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  • How to implement behavior in a component-based game architecture?

    - by ghostonline
    I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can be stationary, running and swinging a sword. A player can transit to the swing sword state from both the stationary and running state, but then the swing must be completed before the player can resume standing or running around. During the swing, the player cannot walk around. As I see it, I have two implementation approaches: Create a single AI-component containing all player logic (either decoupled from the actual component or embedded as a PlayerAIComponent). I can easily how to enforce the state restrictions without creating coupling between individual components making up the player entity. However, the AI-component cannot be broken up. If I have, for example, an enemy that can only stand and walk around or only walks around and occasionally swing a sword, I have to create new AI-components. Break the behavior up in components, each identifying a specific state. I then get a StandComponent, WalkComponent and SwingComponent. To enforce the transition rules, I have to couple each component. SwingComponent must disable StandComponent and WalkComponent for the duration of the swing. When I have an enemy that only stands around, swinging a sword occasionally, I have to make sure SwingComponent only disables WalkComponent if it is present. Although this allows for better mix-and-matching components, it can lead to a maintainability nightmare as each time a dependency is added, the existing components must be updated to play nicely with the new requirements the dependency places on the character. The ideal situation would be that a designer can build new enemies/players by dragging components into a container, without having to touch a single line of engine or script code. Although I am not sure script coding can be avoided, I want to keep it as simple as possible. Summing it all up: Should I lob all AI logic into one component or break up each logic state into separate components to create entity variants more easily?

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  • Unity, changing gravity game & stopping character when he hit a wall.

    - by Sylario
    i am currently working on a 2d puzzle game in the unity engine. One of the aspect of this game is the possibility to rotate the level of 90°. It also rotate the gravity. The main character is not directly controlled by the player, but instead fall when the level is rotated. When the main character hit a wall, he should stop to move. If i do not stop it, it kind of blink ans shake against the wall. To stop it i detect collision and depending on the current rotation state, the player will stop at "vertical" or "horizontal" tags when a OnCollisonEnter occurs. I must do that because when the player fall on his relative ground, He must not stop like if he had touch a wall. My problem is the 'side' of platform, or the 'top' of wall, they use the same tag and thus do not give the correct tag to my character. I tried to put a very small invisible box on top/side of elements but the collision occurs nevertheless. It seems when the player falls and hit something he go through a bit before being replaced at correct position by unity. Is there a way : 1 ) to doesn't stop my character but to make it appear immobile on screen 2 ) To detect a "i cannot move anymore" collision other than by using collision?

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  • GLES2.0 3D Android game performance and multi threading the update?

    - by Ofer
    I have profiled my mixed Java\C++ Android game and I got the following result: https://dl.dropbox.com/u/8025882/PompiDev/AndroidProfile.png As you can see, the pink think is a C++ functions that updates the game. It does things like updating the logic but it mostly it generates a "request list" for rendering. The thing is, I generate DrawLists on C++ and then send them to Java to process and draw using GLES2.0. Since then I was able to improve update from 9ms down to about 7ms, but I would like to ask if I would benefit from multi threading the update? As I understand from that diagram is that the function that takes the most time is the one you see it's color on the timeline. So the pink area is taken mostly by update. The other area has MainOpenGL.Handle as it's main contributor(whch is my java function), but since it's not drawn to the top of the diagram I can conclude other things are happening at the same time that use the CPU? Or even GPU stuff that isn't shown in this diagram. I am not sure how the GPU works on this. Does it calculate stuff in parallel to the CPU? Or is it part of the CPU usage as in SoC? I am not sure. Anyway, in case GPU things DO happen in parallel to CPU, then I would guess that if I do this C++ Update in parallel to the thread that makes the OpenGL calls, I might make use of "dead CPU time" due to GPU stalling or maybe have the GPU calls getting processed earlier because it won't have to wait for Update to finish? How do you suggest to improve performance based on that? Thanks.

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  • What language and tools can I use to create a simple game with child-lock (capture all key press) for Windows? [closed]

    - by scw
    I'm writing an open source program that changes colors & plays sounds when keys are pressed. I want it to run in full screen mode and have a child-lock so kids can't exit accidentally. I want it to capture all keys including ctrl alt delete. (So it's partially a game, but partially windows utility.) My target OS is Windows 7 (32 & 64 bit), keeping Windows 8 in mind. My options: Visual Studio using .net C# Windows Forms - the devil I know. But not a "game" platform, which is why I'm asking this question. Visual Studio & XNA - have never used XNA, not sure of capabilities or support future Python - What flavor, what modules, what IDE? I've never done anything with Python but I found a couple of similar open source projects in python. Something else that I don't know about? Any input is appreciated.

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  • C# web cam WM_CAP_CONNECT: Want to force a capture source when multiple capture sources present.

    - by Codejoy
    I am using WebCam_Capture code I found online to access through C# a web cam. On a computer with one video source it works like a charm! (Program starts up at start up, finds the webcam and it works). Though on a computer with many video sources (Say a web cam and then manycam running on top of that), the program starts and queries the user which source to use. I would love my program to start up autonomously at the restart of a machine so this waiting for user input throws a wrench in that, anyway I can force it to just select say the first found source and go with that? So i have some webcam code I yes indeed found online here: http://channel9.msdn.com/forums/TechOff/93476-Programatically-Using-A-Webcam-In-C/?CommentID=94149 and now in preparing this post I did do more research and found out that my issue lies in this line from the above code: SendMessage(mCapHwnd, WM_CAP_CONNECT, 0, 0); That is what connects the webcam up, the only issue is that the above brings up this annoying video source dialog if I have more than one source. I want it to just use the first source so that dialog doesn't come up. I tried passing in different values where the 0's are, sure enough the dialog doesn't come up but it doesn't work either. Anyone know if there is a value I can pass to the SendMessage to suspend the dialog and yet have it select the first video source it finds?

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  • How to write a Media Center plugin like the Netflix plugin? Source code/reference samples?

    - by Vin
    I am looking to write a Windows Media Center plugin just like the Netflix WMC plugin. Once logged in, I know the streaming urls that I need to hook in to. Any source code, reference samples would be great. Found one on codeplex for swedish TV channels, but right now it's not working for some reason... Previously asked the following question, with no answers, so updated with a question asked in a easy to relate fashion Host a streaming video in my client, from a streaming url that is behind a login session? I am building a Silverlight 4 desktop client to show streaming video from a site that is login based. So that website has a Silverlight player that does streaming video, the player is behind a login sesion, so just by getting the url from fiddler and trying to play it in my Silverlight 4 desktop client won't work. Actually after that, I want to build a Windows Media Center plugin to build a Netflix-like client, that allows login through WMC and then allows you to watch streaming video. Any pointers on how to go about doing any of this?

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  • Problem with room/screen/menu controller in python game: old rooms are not removed from memory

    - by Jordan Magnuson
    I'm literally banging my head against a wall here (as in, yes, physically, at my current location, I am damaging my cranium). Basically, I've got a Python/Pygame game with some typical game "rooms", or "screens." EG title screen, high scores screen, and the actual game room. Something bad is happening when I switch between rooms: the old room (and its various items) are not removed from memory, or from my event listener. Not only that, but every time I go back to a certain room, my number of event listeners increases, as well as the RAM being consumed! (So if I go back and forth between the title screen and the "game room", for instance, the number of event listeners and the memory usage just keep going up and up. The main issue is that all the event listeners start to add up and really drain the CPU. I'm new to Python, and don't know if I'm doing something obviously wrong here, or what. I will love you so much if you can help me with this! Below is the relevant source code. Complete source code at http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip MAIN.PY class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() EVENT_MANAGER.PY class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.last_listeners = {} self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def clear(self): del self.listeners[:] #---------------------------------------------------------------------- def post(self, event): # if isinstance(event, MouseButtonLeftEvent): # debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" print 'Number of listeners: ' + str(len(self.listeners)) for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) def notify(self, event): pass #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent) or isinstance(incoming_event, BoardCreationTick): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 2: #Button 2 pos = pygame.mouse.get_pos() ev = MouseButtonRightEvent(pos) elif event.type == pygame.MOUSEBUTTONUP and not self.input_freeze: if event.button == 2: #Button 2 Release pos = pygame.mouse.get_pos() ev = MouseButtonRightReleaseEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) # elif isinstance(event, BoardCreationTick): # #Share some time with other processes, so we don't hog the cpu # pygame.time.wait(5) # # #If this event manager has an associated PGU GUI app, notify it of the event # if self.ev_manager.gui_app: # self.ev_manager.gui_app.event(event) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent(fps=fps)) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False EXAMPLE CLASS USING EVENT MANAGER class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1

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  • Blackjack game reshuffling problem-edited

    - by Jam
    I am trying to make a blackjack game where before each new round, the program checks to make sure that the deck has 7 cards per player. And if it doesn't, the deck clears, repopulates, and reshuffles. I have most of the problem down, but for some reason at the start of every deal it reshuffles the deck more than once, and I can't figure out why. Help, please. Here's what I have so far: (P.S. the imported cards and games modules aren't part of the problem, I'm fairly sure my problem lies in the deal() function of my BJ_Deck class.) import cards, games class BJ_Card(cards.Card): """ A Blackjack Card. """ ACE_VALUE = 1 def get_value(self): if self.is_face_up: value = BJ_Card.RANKS.index(self.rank) + 1 if value > 10: value = 10 else: value = None return value value = property(get_value) class BJ_Deck(cards.Deck): """ A Blackjack Deck. """ def populate(self): for suit in BJ_Card.SUITS: for rank in BJ_Card.RANKS: self.cards.append(BJ_Card(rank, suit)) def deal(self, hands, per_hand=1): for rounds in range(per_hand): if len(self.cards)>=7*(len(hands)): print "Reshuffling the deck." self.cards=[] self.populate() self.shuffle() for hand in hands: top_card=self.cards[0] self.give(top_card, hand) class BJ_Hand(cards.Hand): """ A Blackjack Hand. """ def __init__(self, name): super(BJ_Hand, self).__init__() self.name = name def __str__(self): rep = self.name + ":\t" + super(BJ_Hand, self).__str__() if self.total: rep += "(" + str(self.total) + ")" return rep def get_total(self): # if a card in the hand has value of None, then total is None for card in self.cards: if not card.value: return None # add up card values, treat each Ace as 1 total = 0 for card in self.cards: total += card.value # determine if hand contains an Ace contains_ace = False for card in self.cards: if card.value == BJ_Card.ACE_VALUE: contains_ace = True # if hand contains Ace and total is low enough, treat Ace as 11 if contains_ace and total <= 11: # add only 10 since we've already added 1 for the Ace total += 10 return total total = property(get_total) def is_busted(self): return self.total > 21 class BJ_Player(BJ_Hand): """ A Blackjack Player. """ def is_hitting(self): response = games.ask_yes_no("\n" + self.name + ", do you want a hit? (Y/N): ") return response == "y" def bust(self): print self.name, "busts." self.lose() def lose(self): print self.name, "loses." def win(self): print self.name, "wins." def push(self): print self.name, "pushes." class BJ_Dealer(BJ_Hand): """ A Blackjack Dealer. """ def is_hitting(self): return self.total < 17 def bust(self): print self.name, "busts." def flip_first_card(self): first_card = self.cards[0] first_card.flip() class BJ_Game(object): """ A Blackjack Game. """ def __init__(self, names): self.players = [] for name in names: player = BJ_Player(name) self.players.append(player) self.dealer = BJ_Dealer("Dealer") self.deck = BJ_Deck() self.deck.populate() self.deck.shuffle() def get_still_playing(self): remaining = [] for player in self.players: if not player.is_busted(): remaining.append(player) return remaining # list of players still playing (not busted) this round still_playing = property(get_still_playing) def __additional_cards(self, player): while not player.is_busted() and player.is_hitting(): self.deck.deal([player]) print player if player.is_busted(): player.bust() def play(self): # deal initial 2 cards to everyone self.deck.deal(self.players + [self.dealer], per_hand = 2) self.dealer.flip_first_card() # hide dealer's first card for player in self.players: print player print self.dealer # deal additional cards to players for player in self.players: self.__additional_cards(player) self.dealer.flip_first_card() # reveal dealer's first if not self.still_playing: # since all players have busted, just show the dealer's hand print self.dealer else: # deal additional cards to dealer print self.dealer self.__additional_cards(self.dealer) if self.dealer.is_busted(): # everyone still playing wins for player in self.still_playing: player.win() else: # compare each player still playing to dealer for player in self.still_playing: if player.total > self.dealer.total: player.win() elif player.total < self.dealer.total: player.lose() else: player.push() # remove everyone's cards for player in self.players: player.clear() self.dealer.clear() def main(): print "\t\tWelcome to Blackjack!\n" names = [] number = games.ask_number("How many players? (1 - 7): ", low = 1, high = 8) for i in range(number): name = raw_input("Enter player name: ") names.append(name) print game = BJ_Game(names) again = None while again != "n": game.play() again = games.ask_yes_no("\nDo you want to play again?: ") main() raw_input("\n\nPress the enter key to exit.") Since someone decided to call this 'psychic-debugging', I'll go ahead and tell you what the modules are then. Here's the cards module: class Card(object): """ A playing card. """ RANKS = ["A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"] SUITS = ["c", "d", "h", "s"] def __init__(self, rank, suit, face_up = True): self.rank = rank self.suit = suit self.is_face_up = face_up def __str__(self): if self.is_face_up: rep = self.rank + self.suit else: rep = "XX" return rep def flip(self): self.is_face_up = not self.is_face_up class Hand(object): """ A hand of playing cards. """ def init(self): self.cards = [] def __str__(self): if self.cards: rep = "" for card in self.cards: rep += str(card) + "\t" else: rep = "<empty>" return rep def clear(self): self.cards = [] def add(self, card): self.cards.append(card) def give(self, card, other_hand): self.cards.remove(card) other_hand.add(card) class Deck(Hand): """ A deck of playing cards. """ def populate(self): for suit in Card.SUITS: for rank in Card.RANKS: self.add(Card(rank, suit)) def shuffle(self): import random random.shuffle(self.cards) def deal(self, hands, per_hand = 1): for rounds in range(per_hand): for hand in hands: if self.cards: top_card = self.cards[0] self.give(top_card, hand) else: print "Can't continue deal. Out of cards!" if name == "main": print "This is a module with classes for playing cards." raw_input("\n\nPress the enter key to exit.") And here's the games module: class Player(object): """ A player for a game. """ def __init__(self, name, score = 0): self.name = name self.score = score def __str__(self): rep = self.name + ":\t" + str(self.score) return rep def ask_yes_no(question): """Ask a yes or no question.""" response = None while response not in ("y", "n"): response = raw_input(question).lower() return response def ask_number(question, low, high): """Ask for a number within a range.""" response = None while response not in range(low, high): response = int(raw_input(question)) return response if name == "main": print "You ran this module directly (and did not 'import' it)." raw_input("\n\nPress the enter key to exit.")

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  • Stack Overflow on Marshal.PtrToStructure reading wmv files

    - by Nick Udell
    Hi, I'm using a frame grabber class in order to capture and process each frame in a video. The class can be found here: http://www.codeproject.com/KB/graphics/FrameGrabber.aspx I'm having issues with running it, however. When loading the file, it attempts to marshal a video format pointer into a VideoInfoHeader (I'm using DirectShow.Net). The code that does this is as follows: videoInfo = (VideoInfoHeader)Marshal.PtrToStructure(mediaType.formatPtr, typeof(VideoInfoHeader)); When I run this it immediately crashes out of the debugging environment, probably with a stack overflow. When stepping through I can see that the formatPtr always equals 93, though I do not know what to make of this as I am fairly new to marshalling. I have checked that the video runs fine in Windows Media Player. This is essential in finding the dimensions of the video and also the size of the header, which needs to be skipped before the frames can be read. I am running Windows 7 x64. Any help on this would be much appreciated, I must've tried fifteen different frame grabbing techniques.

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  • Shadowbox.js and dailymotion videos

    - by Greenie
    Hi there. I have a site set up with some thumbs and links to videos hosted on vimeo. I show them in a overlay using shadowbox.js. This works perfect. Now I want to add a video hosted on dailymotion, but it doesn't work. The working link to vimeo video: <a rel="shadowbox;height=636;width=956" href="http://vimeo.com/moogaloop.swf?clip_id=11377863&server=vimeo.com&show_title=1&show_byline=1&show_portrait=1&color=00ADEF&fullscreen=1" class="player_text">thumbnail here</a> The non working link to dailymotion video: <a rel="shadowbox;height=636;width=956" href="http://www.dailymotion.com/swf/xd6g8y?related=0&autoplay=1" class="player_text">thumbnail here</a> When the href is pasted in a browser, both links work fine. Both are played in a swf as far as I can see. So I can't see why shadowbox won't show it. Unless its a permission problem on the dailymotion video. Anyone know what I'm doing wrong?

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  • "Exclusive" DirectDraw palette isn't actually exclusive

    - by CyberShadow
    We're maintaining an old video game that uses a full-screen 256-color graphics mode with DirectDraw. The problem is, some applications running in the background sometimes try to change the system palette while the game is running, which results in corrupted graphics. We can (sometimes) detect when this happens by processing the WM_PALETTECHANGED message. A few update versions ago we added logging (just log the window title/class/process name), which helped users identify offending applications and close them. MSN Live Messenger was a common culprit. The problem got worse when we found out that Windows Vista (and 7) does it "by itself". The WM_PALETTECHANGED parameters point towards CSRSS and the desktop window. In Vista, a workaround that often worked was to open any folder (Computer, Documents, etc.) and leave it open while running the game. Sounds ridiculous, but it worked - in most cases. In Windows 7, not even this workaround worked any more. Users found that stopping some services (Windows Update and the indexing service) also resolved the problem on some configurations. Some time ago I just started trying random things in hope of finding a solution. I found that setting the GDI palette (using Create/SelectPalette) before setting the DirectDraw palette (using IDirectDrawPalette::SetEntries) would restore the palette after it became corrupted (WM_PALETTECHANGED handler). SetSystemPaletteUse and calling SetPalette on the primary surface helped some more. However, there is still perceivable flickering when an application tries to steal the palette, which is especially prominent during fades. Question: is there a way to get a "real" exclusive palette, which completely disallows other applications changing the Windows palette as long as our game retains focus?

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  • Offline Mapping API

    - by Aaron M
    Are there any services available that allow me to manipulate maps in an offline setting? I am working on a project that requires me to take a map and based on features on the map, generate a game world. I have looked at a few of the API's for different providers: Google, ms, etc. The API's I looked seem to be strictly showing a user a map. I am looking for something that allows me to create a derivative of a map (the Gameworld), that will never be seen by the public, and is only used by the game engine. However one caveat is that I would like to be able to link the derivative created for use by the game engine, with something I can show the user. As an example. Think of a cross country racing sim. Users cannot control the vehicles directly in this game, they can only control the cars setup, driver, etc. I create a gameworld from a map. The gameworld data (driver position, etc) is overlayed onto a real map. A race might last several days. The only interaction users have with the real map is viewing their position on the map, and where they are in relation to the others. I don't want to violate the terms of the API here. I read Googles API TOS, and it seems to me that creating the gameworld would violdate their TOS. The features I really need are the following The ability to locate a specific place on the map by lat/long The ability/rights to grab those maps and save them as an image file temporarily for processing The ability/rights to store a gameworld that is based on the real map The ability to show a user a map with an overlay (this is optional. I can use googles API, or any other one that supports lat/long.)

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  • Setup for games animation: How do I know JFrame is finished setting itself up?

    - by Jokkel
    I'm using javax.swing.JFrame to draw game animations using double buffer strategy. First, I set up the frame. JFrame frame = new JFrame(); frame.setVisible(true); Now, I draw an object (let it be a circle, doesn't matter) like this. frame.createBufferStrategy(2); bufferStrategy = frame.getBufferStrategy(); Graphics g = bufferStrategy.getDrawGraphics(); circle.draw(g); bufferStrategy.show(); The problem is that the frame is not always fully set-up when the drawing takes place. Seems like JFrame needs up to three steps in resizing itself, until it reaches it's final size. That makes the drawing slide out of frame or hinders it to appear completely from time to time. I already managed to delay things using SwingUtilities.invokeLater(). While this improved the result, there are still times when the drawing slides away / looks prematurely draw. Any idea / strategy? Thanks in advance. EDIT: Ok thanks so far. I didn't mention that I write a little Pong game in the first place. Sorry for the confusion What I actually looked for was the right setup for accelerated game animations done in Java. While reading through the suggestions I found my question answered (though indirectly) here and this example made things clear for me. A resume for this might be that for animating game graphics in Java, the first step is to get rid of the GUI logic overhead.

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  • No video signal and server shuts down

    - by Ilya
    I have a brand new server. The motherboard is Intel S2600CP4, two 8-core Intel E5-2600 processors. RAM is 8 DIMM slots of 8 GB each (KVR1600D3D4R11SK4/32GI, I installed them into the blue slots), Power supply is 1050W Corsair. Most of the time the server won't start up - the fans are spinning, but I don't have video signal. And it keeps restarting on its own every 3 mins. But maybe after 30 mins it will eventually load and show something on the screen. I even was able to install ESXi 5.0 (vSphere) on it. It recognizes both CPUs and all of the 64GB of RAM. But even then it worked only for around 5 hours and then restarted on its own. What's the problem? That's a very expensive peace of hardware and I can't afford purchasing a new motherboard/CPU. By the way, on the front panel the "System Status" LED is constantly amber (not blinking), even when the server started successfully. And also in the BIOS I can see lots of "processor 01 unable to apply microcode update 8160" fatal errors. Please help me with issue, I will really appreciate this!

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  • Cannot set video resolution above 640x480 after installing Windows XP SP2

    - by waanders
    I've installed Windows XP SP2 on a computer (there was not SP at all). Now the display settings are set back to 640x480 and 4 bits colors. And I can't change it, it's the only option in Settings tab of the Display dialog of Windows. The screen look awful now, how can I solve this problem? UPDATE: Seems to be a problem with the video driver (thanks @Karan and @Hennes). I did run Speccy (PC-Wizard freezes the computer) and this is a part of the log file: Summary Operating System Microsoft Windows XP Professional 32-bit SP3 CPU Intel Celeron Willamette 0.18um Technology RAM 512 MB DDR @ 133MHz (2.5-3-3-6) Motherboard COMPAQ 0838h (FC-478) Graphics Standard Monitor (640x480@1Hz) Hard Drives 19.0GB Maxtor 2B020H1 (PATA) Optical Drives No optical disk drives detected Audio No audio card detected ... Graphics Monitor Name Standard Monitor on Current Resolution 640x480 pixels Work Resolution 640x450 pixels State enabled, primary Monitor Width 640 Monitor Height 480 Monitor BPP 4 bits per pixel Monitor Frequency 1 Hz Device \\.\DISPLAY1 OpenGL Version 1.1.0 Vendor Microsoft Corporation Renderer GDI Generic GLU Version 1.2.2.0 Microsoft Corporation Values GL_MAX_LIGHTS 8 GL_MAX_TEXTURE_SIZE 1024 GL_MAX_TEXTURE_STACK_DEPTH 10 GL Extensions GL_WIN_swap_hint GL_EXT_bgra GL_EXT_paletted_texture GL_EXT_bgra

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  • No video signal at boot with custom built computer

    - by Bart Pelle
    After booting my custom built computer, neither the VGA nor the HDMI methods from the video card seem to emit any signal to the display. I have tested both a regular VGA screen and a modern HDMI screen. Both did not receive signal. Below are the specifications from my computer build: Intel Core i5 3350P ASRock B75 Pro 3-M Seagate Barracuda 7200.14 ST1000 DM003 1000GB Corsair Vengeance LP CML 8GX 3M2 A1600 CGB Blue (2 cards) Cooler Master B Series B600 Club 3D Radeon HD7870 XT Jokercard Samsung SH-224 BB Black Sharkoon T28 Case The motherboard does not emit any beeps on startup. The CD tray opens properly and all fans spin. All cables are properly connected. All components are new and no damage was found on any of the components. The fans on the GPU spin aswell. The VGA test we did was by using the onboard graphics from the Intel i5, but this gave no result. The HDMI test was from the GPU which did not emit any signal either. We have not been able to test out the DVI, could this be important to test, even though all the other methods did not work? Thank you for your time and hopefully reply.

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  • Windows Media Center showing Jerky Video on PC

    - by Kris Erickson
    I had to repave my Windows 7 x64 box last week due to a hard drive crash, and for a while everything was running perfectly but now all videos in Windows Media Center are jerky (the sound is fine, they just seem to skip a ton of frames all the time). This is on the local machine, but the same thing happens when I try to stream to my Xbox. The videos all show fine in VLC and Windows Media Player. I guess I must have installed something recently (in the process of getting all the apps I usually have running on my PC) that caused this but for the life of me I can't figure it out. I have updated to the latest video driver (and then rolled back to the standard Windows 7 driver), I have rolled back all the other drivers that I have installed (I believe). I have uninstalled all the codec packs (I also run TVersity, so I hate the TVersity codec pack installed), and I uninstalled TVersity. Nothing seems to help. I have uninstalled windows media center, and reinstalled it from the Programs and Features. I have basically ran out of things to try to fix this, and am almost thinking about reinstalling Windows again. Any suggestions?

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  • New build won't boot: some fans turning, no beep or video

    - by Dave
    When my new system is powered up, the case fan and power supply fans turn fine. The CPU fan twitches, but never gets going. Although I've heard that with AMDs and Gigabyte motherboards that is not necessary a problem. Hard drive is spinning. However, there is absolutely no indication that anything else is happening. The motherboard, as far as I can tell, does not have an internal speaker, but I harvested one from another machine and plugged it in and still no beeps at all. The monitor screen stays black, on both the integrated VGA and DVI. This is a brand new build, and has never successfully booted. My parts are: AMD Athlon II X2 245 Regor 2.9GHz Socket AM3 65W Dual-Core Processor Model ADX245OCGQBOX - includes CPU cooler) GIGABYTE GA-MA785GPMT-UD2H AM3 AMD 785G HDMI Micro ATX AMD Motherboard - Retail G.SKILL Ripjaws Series 4GB (2 x 2GB) 240-Pin DDR3 SDRAM DDR3 1333 (PC3 10666) Desktop Memory Model F3-10666CL8D-4GBRM - Retail CORSAIR CMPSU-400CX 400W ATX12V V2.2 80 PLUS Certified Compatible with Core i7 Power Supply - Retail SAMSUNG Spinpoint F3 HD502HJ 500GB 7200 RPM SATA 3.0Gb/s 3.5" Internal Hard Drive -Bare Drive COOLER MASTER Elite 341 RC-341C-KKN1-GP Black Steel MicroATX Mid Tower Computer Case - Retail I also have a DVD burner, but it acts the same whether that is plugged in or not. I'm using the on board video. What I've tried so far: I've switched power supplies, with no difference. I've tried different monitors (of which all are working on other machines) with no difference. I have tried putting it one memory module at a time, with no difference. I have tried the absolute minimum I can think of (power supply into motherboard, power button ONLY plugged into front panel, CPU fan plugged in), with no difference. I appreciate any ideas anyone might have. Do I need to RMA the motherboard? This is my first build, so there might be something obvious. I was very careful in assembly with static; I'm confident nothing was zapped during assembly.

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  • How to share text, pictures and video to restricted set of users

    - by joaoc
    I want to share pictures and videos of my kid growing up but I don't want it to be open to the public. I just want me and my wife to be able to add material and then share with grandparents and friends who would be given a username/password or some other solution that authenticates them. This content would preferably be available remotely over the internet or downloaded periodically to the allowed viewers computers. The second option most likely means they would have to install a client, which I am not too fond of doing (I would have to ask them to install it, help configure for different platforms, ...) I'm at the start but I would like software that also allows export of the data (if one day I want to migrate to a different solution). Folder sharing I don't know if Windows folder sharing is reliable, robust and safe enough to share over the internet. Dropbox could be a software solution, but it's limited to 2GB and requires receivers to also install and configure software. A folder is just a collection of files, so it would be harder to keep them organized with text describing the pictures/video Email I could email the content every now and then but videos are almost always too big to go as attachments This would also not provide a history of updates to anyone just recently joining in Are there other solutions to achieve this? NOTE: I also thought that software to run a local or remote blog could be an option but we aren't allowed to ask those questions on superuser because one admin doesn't like cloud-computing questions. But if you do think it's the best approach and can suggest a solution, do state it in the answers anyway!

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  • Gigabyte H55N-USB3: No video on HDMI

    - by newt
    I built a new PC with a Gigabyte H55N-USB3 / Intel Core i5 650. With a monitor plugged in the DVI port, everything works fine. I installed Windows 7 32-bit and enabled remote desktop connection. After that, I unplugged the monitor, plugged it into network and installed everything else (drivers, programs, etc) via RDP. However, when I try to use the HDMI port on my TV nothing appears. Neither during the boot, neither after Windows starts. The TV says there's "no signal" (if I remove the cable the message changes to "check cable"). The cable is new, and it is working fine with my home theater on same TV (by the way, it is the cable which came bundled with the home theater). Video driver is the latest from Intel site. Anyway, this shouldn't be the problem since there is no image during the boot. Any ideas or tips would be welcome. I'm googling around but found nothing useful, yet.

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  • No audio with streaming video

    - by Chris Barnhill
    I am having trouble with audio when playing streaming videos. My sound card is fine. I know this because if I play sounds from my local machine, there's no problem. It's only when I try to play sounds from the internet that I lose audio. This only started happening recently when I did 2 things: I connected a USB headphone/microphone set to record screencasts I began recording/publishing screencasts from screenr.com. I have tried playing video both with the headset connected and without it connected: it makes no difference. If I record a screencast on screenr.com and preview it, I hear the audio. But once I publish is and play it, there is no audio. I also hear no audio with YouTube videos. I really hope someone can help. Thanks. The latest is that the problem went away after I powered my system off and on. A reboot didn't do it, I had to actually shut down the power.

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  • Run 3 monitors on two different video cards?

    - by hullot
    Can I run 3 monitors on two different video cards? I have an ATI and Nvidia brand card. The ATI has 2 HDMI connections. They both work. Both cards are also picked up in Windows, one being the ATI and the other one as the Nvidia, but it says VGA Controller, although the card only takes 2 DVi. So, one DVI cable goes into that Nvidia card. 3 Monitors, but only 2 the HDMI ones from the ATI pick up, not the third one which is connected to the Nvidia via DVI. How can I run three monitors then? I suppose I can't install both drivers, so I'm unsure what to do. Is this possible? I just want the Nvidia card to power the third screen, no gaming on it, nothing. Also the ATI is picked up as primary card as well, so no hurdle there. EDIT: Hm, just installed the Nvidia drivers and it picked up the third screen no problem. Hope there aren't any major conflicts. Will post this as an answer as correct when I'm able. Can't as a new user.

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  • computer randomly restarting. both in game and out of game

    - by eric
    first my specs are. AMD Phenom II x4 955 processor 3.2ghz 20gb ddr3 ram 4Gb Nvidia Geforce GTX 770 850w Corsair tx850w psu Gigabyte ud3 mobo Windows 7 professional I recently uprgraded my vid card to gtx770 and upgraded my psu to the 850w thats in it now. i did a reformat with the installation of the new gpu and psu and started fresh and only have a couple programs installed (diablo3, nvidia control panel, wow, and steam). all drivers are up to date and everything is hooked up correctly. the problem is it will randomly shut down. no blue screen. just turns itself straight off and reboots after a couple seconds. occasionally i will have to unplug the power cable from the psu for a few minutes then reconnect and it will start up. it seems pretty random. sometimes it does it when my pc is just sitting there on the home screen. and sometimes it does it during games. and sometimes it doesnt do it for days at a time. i noticed the psu felt hot so i put an extra fan blowing straight onto both the psu and gpu and neither feel overly hot after it shuts down now. could it just be that it is a psu problem. the psu was taken from another machine but wasnt having this problem in that machine. i have seen a few articles online about gtx770 doing the same thing. but i havent found any answers or solutions. any help will be appreciated. im sure the 850w is enough to power my machine, im just stumped and ran out of ideas to fix it. i have even returned the video card for another thinking it might have been an issue with that particular card, but still gettin the same problem.

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  • OpenCV Video capture and fps problem

    - by Andrea Girardi
    Hi to all, I'm capturing video from my webcam using OpenCV on MacOSX. It works fine but when I try to play on QuickTime my captured video it plays too fast. i.e. I capture from camera for 10 seconds but when I play on QuickTime the video is 2 seconds. I've tried to change fps from 25 to 10 and It's works quite fine, but I'm sure it's not the correct process: CvVideoWriter *writer = 0; int isColor = 1; int fps = 25; int frameW = 640; // 744 for firewire cameras int frameH = 480; // 480 for firewire cameras The problem is that for now I've to capture with WebCam but the real pourpose of program is to capture image from any external source connected to my Mac. I'm using this code to capture: for (;;) { cvGrabFrame(capture) image = cvRetrieveFrame(capture); cvWriteFrame( writer, image ); } Any hint? I'm also showing webcam output on cvNamedWindow, how can I improve quality in this windows? thanks a lot to all! Andrea!

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  • Facial recognition/detection PHP or software for photo and video galleries

    - by Peter
    I have a very large photo gallery with thousands of similar people, objects, locations, things. The majority of the people in the photos have their own user accounts and avatar photos to match. There are also logical short lists of people potentially in the photo based on additional data available for each photo. I allow users to tag photos with their friends and people they know but an automated process would be better. I've used photo tagger/finder from face.com integrating with Facebook photos and the Google Picasa photo tagger for personal albums also does the same thing and is exactly what I'm looking to do. Is there a PHP script, API for Google Picasa, face.com or other recognition service or any other open source project that provides server-side facial recognition and/or grouping photos by similarity? Examples: As you can see, various photo sharing sites offer the feature, but are there any that provide an API for images stored on my own server or something extensive enough to link into my own gallery and tagging system? viewdle - Face recognition/Tagging for video PHP - Face detection in pure PHP Xarg OpenCV Face.com - app for finding and tagging photos in Facebook Google Picasa - photo sharing TeraSnaps - photo sharing site Google Portrait - photo grouping from Google Image results FaceOnIt - Video face recognition PittPatt - Detection, Recognition, Video Face Mining BetaFace ChaosFace - Real-time Face Detector

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