WinXP : after entering safemode display is fuzzy/blurry - windows-xp

I entered Safe Mode on an XP box (yeah, I know, it's OLD but it still works fine) and after it came out of it, the display is now blurry / fuzzy - across the entire display. From the icons on the desktop, to the font on Netscape, everything is now rendered in some kind of low resolution font that makes it unreadable.
I tried to get it to upgrade the display device driver, but it reported that it is 'up to date'.
This is just so strange .. I mean, why should going into safe mode result in an unusable computer?
Has anyone ever experienced something like this?
Ok, I guess I will have to probably scrap this box. I'm feeling down. But, this is not the way it should come to an end.
TIA !!
DOn

When you enter in Safe Mode, low resolution video is activated, but doesn't change anything IN the hardware, your video card might be damaged, usually weird colors and crappy random images are a memory error common problem, the buffer to show the image, is corrupted.

Related

Loading cursor in standalone build

sorry if it's a bit off-topic as it may not be code-related, but I'm facing a weird issue.
Everything is fine in the editor, but when I build my application as standalone, I have the windows loading cursor that "load" infinitely. It's happening as soon as the app is running, even on the main menu when no script are running.
What could be causing this ? I've no clue on how I could find the problem (like see what scripts are currently running for instance). It's not causing any issue, but it's just weird to see the loading cursor.
I'm also facing a weird aspect ratio (only in my computer, it may be related to the fact that I've two screen that don't use the same aspect ratio 16:9 and 16:10) but on the player settings, I've only set 16:9 as supported.
Here's my player settings :
I've tried "Default is native resolution" as well as checking more supported aspect ratio, nothing seems to fix this glitch.
Thanks !
Not sure what happened when building application. Check if editor scripts of any plugin do stuff.
It may because PlayerPref has saved the resolution setting.
try PlayerPrefs.SetInt("Screenmanager Resolution Use Native", 1);
or forced change resolution Screen.SetResolution(1920, 1080, true);

three.js problems on iPhone (Safari), Issue with Texture Size?

i currently have an issue with my three.js Online viewer. My Obj./Texture (jpg-File) combination does not open on my iPhone (Safari). It stops at 98% then restarts the download. This issue only happens with some files, so i am trying to find out, which characteristic of my file does cause the problem.
At my PC (Edge, Firefox and IE) all files open properly
The main differences of the working file and the not working file are:
Texture-jpg (working file): Size: 6MB, Resolution:2000x2000
Texture-jpg (non-working file): Size: 1,5MB, Resolution:8000x8000
Might the difference of the texture-Files be the reason for my issue?
Another difference is, that the working obj-File has a much lower scaling, even though the number of vertices is similar.
Would be great to hear some opinions.
Best Wishes
Gerd
So let me qualify by saying that I don't know much about platform issues, and I'm quite new in general. But I do know that THREE.js doesn't like textures that aren't a factor of 2 and it'll convert it behind the scenes to make it work. It's probably changing it to a factor of two behind the scenes, and it may just dislike doing that over a certain size of image? Try changing it to 2048 or 8192 and see if it functions.

IOS print pdf with minimal margins

This must be quite simple but I can't seem to figure this out.
I've managed to implement the code for printing an PDF from my App. Problem is, the PDF has quite some whitespace around it and with the default margins... it's just not how I would like the page to come out of the printer.
So, I'm trying to reduce the margins to minimum. How would I go about this? Do I need to use a custom UIPrintFormatter, UIPrintPageRenderer or UIPrintPaper. In which method from UIPrintInteractionControllerDelegate would I need to change things?
I know it can be done because when I print the PDF from Apple's iBook App, margines are significant less.
Thanks.
I did not quite solve the problem but I'm satisfied with the result now.
Actually I did not change anything, the reason why I asked this questing was because in the AirPrint simulator, my PDF printed with an excessive amount of white space / margin. But printing the PDF on an actual device did not have this problem.
So, if you run into this problem in the AirPrint simulator, try it on a real device/printer, changes are that everything prints fine.

Placeholder strange behavior on input

I'm programming an application for iPhone. My application has a login system. In the login system (and somewhere around my app) I have some placeholder in the UITextFields.
After a couple of months working on this app, I noticed a sudden problem that arose once. If I don't write in the text fields that have placeholders nothing happens, if I write something in them, the blue bar that blinks showing where you are in the text becomes very slow. Moreover the ScrollViews that I have become EXTREMELY slow. Some other strange behavior happens when I have a wheel that lets the user pick some choice: the options of the wheel "fall" from the sky while the user rolls it.
All of this happens only if I write something in a UITextField that has some placeholder. If not, nothing of this happens.
I know this sounds REALLY strange, I used a MacOSX program to create a video of the text field becoming slow.
It's .swf.
try to do one thing.. delete this textfiled and create a new one with different name and see is this problem occurring again? also try to set breakpoints in your code and debug your code.
Are you sure you aren't leaking any memory or running an endless loop on the cpu? Try monitoring your app with Instruments and check your cpu activity and memory allocations.

Images showing in simulator but not on the iPhone device

So when I run the application from the device the pictures show up and everything works great. However, when I move to the device I run in about 10 out of 38 pictures that don't show up. I am pulling the names for the images from an sqlite database and I already checked and the names are correct, case and everything. I checked the bundle and the images are correctly in there.
Does memory play into effect in this? I am not really sure what else could cause this to happen??
Thanks!
Solution:
The files somehow were not saved properly and were unable to be opened by say photoshop or paint even. So with the files not being able to be open they weren't showing up... Thanks for the help everyone!
First thing to check is the case of the strings you're using to refer to the resources. The iPhone is case sensitive, but the simulator is not.
Oops, just seen that you checked the case. Better log all your UIImage creation calls then!
The simulator accepts a wider range of image formats. Sometimes you had a specific file type that the device cannot display. Double check the 10 files looking for some difference from the others ones.
Yes, memory absolutely plays into this. Check your UIImage creation calls and make sure they dont return empty. Also, check to see if youre getting memory warnings in the console window.
Generally, if in-memory size was the culprit, your application would crash with a low memory error on the device. However, it seems like the images just don't display.
One other thing that can be going wrong is the size of the images. UIViews on the iPhone can only have dimensions smaller than the maximum texture size supported by the GPU. Apple states that this is 1024 x 1024, but I've found it to be more like 2048 x 2048 on even the original model iPhone. You may be creating a view for some of these images that exceeds this size in one dimension, but your Mac has a larger maximum texture size on its GPU and so it displays fine in the Simulator.
Apparently the iPhone caches the launch screens. So in my case, I had to reboot my iPhone before being able to see the image.