TheVisual C++ Redistributable installs Microsoft C and C++ (MSVC) runtime libraries. Many applications built using Microsoft C and C++ tools require these libraries. If your app uses those libraries, a Microsoft Visual C++ Redistributable package must be installed on the target system before you install your app. The Redistributable package architecture must match your app's target architecture. The Redistributable version must be at least as recent as the MSVC build toolset used to build your app. We recommend you use the latest Redistributable available for your version of Visual Studio, with some exceptions noted later in this article.
Unlike older versions of Visual Studio, which have infrequent redist updates, the version number isn't listed in the following table for Visual Studio 2015-2022 because the redist is updated frequently. To find the version number of the latest redist, download the redist you're interested in using one of the following links. Then, look at its properties using Windows File Explorer. In the Details pane, the File version contains the version of the redist.
Some of the downloads that are mentioned in this article are currently available on
my.visualstudio.com. Log in using a Visual Studio Subscription account so that you can access the download links. If you're asked for credentials, use your existing Visual Studio subscription account. Or, create a free account by choosing the No account? Create one! link.
Visual Studio versions since Visual Studio 2015 share the same Redistributable files. For example, any apps built by the Visual Studio 2015, 2017, 2019, or 2022 toolsets can use the latest Microsoft Visual C++ Redistributable. However, the version of the Microsoft Visual C++ Redistributable installed on the machine must be the same or higher than the version of the Visual C++ toolset used to create your application. For more information about which version of the Redistributable to install, see Determining which DLLs to redistribute. For more information about binary compatibility, see C++ binary compatibility between Visual Studio versions.
These links download the latest available en-US Microsoft Visual C++ Redistributable packages for Visual Studio 2013.You can download other versions and languages from Update for Visual C++ 2013 Redistributable Package or from
my.visualstudio.com.
These links download the latest available en-US Microsoft Visual C++ Redistributable packages for Visual Studio 2012 Update 4. You can download other versions and languages from Microsoft Visual C++ Redistributable Packages for Visual Studio 2012 Update 4 or from
my.visualstudio.com.
Some parameters (e.g. units) can now be given default values in theuser/site preferences and these will be used if None is given here.If you do specify a value here it will take precedence overpreferences.
power2 can be useful with older OpenGL versions to avoid interpolationin PatchStim. If power2 or squarePower2, it will expand rectdimensions up to next power of two. squarePower2 uses the maxdimensions. You need to check what your hardware & OpenGL supports,and call _getRegionOfFrame() as appropriate.
If called on a window whose context is current, the function will returnimmediately. This reduces the number of redundant calls if no contextswitch is required. If useFBO=True, the framebuffer is bound afterthe context switch.
Background image for the window, can be either a visual.ImageStim object or anything which could be passed tovisual.ImageStim.image to create one. Will be drawn each time win.flip() is called, meaning it is alwaysbelow all other contents of the window.
The first argument should be the function to call, the following argsshould be used exactly as you would for your normal call to thefunction (can use ordered arguments or keyword arguments as normal).
This is value corresponds to the offset from screen plane to set theconvergence plane (or point for toe-in projections). Positive offsetsmove the plane farther away from the viewer, while negative offsetsnearer. This value is used by setPerspectiveView and should be setbefore calling it to take effect.
Uses the current viewport and projectionMatrix to calculate thevector. The vector is in eye-space, where the origin of the scene iscentered at the viewpoint and the forward direction aligned with the -Zaxis. A ray of (0, 0, -1) results from a point at the very center of thescreen assuming symmetric frustums.
This value is used by setPerspectiveView to apply a lateraloffset to the view, therefore it must be set prior to calling it. Use apositive offset for the right eye, and a negative one for the left.Offsets should be the distance to from the middle of the face to thecenter of the eye, or half the inter-ocular distance.
The time returned when waitBlanking is Truecorresponds to when the graphics driver releases the draw buffer toaccept draw commands again. This time is usually close to the verticalsync signal of the display.
If the returned value is 1.0, no scaling needs to be applied to objectsdrawn on the backbuffer. A value >1.0 indicates that the backbuffer islarger than the reported client area, requiring points to be scaled tomaintain constant size across similarly sized displays. In other words,the scaling required to convert framebuffer to client coordinates.
Records time for each refresh (frame) for n frames (at least 60),while displaying an optional visual. The visual is just eye-candy toshow that something is happening when assessing many frames. You canalso give it text to display instead of a visual,e.g., msg='(testing refresh rate...)'; setting msg impliesshowVisual == False.
Provides accurate measures of frame intervals to determinewhether frames are being dropped. The intervals are the times betweencalls to flip(). Set to True only during thetime-critical parts of the script. Set this to False while the screenis not being updated, i.e., during any slow, non-frame-time-criticalsections of your code, including inter-trial-intervals,event.waitkeys(), core.wait(), or image.setImage().
Restore the default projection and view settings to PsychoPydefaults. Call this prior to drawing 2D stimuli objects (i.e.GratingStim, ImageStim, Rect, etc.) if any eye transformations wereapplied for the stimuli to be drawn correctly.
Usually, the scissor and viewport are set to the same rectangleto prevent drawing operations from spilling into other regionsof the screen. For instance, calling clearBuffer will onlyclear within the scissor rectangle.
Create an off-axis projection for subsequent rendering calls. Sets theviewMatrix and projectionMatrix accordingly so the scene origin ison the screen plane. If eyeOffset is correct and the view distance andscreen size is defined in the monitor configuration, the resulting viewwill approximate ortho-stereo viewing.
Matrices are computed using values specified in the monitorconfiguration with the scene origin on the screen plane. Calculationsassume units are in meters. If eyeOffset != 0, the view will betransformed laterally, however the frustum shape will remain thesame.
Create a toe-in projection for subsequent rendering calls. Sets theviewMatrix and projectionMatrix accordingly so the scene origin ison the screen plane. The value of convergeOffset will define theconvergence point of the view, which is offset perpendicular to thecenter of the screen plane. Points falling on a vertical line at theconvergence point will have zero disparity.
Lights will be enabled if using legacy OpenGL lighting. Stimuli usingshaders for lighting should check if useLights is True since thiswill have no effect on them, and disable or use a no lighting shaderinstead. Lights will be transformed to the current view matrix uponsetting to True.
Lights are transformed by the present GL_MODELVIEW matrix. SettinguseLights will result in their positions being transformed by it.If you want lights to appear at the specified positions in world space,make sure the current matrix defines the view/eye transformation whensetting useLights=True.
This is typically set to cover the whole buffer, however it can bechanged for applications like multi-view rendering. Stimuli will drawaccording to the new shape of the viewport, for instance and stimuluswith position (0, 0) will be drawn at the center of the viewport, notthe window.
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As announced last week, the newly released Windows 11 OS will be available this week to Dev Channel users in the Windows Insiders program, and offer a new, fresh user experience. In alignment with this release, we are also releasing an Office visual refresh that will shine on the new Windows 11 OS, but will also be available to anyone using Windows 10.
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