How can I create a program which connect Flight Simulator (FSX/P3D) to my cloud storage (Onedrive)? [closed] - c#

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Hello everyone, I'm taking a project to make a photoreal scenery for my Flight Simulator (FSX/P3D). Unfortunately, because of very large amount of data (nearly 1TB of scenery size) that I couldn't store all of them on my hard disk, I planned to upload them into my Onedrive storage. I want to create a small program running on Windows that will connect my simulator to my cloud storage to download and install scenery instantly for user that doesn't have enough storage for all scenery data.small scenery pieces that I loaded to my simulator
My scenery is divided into area described in image below (I called each rectangle is a tile).
The program I want to create will first extract current aircraft coordinates and altitude from simulator (running) and then it will download and inject tile that contain aircraft position based on aircraft coordinates and other tiles surrounding the main tile (maybe 9x9 tiles). When the aircraft position is not in current tile anymore, it will delete furthest tiles and then continue download next tiles. This activity will repeat until user exit current simulator section or out of my scenery range.My tile's area.
I haven't tried anything yet. I just made some small scenery files and tested it. Because I'm not good in coding and I don't learn much about code (at least for now)🥲 so I asked for help here. Thanks for your help 🤗. (Oh and sorry for my English).

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How can I make my 2d app/game fit or scale with all android and iPhone devices? [closed]

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I have an app that has normal button on the corners and some in the mid-down and something like a frame covering the buttons.
When I go to Game then change game to simulator and change the device scene(for example iPhone 12), some of the buttons go out of the screen, some of them do not stay in the same position. When I change it to another device screen like "Samsung Galaxy J7" most of the buttons are in the right position but in other devices it is not. I have tried to see YouTube videos and downloaded some scripts but it did not work for me, I tried to use anchors but I could not really understand how to do it.
I am not sure if it is in Unity Player Settings because I checked most of it and I could not find but if it is there please tell.
Editing your Canvas Components (my settings) might help : https://docs.unity3d.com/Packages/com.unity.ugui#1.0/manual/HOWTO-UIMultiResolution.html
Make sure your Canvas Render Mode: Screen Space Camera then attach your camera.
Set the UI Scale mode: Scale with Screen Size.
Set your Button Anchors according to your needs.

"Reading" the information from picture in C# [closed]

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I am trying to develop code to read out positional data from a picture thats been loaded into the program.
F.E. : Imagine a picture with houses (red squares) connected with lines.
Now what i would need are the posotions of the houses and the lines in such a way that i can use that data and do more with it.
So : - Load Jpg (f.e) into the programm
- Read the picture and save postions
- Be able to work with the saved positional data.
My issue is that i struggle to find the right way to google this. Is it's as difficult as machine learing or is there a more simple way to solve this?
No need to get it explained, but more a place where i can start research this myself would be awesome!
If you want to find contours, you will be interested in Hough Transformation. Check the image on the bottom.
I recommeng getting a hang on OpenCV image processing library (more specifically the EmguCV which is a C# wrapper of OpenCV). It has a fairly big community and it's a project working for ages.
Generally contour recognition and line recognition algorithm are a good shot. You could add opencv to the search phrase.
If you want to detect lines, Canny edge detection would be a nice shot. Once again I recommend OpenCV for this task.

Access location services from Unity [duplicate]

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Hi I'm developing a game in unity and I need test this game in iOS. For particular case I need test the input touch for controllers but this takes much time.
When I change some lines of code in script C#, I must re-build iOS game in unity, after that I must build and run the Xcode project for testing and run the game on my iPhone.
This process takes much time, so the question is if there are
some ways to accelerate this process ?
Unity Remote 5 is designed to do. It reduces the amount of time you deploy your app to your iOS or Android device during development. You can get the iOS version here and the Android version here.
It supports the following sensors:
Touch
Accelerometer
Gyroscope
Webcam
Screen orientation change events
The latest version which is 5.0 added support for the following:
Android:
Gamepads connected to the remote device
Compass and location data(GPS)
iOS:
MFi gamepads connected to the remote device (requires Unity 5.4)
3D Touch and Apple Pencil support
Apple TV devices
Compass and location data(GPS)
When you download the app linked above, connect your iOS device to your computer, open the app.
From Unity Editor, go to
Edit->Project Settings->Editor then chose your device(iOS) from the device drop down menu. Click play and you will be able to test your touch functions from the Editor.
Even with this App, it is recommended to test your app on the actual device once in while. So at-least, do this once in a day to make sure everything is working as it should.

Making a Bejeweled Blitz clone [closed]

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so I've got to make a Bejeweled Blitz clone for my Programming I. class in C#, but I'm a bit stuck on it, because it's a little above my current knowledge, so I would like to some help from you guys.
The task is as follows:
Make a Bejeweled Blitz clone. In this game, the field is 79*24 maximum,
and there are balls scattered on the field with different colors. The
object of the game, is to erase as many balls as possible by switching
two adjacent balls, so that there will be two or more balls of the
same color next to each other. These balls are erased from the game,
and the balls above them take their respective place and the emptiness
on the top of the field will be filled with new balls with random
colors. Erased balls are worth point depending on the number of erased
balls. So 2 erased balls are worth 2 point up to 5 points. At the
beginning of the game the player states their name and for how long
they want to play in minutes. At the end of the game the player's
name, the duration of the game and the score goes into the
leaderboards, which is arranged in duration then score. The
leaderboards are stored in a txt file.
So this would be the program I have to write in C#. I'm not really sure as to how to do this, so I would really appreciate some help. Thanks in advance!
I understand your problem, because when I was in school I had same problem with my game development project. My Answer is going to be a starting point, so it may qualify for some hater from you.
First you need to be clear on
Entity object of your game. For example how a GEM will be stored in memory, or behave like on mouse over etc. You need to write them down and define various classes based on them. [pseudo classes only]
Then you need to search a Game Engine if you want, I would rather go with default WPF or Windows Form for fact they were in my skill set when I start learning C# at my time [Oh I built a Chess Game].
Learn how you handle mouse click on GRID of Screen that is not consist of Button or Textfield, but a Picture box probably. and with mouse position you find the underlying gem etc.
Then attach them :).
Yes it is simplest and yet the toughest start. But all will be clear if you get #1 done. I put my chess game source at http://vschessmania.codeplex.com/ It use above start only, different game, but has all what you need to built with a Game Engine.

How to detect if any video is being played now? [closed]

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How to detect if any video is being played now using autohotkey, autoit, vbscript, c#, or c?
Video could be being played/streamed in any local player, web based player, or html5 player. We do not know the name of player also player may not be in the full screen.
PS. Detecting CPU load may not give the correct result always, so it is not acceptable.
I've done a small bit of work on this back in the day. There is a WIN32API (old school) that gets/sets whether or not to disable the screensaver (in user32.dll, GetScreenSaverActive(), SetScreenSaverActive - see: http://www.codeproject.com/Articles/17067/Controlling-The-Screen-Saver-With-C). This is the most likely flag to be set when a video is playing but it not 100% reliable as not every player will implement it. It WILL work for most browser videos, whether played through plugin, natively, or via DirectX. This also works for most (all?) external players such as vlc, windvd, etc.
But.
There is no sure-fire, 100% way of determining a video playing. You cannot;
1. Check for sound playing as the user may be using iTunes and not all videos have sound
2. Check for full screen (usually the better option) as the video may be playing in a browser
3. Check cpu/gpu load as it's not reliable and you have no other way to determine
4. Be absolutely sure that the player hasn't cleared/reset the win32 flag when minimized
Another option would be to try and collate a list of possile executable names for all known players (doable but time consuming to find data, espesially on older versions), and check to see if they're running. This isn't 100% reliable either as a plugin by be preloaded but a browser but not actually playing a video at that moment in time.
In short, there's no 100% way that I know of but several ways that'll get you 90-95% there. That is the purpose of knowing if there's a video playing? Perhaps there's an easier way to find what you're looking for...

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