VB6 with Images behaving strange, Any Expert? - vb6

I am facing really strange problem in my vb6 Application. It is working fine on every other machines but when I run it on my client's machine, Images do not show properly.
This is how problem looks like
Specifications:
Windows 8 Pro (6.2 Build 9200) 32 Bit
Processor Architecture 64 Bit
Core 2 Duo T9600 2.80 Ghz
Dell Latitude 6400.
I have deployed the same application on many other machines and tested on different resolutions with different Operating systems. Everywhere it is working prefect. but not working properly on client's Machine.

Without more information it is hard to be sure, but here is a guess:
Starting in Windows 7, if the system notices you have a monitor with excessive resolution it automatically chooses a high DPI setting.
If your program is not DPI-aware then one of several forms of appcompat are applied (based on the version of Windows, some system options, and application characteristics). Depending on which remediation is attempted by Windows, bitmap graphics can end up scaled and pixelated or not scaled and show as "smaller than expected."
Just to add fuel to the fire, people often try to do UI layout using ScaleMode = vbPixels and/or manual conversions and rely on a fixed ratio between these virtual pixels and actual screen metrics. Hard-coding 15 Twips/Pixel (1440/96) is very common because 96 DPI VGA (and VGA-derivative) square-pixeled screens were in use for a long time.
This fallacy can cause such a program to size controls improperly even when others get resized by the DPI remediation.
You might try reading though High DPI for information on this subject.
In the case of something like a Form backdrop image you either need several bitmaps of varying sizes from which you choose at runtime or else you'll need to scale the image yourself.

Related

Extremely slow simulator (input does not register, scrolling is very slow / laggy / jerky)

I have a very perplexing problem. I have the 2018 i7 Mac Mini with 32GB RAM and 512GB SSD. I'm using this with a 43" 4K monitor in full 4K resolution (1:1 pixel mapping, non Retina mode).
I'm finding that scrolling is really laggy / jerky / slow and it doesn't seem to register clicks well. I've created a short video here: https://youtu.be/2wc908ftvko
I've discovered the following. When setting the screen resolution in Settings:
1920x1080 No warning
2560x1440 (warning: Using a scaled resolution may affect performance.)
3008x1692 (warning: Using a scaled resolution may affect performance.)
3360x1890 (warning: Using a scaled resolution may affect performance.)
3840x2160 No warning
What's strange is that I ONLY see performance issues in 3840x2160, even though there should not be any extra calculations because it's 1:1 pixel mapped. All other modes should require extra calculations.
Stranger still, everything else (Expose, Mission Control, Spaces, etc) is smoother in 3840x2160 than in any other resolutions. It's only the Simulator that's slow.
And even stranger, the problem goes away if I connect by monitor to BOTH the USB-C and HDMI port on the Mac Mini and ONLY IF the monitor is set to HDMI as the input source.
I've tried different cables and different ports, but this is the only way the problem will go away. I've also tried attaching the monitor to the 2015 MBP via DisplayPort and it has the exact same problem at the 3840x2160 resolution.
Is this a Xcode bug? Is there some setting I don't know about? Or is this because of the slow integrated GPU of the Mac Mini -- if so, would something like this be resolved by an eGPU?
I also made sure to check that Debug -> Slow Animations is definitely off
After much time wasted, this seems to be a bug with the iPhone XR and XS Max simulator at a certain resolution. Everything is fine with the iPhone X simulator.
Other simulators still have performance problems though, but not as pronounced.

OpenGL performance on laptop's external monitor

I'm writing a small viewer application on Windows using C++ and OpenGL (Glfw).
I've struggled to get a consistent framerate # 60fps with no or almost no drop frames and so far so good. But, the application must be able to run on different monitors, ie either on the laptop's own display or an external one. I'm running on a Lenovo P50 and a full HD external monitor.
Running in duplicate mode everything is fine, while in extended mode using the external display I get many drop frames. I have tested this on other systems as well and it's the same pattern: the external monitor in extended mode is having a lot of frame drops.
Is this as expected?

Trouble Running Processing P3D Renderer

I'm trying to run a simple sketch that draws a grey box in Processing 2.0. For some reason, it's just freezing up as soon as it hits the Size(100, 100, P3D) line. I'm running it on a Windows XP laptop, Service Pack 3, with 448 mb of ram. I know it's not processing power, because task manager says that only 1% of the ram is used up. I looked online and can't find anything like this. Does anyone know how to fix it?
If your computer does not have a graphics driver, P3D will not work at all. Try going to the computer manufacturer's website and check for driver updates.
Also, while updating your drivers, never visit sites like driverupdate.com. I have tried them and they don't work, as well as filling your computer with malware.

Issue with OpenGL demo - fine with NVidia, issues on AMD

No, this isn't another rant question about NVidia vs AMD; I'm genuinely interested in having my demo running well with both vendors. I've tested my code with four configurations:
MacBook Pro (NVidia GT650M) - fine
Desktop with CentOS 6.5 (Nvidia Quadro FX) - fine
Desktop with Windows 7 64 bit (AMD HD7950 with Catalyst 14.4) - slow
Desktop with Fedora 19 (AMD HD7950 with catalyst 14.4) - slow
3 and 4 are actually the same machine. The code is not highly optimized but it's not doing anything too complex either: I have a grid (which I render using GL_POINTS), a line that represents the path found by A* and a moving agent. The grid has about 10k elements, if I remove that the demo runs better, but still not perfectly.
I guess it's a driver issue, as on 3 and 4 it seems it's running with software rendering; I profiled the code on Windows with CodeXL and a frame take ~400ms and seems to be using mostly the CPU rather than the GPU.
As final information, I'm using GLEW and GLFW for cross-platform development. The full code is available here: https://bitbucket.org/theWatchmen/behaviour-trees
Let me know if you need any further information.
Original answer posted here: http://www.gamedev.net/topic/659012-issue-with-opengl-demo-using-catalyst-drivers-linux-and-windows/#entry5168395
It seems that for this particular card GL_POINTS are emulated in software and that's causing the demo to slow down. I will change the grid to triangles to make sure it runs smoothly on all cards.

Windows Xp (Tiny XP vs Win Xp Pro Sp3) Different Window Sizes

Very strange question but I have some legacy code that interacts with another application by checking exact pixel positions. The windows need to be exactly the same size.
I am trying to deploy the code on TinyXp to lower the footprint or the OS but the window size is coming out 2 pixels thinner than on regular windows sp3 64bit. I've copied over the theme and font rendering stuff but have no idea what the deal is.
Incidentally, this window can't be resized horizontally.
Any ideas would be greatly appreciated?
From one Windows installtion to another, many things can change. Maybe you can dump out the result of calls to the windows GetSystemMetrics Function on the two different machines.
DPI Settings also have a great influence on Windows look. This article can be interesting to check: Writing High-DPI Win32 Applications

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