You can "load" / open a Windows Form / app "from" WPF, you just have to give up on the "in WPF". WPF does not support "child" / MDI windows, even natively. Easiest way is just to make calls into a "Forms" project from a "WPF" project, with compatible frameworks.
It was only in wine that he laid down no limit for himself, but he did not allow himself to be confused by it.
― Confucian Analects: Rules of Confucius about his food
I have 1000 SQL servers and I have a scheduled task running on all of those which updates a table with just an integer, let's call it X (its a sum of some numbers). Now the ask is to create some sort of ticker which updates every few mins with the sum of the total of all the X's from all the 1000 servers and display it either on a webpage or a console. So I will need a service that runs centrally and gets this data from all those 1000 servers or service which runs on all the 1000 servers which pushes this info on the central server. Can you please help with do I achieve this.
And remember if this runs centrally then it should be a multithreaded service.
I am creating a immersive experience system for gaming and VR. Where the system controls LED light, seat vibration, gun recoil, depending on the feedback received from the game.
Sending data from the PC to the microcontroller over USB and control all these effects is done.
I am not able to get information on how to read these feedback data from game.
Thank you for the replay.
I am not developing game, I wan to capture(read) feedback messages from game using C# or C++. This is to control external hardware like seat vibrate, LED light, gun recoil etc.
So you want to use "some" output from the game, so that you can generate e.g. seat vibration, gun recoil, flashing of LEDs etc - is that right?
If I get it right: You want to generate seat vibration, gun recoil etc., based on some other feedback from the game. What kind of game output do you want to capture to generate these effects? Text messages? Synthetic speech or other sounds generated by the game? Visual effects on the screen? Are you expecting to capture the image of a gun being fired, recognize it as such, and from that generate your recoil effect?
For a vintage text-only game (such as classical Adventure or MUD), text capture would be trivial and analyzing it reasonably simple. But if you want to generate additional effects triggred by sound or graphics, and do it in a general, game-independent way, then you are up for a huge task. You simply can't do it in any reasonable way. If text output is available only as graphic character images on the screen, you cannot even do text anlysis. (Well, you might try with some OCR functionality, but chances are that it would fail miserably.)
If you had access to the source code of the game, you could probably - as the game initiates sound/visible effects - write to a textual log an indication of the effect genereated, and route it to some output available to your recoil or vibration or whatever functions you want to add. It would require that you can modify the game source code, and it would be specific to that game.
If you are hoping to capture non-text output from an arbitrary game, without having to "get under the hood" of the game, I cannot see how you can make it.
Let me try a simple thing. Games send rumble (vibration) or FFB data to gamepad right? which gives information like how much vibration applied to which motor. Is there a way I can capture that messages?
Last Visit: 31-Dec-99 19:00 Last Update: 10-Dec-23 17:51