, 0, bitmap.Width, bitmap.Height, srcDC, 0, 0, 0x00CC0020 /*SRCCOPY*/ ) ; if ( !blitted ) { throw new InvalidOperationException( @"The bitmap could not be generated." ) ; } int result = NativeMethods.ReleaseDC( codeEditor.Handle, srcDC ) ; if ( result == 0 ) { throw new InvalidOperationException( @"Cannot release bitmap resources." ) ; } graphics.ReleaseHdc( deviceContext ) ; graphics.Dispose( ) ; The trouble is, this captures the caret if it's flashing in the window at the time of capture. I tried calling the Win32 method HideCaret before capturing, but it didn't seem to have any effect.

    Read the article

  • ubuntu 9.10 screen flickering problem on Thinkpad R31 with Intel 83830 Graphics

    - by PA
    I am trying to revitalize an old Thinkpad R31 that has the Intel 82830 graphics and only 256 MB of RAM. I have tried a Xubuntu 9.10 Live CD. After booting the screen blinks so much that it is practically unreadable. I have searched for updated IBM Thinkpad drivers but I only found drivers for Windows on the Thinkpad support web site. EDIT: I have changed the title and the description. It is not a problem of the drivers. It seems to be a problem with the kernel. See my own answer below.

    Read the article

  • GeForce 9600GT support for dual monitor setup

    - by Theo
    I have a NVIDIA GeForce 9600 GT (point of view, link) on an Asus M2V-MX motherboard. The card has one DVI, HDMI and S-Video output. The graphics card does not seem to support dual monitors: the driver control panel for the graphics card does not detect a second monitor that is attached via S-Video (which leads me to believe that it doesn't support dual monitors with DVI and the other connections). Would it be possible to use a VGA/DVI splitter to attach two monitors to the single DVI output on the graphics card? Would this allow for a dual monitor setup, or only mirroring? How do I know if the graphic card supports this? With this particular motherboard, would it be possible to use the onboard video for another monitor?

    Read the article

  • Selection between two laptops for casual gaming [closed]

    - by Prabhpreet
    I have selected two laptops that meet my budget. Here are the differences: Laptop #1: 4GB Ram, Intel Core i5 2450M 2nd Gen processor w/ 2.5 Ghz clockspeed NVIDIA GeForce GT 520MX DDR3 1 GB Dedicated Graphics 750 GB SATA II Hard disk USB 2.0 Ports 6 hrs battery life Laptop #2: 4 GB Ram, Intel Core i5 3210M 3rd Gen processor w/ 2.5 Ghz clockspeed Integrated Intel HD Graphics 4000 500 GB SATA Hard disk USB 3.0 Ports 3 hrs battery life (This concerns me) First and foremost, does dedicated graphics matter for a casual gamer like me? Secondly, does the generation of the processors make a difference despite the same clockspeed. Thirdly, do usb 3.0 ports make a difference? And lastly, which laptop is more future proof? Please help me out. Thanks!

    Read the article

  • Drupal + Zen - not proper layout/no graphics

    - by Luma
    Hello, I installed Drupal (both using Fantastico, then started over from scratch) and Drupal works great except when I setup the Zen theme (following the instructions on the website and in the readme-first.txt) the theme does not show up properly. it has no graphics except for the tiny drupal logo way at the bottom. the rest is text. I have uploaded the theme to the /public_html/sites/all/themes folder and it does show up in themes in the administer section so I select enable and default. permissions on this folder are 755. any ideas? I checked the Drupal forums and someone is having the same problem but no one replied (this was in April) so I figured I would have a better shot on this awesome website. thanks. Luma

    Read the article

  • ATI Driver for HP Pavilion dv2 notebook?

    - by Greg Mattes
    I'm looking for a Windows XP Professional (32-bit) ATI video driver for an HP Pavilion dv2 (model 1118nr). I've downloaded and run several drivers packages, but none have worked so far. The notebook has a sticker on it that reads, "ATI Radeon Premium Graphics 3000 Series" The notebook has an AMD Athlon Neo 64 CPU and it came with Vista 64, but I have a requirement to run 32-bit Windows XP. Does such a driver exist, and if so, where is it? I've tried the AMD ATI graphics drivers portal, but the "Mobility Radeon" section does not list the 3000 series. The "Radeon" section does list the 3000 series, but the package I downloaded and installed from there was not helpful. I also selected "All Graphics - Notebook" on the "Search Drivers and Downloads" page, then selected "Windows XP Professional/Home" on the OS drop down, pressed "Submit", and downloaded and installed the only choice (this single choice is listed twice), but again, it didn't seem to help.

    Read the article

  • Graphics Tablet as input device for Windows 8

    - by Arcath
    Having used Windows 8 (and 8.1) on a touch screen I know how much better it is than with a mouse. I've seen people with graphics tables on 7 use them to scroll their browser etc... so I was wondering if I could use one as a touch screen for windows? and if did would the 8 features of swipe in from the sides etc... work properly? Just incase brand is an issue in this I was looking at getting a Wacom.

    Read the article

  • For Intel cpu , if chipset and motherboard are also from intel then it will give best performance. I

    - by metal gear solid
    I'm going to purchase Intel® Core™2 Duo Processor E7500 (3M Cache, 2.93 GHz, 1066 MHz FSB) and for motherboard my local vendor suggesting me to purchase Intel DG41RQ MB motherboard and he is also saying if i'm purchasing Intel CPU then purchasing Intel's Own motherboard with intel chipset will give best performance. Is it true? To get good inbuilt graphic I'm thinking to purchase nvidia chipset based motherboard of any other company like Asus, Gigabyte, MSi etc. is it ok? Although i never play games on my PC but thinking Inbuilt Nvidia graphics will be better for running Photoshop and watching movies then Intel's inbuilt graphics. or it's ok to purchase Intel DG41RQ MB motherborad as suggested by local vendor. Intel's inbuilt graphics would be enough for Photoshop and Watching movies. If you know any other good motherboard for Intel® Core™2 Duo Processor E7500 (3M Cache, 2.93 GHz, 1066 MHz FSB) then tell.

    Read the article

  • How to disable VGA on new server... reversibly?

    - by Javawag
    Strange question here. I have a server with 1GB of RAM, however when booted this shows as 768MB. I've discovered the reason for it – and that is that it has an unboard graphics card which shares memory with main RAM. Running Ubuntu Server, it doesn't actually ever use anything graphical – it's all set up to be SSH'd into and therefore there's no need to use the VGA. I believe there may be a setting to switch off VGA/graphics card in BIOS, but my question to you guys is: is this recommended? and if I turn it off, then how would I turn it back on again in BIOS (given that with it off, I wouldn't be able to see the option to turn it on as there would be no graphics output!!)?

    Read the article

  • Cannot increase my screen resolution

    - by Patrick Beardmore
    I am trying to install my new monitor but my Graphics Adapter (Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family) does not offer a resolution of 1920x1080 in the [Display Properties Settings] window. It only offers up to 1360x768. Can anyone explain to me how I can increase this number to the correct resolution. The monitor does show my the windows desktop, albeit at a lower resolution which is being stretched to fill the screen, making it look very blurry. I have installed the "Monitor Drivers" I found on the disk supplied with new monitor, but these do not appear to have made any difference. The Intel software that comes with the graphics card has an information window containing lots of info about the card and the monitor itself. I have placed this on a webpage so you can examine it if helpful. Many thanks with your help in getting my Christmas present to work! Patrick P.S.: Before I got this screen I checked to see if my graphics card could cope with such a large screen.

    Read the article

  • 3 Monitors, 1 graphics card

    - by mikelbring
    I have a Nvidia GT 120 graphics card. It has a VGA, DVI and DMI output. Can I have 3 monitors with this? One for each port. Also if not, can I use DVI and HDMI and have 2 monitors. I know I can do 2 with the VGA and DVI but I am wondering about DVI and HDMI. Also my last question is, if I can have 2 monitors with the DVI and HDMI, can I use a HDMI to DVI cable and still have the same success?

    Read the article

< Previous Page | 95 96 97 98 99 100 101 102 103 104 105 106  | Next Page >