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  • Unity Player Controls Streaming Music Services From Chrome Toolbar

    - by Jason Fitzpatrick
    Chrome: If you’re a frequent Pandora, Grooveshark, or other popular streaming music station listener, Unity Player puts play control and song info on the Chrome Toolbar. Rather than sending you digging through your tabs to find the window with Pandora–or Google Music, Grooveshark, 8Tracks, Hypemachine, or any of the other dozen supported services–Unity Player pulls up a one-click control panel for easy pause/play, skip, and access to other service features like thumbs up/down flagging. Unity Player is free, works wherever Chrome does. Unity Player [via Addictive Tips] Make Your Own Windows 8 Start Button with Zero Memory Usage Reader Request: How To Repair Blurry Photos HTG Explains: What Can You Find in an Email Header?

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  • Draw Bug 2D player Camera

    - by RedShft
    I have just implemented a 2D player camera for my game, everything works properly except the player on the screen jitters when it moves between tiles. What I mean by jitter, is that if the player is moving the camera updates the tileset to be drawn and if the player steps to the right, the camera snaps that way. The movement is not smooth. I'm guessing this is occurring because of how I implemented the function to calculate the current viewable area or how my draw function works. I'm not entirely sure how to fix this. This camera system was entirely of my own creation and a first attempt at that, so it's very possible this is not a great way of doing things. My camera class, pulls information from the current tileset and calculates the viewable area. Right now I am targettng a resolution of 800 by 600. So I try to fit the appropriate amount of tiles for that resolution. My camera class, after calculating the current viewable tileset relative to the players location, returns a slice of the original tileset to be drawn. This tileset slice is updated every frame according to the players position. This slice is then passed to the map class, which draws the tile on screen. //Map Draw Function //This draw function currently matches the GID of the tile to it's location on the //PNG file of the tileset and then draws this portion on the screen void Draw(SDL_Surface* background, int[] _tileSet) { enforce( tilesetImage != null, "Tileset is null!"); enforce( background != null, "BackGround is null!"); int i = 0; int j = 0; SDL_Rect DestR, SrcR; SrcR.x = 0; SrcR.y = 0; SrcR.h = 32; SrcR.w = 32; foreach(tile; _tileSet) { //This code is matching the current tiles ID to the tileset image SrcR.x = cast(short)(tileWidth * (tile >= 11 ? (tile - ((tile / 10) * 10) - 1) : tile - 1)); SrcR.y = cast(short)(tileHeight * (tile > 10 ? (tile / 10) : 0)); //Applying the tile to the surface SDL_BlitSurface( tilesetImage, &SrcR, background, &DestR ); //this keeps track of what column/row we are on i++; if ( i == mapWidth ) { i = 0; j++; } DestR.x = cast(short)(i * tileWidth); DestR.y = cast(short)(j * tileHeight); } } //Camera Class class Camera { private: //A rectangle representing the view area SDL_Rect viewArea; //In number of tiles int viewAreaWidth; int viewAreaHeight; //This is the x and y coordinate of the camera in MAP SPACE IN PIXELS vect2 cameraCoordinates; //The player location in map space IN PIXELS vect2 playerLocation; //This is the players location in screen space; vect2 playerScreenLoc; int playerTileCol; int playerTileRow; int cameraTileCol; int cameraTileRow; //The map is stored in a single array with the tile ids //this corresponds to the index of the starting and ending tile int cameraStartTile, cameraEndTile; //This is a slice of the current tile set int[] tileSetCopy; int mapWidth; int mapHeight; int tileWidth; int tileHeight; public: this() { this.viewAreaWidth = 25; this.viewAreaHeight = 19; this.cameraCoordinates = vect2(0, 0); this.playerLocation = vect2(0, 0); this.viewArea = SDL_Rect (0, 0, 0, 0); this.tileWidth = 32; this.tileHeight = 32; } void Init(vect2 playerPosition, ref int[] tileSet, int mapWidth, int mapHeight ) { playerLocation = playerPosition; this.mapWidth = mapWidth; this.mapHeight = mapHeight; CalculateCurrentCameraPosition( tileSet, playerPosition ); //writeln( "Tile Set Copy: ", tileSetCopy ); //writeln( "Orginal Tile Set: ", tileSet ); } void CalculateCurrentCameraPosition( ref int[] tileSet, vect2 playerPosition ) { playerLocation = playerPosition; playerTileCol = cast(int)((playerLocation.x / tileWidth) + 1); playerTileRow = cast(int)((playerLocation.y / tileHeight) + 1); //writeln( "Player Tile (Column, Row): ","(", playerTileCol, ", ", playerTileRow, ")"); cameraTileCol = playerTileCol - (viewAreaWidth / 2); cameraTileRow = playerTileRow - (viewAreaHeight / 2); CameraMapBoundsCheck(); //writeln( "Camera Tile Start (Column, Row): ","(", cameraTileCol, ", ", cameraTileRow, ")"); cameraStartTile = ( (cameraTileRow - 1) * mapWidth ) + cameraTileCol - 1; //writeln( "Camera Start Tile: ", cameraStartTile ); cameraEndTile = cameraStartTile + ( viewAreaWidth * viewAreaHeight ) * 2; //writeln( "Camera End Tile: ", cameraEndTile ); tileSetCopy = tileSet[cameraStartTile..cameraEndTile]; } vect2 CalculatePlayerScreenLocation() { cameraCoordinates.x = cast(float)(cameraTileCol * tileWidth); cameraCoordinates.y = cast(float)(cameraTileRow * tileHeight); playerScreenLoc = playerLocation - cameraCoordinates + vect2(32, 32);; //writeln( "Camera Coordinates: ", cameraCoordinates ); //writeln( "Player Location (Map Space): ", playerLocation ); //writeln( "Player Location (Screen Space): ", playerScreenLoc ); return playerScreenLoc; } void CameraMapBoundsCheck() { if( cameraTileCol < 1 ) cameraTileCol = 1; if( cameraTileRow < 1 ) cameraTileRow = 1; if( cameraTileCol + 24 > mapWidth ) cameraTileCol = mapWidth - 24; if( cameraTileRow + 19 > mapHeight ) cameraTileRow = mapHeight - 19; } ref int[] GetTileSet() { return tileSetCopy; } int GetViewWidth() { return viewAreaWidth; } }

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  • Moving the jBullet collision body to with the player object

    - by Kenneth Bray
    I am trying to update the location of the rigid body for a player class, as my player moves around I would like the collision body to also move with the player object (currently represented as a cube). Below is my current update method for when I want to update the xyz coords, but I am pretty sure I am not able to update the origin coords? : public void Update(float pX, float pY, float pZ) { posX = pX; posY = pY; posZ = pZ; //update the playerCube transform for the rigid body cubeTransform.origin.x = posX; cubeTransform.origin.y = posY; cubeTransform.origin.z = posZ; cubeRigidBody.getMotionState().setWorldTransform(cubeTransform); processTransformMatrix(cubeTransform); } I do not have rotation updated, as I do not actually want/need the player body to rotate at all currently. However, in the final game this will me put in place.

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  • AndEngine player, background and camera

    - by valdemar593
    I'm developing a 2D shooter using AndEngine. At the moment I'm trying to make the camera follow the player. As I've understood the common approach is to use the SmoothCamera zooming it and setting the chased entity. The problem is that the camera follows the player WITH background moving also (RepeatingSpriteBackground), so it looks like the player doesn't move at all though the actual position changes. So I don't really get how to make the camera follow the player and have the background not moving. Thanks in advance.

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  • Windows Media Player Vulnerability, PCAnywhere Warning

    Windows Media Player Vulnerability Targeted by Drive-by-download Attack Security firm Trend Micro recently released details on malware that has been targeting the MIDI Remote Code Execution Vulnerability found in Microsoft's Windows Media Player. A post on Trend Micro's Malware Blog offered further insight into the malware that has been exploiting the CVE-2012-0003 vulnerability. The malware's authors have been successful in exploiting the vulnerability by tricking unsuspecting victims into opening a specially engineered MIDI file in Windows Media Player. This Web-based drive-by-download ...

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  • is requiring a video player download acceptable

    - by wantTheBest
    Our site currently is going to require our users to download a player to view videos they will want to view on our site. The videos get uploaded by users from various sources (smartphones in 3gp format for example). However most people have Flash on their machines. I am trying to 'make a gentle stand' and tell the team that requiring a download of a video player is not acceptable. My thinking is this: instead of allowing people to upload 3gp and other formats then re-serving the exact format on REQUESTs from our site's users we will instead use a video converter such as FFMpeg to convert every uploaded video to FLV for viewing on flash. so when a user requests to view one of the videos on our site -- boom they probably already have Flash installed so we just play the video in their Flash player. I feel serving up FLV flash video is best. Does it ring true that requiring, say, a 3gp player download just to view a video is the wrong approach?

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  • is requiring a video player download acceptable

    - by wantTheBest
    Our site currently is going to require our users to download a player to view videos they will want to view on our site. The videos get uploaded by users from various sources (smartphones in 3gp format for example). However most people have Flash on their machines. I am trying to 'make a gentle stand' and tell the team that requiring a download of a video player is not acceptable. My thinking is this: instead of allowing people to upload 3gp and other formats then re-serving the exact format on REQUESTs from our site's users we will instead use a video converter such as FFMpeg to convert every uploaded video to FLV for viewing on flash. so when a user requests to view one of the videos on our site -- boom they probably already have Flash installed so we just play the video in their Flash player. I feel serving up FLV flash video is best. Does it ring true that requiring, say, a 3gp player download just to view a video is the wrong approach?

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  • Make the player run onto stairs smoothly

    - by misiMe
    I have a 2D Platform game, where the player Always runs to the right, but the terrain isn't Always horizontal. Example: I implemented a bounding-box collision system that just checks for intersections with player box and the other blocks, to stop player from running if you encounter a big block, so that you have to jump, but when I put stairs, I want him to run smoothly just like he is on the horizontal ground. With the collision system you have to jump the stairs in order to pass them! I thought about generating a line between the edges of the stairs, and imposing the player movement on that line... What do you think? Is there something more clever to do?

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  • Music Players in Ubuntu/Linux [closed]

    - by v2r
    Music Player, just like Web Browsers are an important part of today's application repertoire, and not only for entertainment reason. Having tried a few Linux Player over the past years i come to wonder, which Players you prefer and what kind of Players are out there, that you suggest are worth looking into and why!! I used Rhythmbox for a long time, but "Jamendo and Magnatune" plugin are both no longer available in 11.10 and also my covers are not shown, since i stream my music folder from a second partition. aTunes is another great Player, but there are also some flaws which i contacted the developers about. It would be nice if you post some alternatives! --Thank you. Example: Name of Player: aTunes | Homepage Additional Info : aTunes is a java-based Music-Player for Linux/Unix/Windows and ... Only one player-example per answer, please!!

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  • Managing shots of the player

    - by Bitbridge
    I'm currently developing a 2D Jump'n'Run and the situation is the following: The player has different weapons he can collect and is then able to shoot the weapon's projectiles (laser, rockets, whatever). In my previous game (space shooter) I just had a manager class for all the weapon-shots, it stored them in a container and then updates and draws every single one. When the "shoot-event" occurred, the "ProjectileManager" was notified and it added the wanted projectile. The input for player action is handled in the player-class, so the player would have to know the manager to call the function of the manager. I also have a collisionManager, that checks for collisions between, for example, enemies and the projectiles and then notifies these objects. However, I somehow have the feeling, that I shouldn't use this approach and that there might be a better way to handle this. I know, the question is a bit vague, I'm pretty much just looking for input and ideas to improve my design.

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  • Extensive use of HDD after VmWare Player virtual machine is closed.

    - by Bobrovsky
    Each time I close virtual machine in VmWare Player I see extensive use of HDD in my system. Basically, whole system becomes unresponsive for about 5-7 minutes. Host system is Windows 7 Utimate x64 SP1 with 6 GB of memory, i3-M350 processor. Virtual machine is Windows XP SP3 x86 (2GB of memory allocated for VM). What can be the cause and what can I do to solve the issue? UPDATE: I am not shutting down the VM, I just close Player window and VM saves it's state. System becomes unresponsive right after VM have saved it state (as indicated by Player) and Player itself have closed.

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  • Iphone progressive download audio player

    - by joynes
    Hi! Im trying to implement a progressive download audio player for the iphone, ie using http and fixed size mp3-files. I found the AudioStreamer project but it seems very complicated and works best with endless streams. I need to be able to find out the total length of audiofiles and I also need to be able to seek in the files. I found a hacked deviation from AudioStreamer but it doesnt seem to work very well for me. http://www.saygoodnight.com/?p=14 Im wondering if there is a more simple way to achieve my goals or if there are some better working samples out there? I found the bass library but not much documentation about it. /Br Johannes

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  • Python/Tkinter Audio Player

    - by Nicholas Quirk
    Hey everyone reading this, I've recently got into doing GUI development with Python. Tkinter seems like the easiest and most logical choice starting out. I did a little with wxPython but it was more sophisticated than what I needed. Anyway, I'm developing a media player. Right now it's a simple window with a button to load .wav files. The problem is I would like to implement a pause button now. But, when playing a audio file the GUI isn't accessible again (no buttons can be pushed) till the file is done playing. How can I make the GUI dynamic while an audio file is playing? I was thinking this maybe be because I'm using PyAudio, and their implementation doesn't allow this. Anyway, thanks for any advice before hand.

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  • Need help with video streaming with web-embedded Windows Media Player Component

    - by Ron
    Hello, I need to be able to play a .wmv video in a Windows Media Player component on a web page starting at a particular specified point in the video right away. I can embed the component and play the video. The problem is that even if I specify the location with The PARAM “currentPosition”, the video starts to play from the beginning. This appears to be because the requested position in the video has not been loaded yet. If I wait until the video has been loaded to the requested position and refresh the page, it will then play from the requested position. It seems that the video must start loading from the requested position in order to start right away. If this is the correct way, how would I go about doing it? If it is not, what is the proper way to do it? It can obviously be done, because YouTube’s players work like this. Thank you,

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  • Player & Level class structure in 2D python console game?

    - by Markus Meskanen
    I'm trying to create a 2D console game, where I have a player who can freely move around in a level (~map, but map is a reserved keyword) and interfere with other objects. Levels construct out of multiple Blocks, such as player(s), rocks, etc. Here's the Block class: class Block(object): def __init__(self, x=0, y=0, char=' ', solid=False): self.x = x self.y = y self.char = char self.solid = solid As you see, each block has a position (x, y) and a character to represent the block when it's printed. Each block also has a solid attribute, defining whether it can overlap with other solids or not. (Two solid blocks cannot overlap) I've now created few subclasses from Block (Rock might be useless for now) class Rock(Block): def __init__(self, x=0, y=0): super(Rock, self).__init__(x, y, 'x', True) class Player(Block): def __init__(self, x=0, y=0): super(Player, self).__init__(x, y, 'i', True) def move_left(self, x=1): ... # How do I make sure Player wont overlap with rocks? self.x -= x And here's the Level class: class Level(object): def __init__(self, name='', blocks=None): self.name = name self.blocks = blocks or [] Only way I can think of is to store a Player instance into Level's attributes (self.player=Player(), or so) and then give Level a method: def player_move_left(self): for block in self.blocks: if block.x == self.player.x - 1 and block.solid: return False But this doesn't really make any sense, why have a Player class if it can't even be moved without Level? Imo. player should be moved by a method inside Player. Am I wrong at something here, if not, how could I implement such behavior?

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  • Hidden youtube player loses its methods

    - by zaius
    I'm controlling a embedded youtube chromeless player with javascript, and I want to hide it occasionally by setting display: none. However, when I show the player again, it loses its youtube methods. For example: <script> swfobject.embedSWF("http://www.youtube.com/apiplayer?enablejsapi=1&playerapiid=player", "player", "425", "356", "8", null, null, {allowScriptAccess: "always"}, {id: 'player'} ); var player = null; function onYouTubePlayerReady(playerId) { player = document.getElementById(playerId); player.addEventListener('onStateChange', 'playerStateChanged'); } function hidePlayer() { player.pauseVideo(); player.style.display = 'none'; } function showPlayer() { player.style.display = 'block'; player.playVideo(); } </script> <a href="#" onClick="hidePlayer();">hide</a> <a href="#" onClick="showPlayer();">show</a> <div id="player"></div> Calling hidePlayer followed by showPlayer gives this error on the playVideo call: Uncaught TypeError: Object #<an HTMLObjectElement> has no method 'playVideo' The only solution I can find is to use visibility: hidden, but that is messing with my page layout. Any other solutions out there?

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  • Windows Media Player on top other DIV

    - by HP
    I have an embed window media player which is always on top of other DIV tags. I used wmode = opaque; WindowlessVideo = -1 but it does not help. Does anyone know how to make it appear below a certain element of the page. <object type="application/x-oleobject" classid="CLSID:6BF52A52-394A-11D3-B153-00C04F79FAA6" codebase= "http://activex.microsoft.com/activex/controls/mplayer/en/nsmp2inf.cab#Version=5,1,52,701" width="345" height="45"><param name="URL" value= "http://nhacso.net/Music/nghe_song.aspx?id=100004995" /> <param name="EnableContextMenu" value="0" /> <param name="uiMode" value="full" /> <param name="stretchToFit" value="True" /> <param name="AnimationAtStart" value="false" /> <param name="playcount" value="10" /> <param name="Volume" value="100" /> <param name="autostart" value="0" /> <param name="wmode" value="opaque" /> <param name="WindowlessVideo" value="-1" /> <embed src="http://nhacso.net/Music/nghe_song.aspx?id=100004995" type="application/x-mplayer2" width="345" height="45" align= "center" border="0" autostart="0" transparentatstart="1" animationatstart="1" showcontrols="true" showaudiocontrols="1" showpositioncontrols="0" enablecontextmenu="0" autosize="0" showstatusbar="1" displaysize="false" playcount="10" wmode="opaque" windowlessvideo="-1" /></object> Thanks

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  • Single SingOn - Best practice

    - by halfdan
    Hi Guys, I need to build a scalable single sign-on mechanism for multiple sites. Scenario: Central web application to register/manage account (Server in Europe) Several web applications that need to authenticate against my user database (Servers in US/Europe/Pacific region) I am using MySQL as database backend. The options I came up with are either replicating the user database across all servers (data security?) or allowing the servers to directly connect to my MySQL instance by explicitly allowing connections from their IPs in my.cnf (high load? single point of failure?). What would be the best way to provide a scalable and low-latency single sign-on for all web applications? In terms of data security would it be a good idea to replicate the user database across all web applications? Note: All web applications provide an API which users can use to embed widgets into their own websites. These widgets work through a token auth mechanism which will again need to authenticate against my user database.

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  • Single SignOn - Best practice

    - by halfdan
    Hi Guys, I need to build a scalable single sign-on mechanism for multiple sites. Scenario: Central web application to register/manage account (Server in Europe) Several web applications that need to authenticate against my user database (Servers in US/Europe/Pacific region) I am using MySQL as database backend. The options I came up with are either replicating the user database across all servers (data security?) or allowing the servers to directly connect to my MySQL instance by explicitly allowing connections from their IPs in my.cnf (high load? single point of failure?). What would be the best way to provide a scalable and low-latency single sign-on for all web applications? In terms of data security would it be a good idea to replicate the user database across all web applications? Note: All web applications provide an API which users can use to embed widgets into their own websites. These widgets work through a token auth mechanism which will again need to authenticate against my user database.

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  • OBIEE 11.1.1 - OBIEE 11g Full Sample App on VMware Player 4

    - by user809526
    The Full Sample App is designed to run on Virtual Box. Let's describe how to run it on VMware Player 4. Open Virtualization Format Tool http://communities.vmware.com/community/vmtn/server/vsphere/automationtools/ovf VMware Player Documentation https://www.vmware.com/support/pubs/player_pubs.html Full Sample App Deployment Guide sampleapp107-vbimage-deployguide-453583.pdf INSTALL VMplayer 4.0.0 as root LINUX # sh VMware-Player-4.0.0-471780.x86_64.bundle (A new VM is not needed and can be deleted later after that installation is completed. "I will install OS later" - blank hard disk Guest: linux, Red Hat Enterprise Linux 5-64bits => rename to RHEL target: eg /a/root/vmware/ Max disk size: 5 GB (will be deleted) Disk: Single file Dummy RHEL.vmk, RHEL.vmdk is generated. "Delete VM from Disk" in VM Player.) Copy Full Sample App files to target /a/root/vmware/ WARNING: Select a target eg /a/root/vmware/ with lots of free space, 95 GB. Check checksums (md5sum). Please do it! ff85c7eacf7fb8c382e98da875e879e1  Sampleapp_v107_GA-disk1.vmdk 973258cb3c7d64ab03ae853278cf2233  Sampleapp_v107_GA-disk2.vmdk e576be16e36d810479736bfb15d050f5  Sampleapp_v107_GA-disk3.vmdk 3455df77279e53e07d5fee6712f1597d  Sampleapp_v107_GA-disk4.vmdk OVF FILE   Sampleapp_v107_GA.ovf CONVERSION $ cd /a/root/vmware/ LINUX $ /usr/bin/ovftool -tt=ovf --compress=1 -dm=monolithicSparse Sampleapp_v107_GA.ovf .  [dot] Opening OVF source: Sampleapp_v107_GA.ovf Warning: No manifest file Opening OVF target: . Writing OVF package: Sampleapp_v107_GA/Sampleapp_v107_GA.ovf Disk Transfer Completed                   Completed successfully WINDOWS CYGWIN $ /cygdrive/c/VMwarePlayer/OVFTool/ovftool.exe -tt=ovf --compress=1 -dm=monolithicSparse Sampleapp_v107_GA.ovf .  [dot] Opening OVF source: Sampleapp_v107_GA.ovf Warning: No manifest file Opening OVF target: . Writing OVF package: Sampleapp_v107_GA\Sampleapp_v107_GA.ovf Disk Transfer Completed Completed successfully /a/root/vmware$ du -sk 49095328    .   [50 GB already occupied] IMPORT - First start of VM Player 4: /usr/bin/vmplayer "Open a Virtual Machine" Browse to /a/root/vmware/Sampleapp_v107_GA/Sampleapp_v107_GA.ovf [the new generated .ovf] "Import Virtual Machine" dialog Name: Sampleapp_v107_GA Location: /a/root/vmware/Sampleapp_v107_GA/storage [was /home/tdubois/vmware/Sampleapp_v107_GA] "Import" "The import failed because /a/root/vmware/Sampleapp_v107_GA/Sampleapp_v107_GA.ovf did not pass OVF specification conformance or virtual hardware compliance checks. Click Retry to relax OVF specification..." "Retry" ; Long import /a/root/vmware/Sampleapp_v107_GA/storage/Sampleapp_v107_GA.vmx and new .vmdk files are created. /a/root/vmware$ du -sk 95551384    .   [95 GB occupied] Full Sample App GUEST SETUP "Edit VM settings" min 3GB, 2+ processors, network bridged. For OBIEE + Essbase testing use 8 GB RAM hardware. At first time lauch of Full Sample App, leave OEL booting for several minutes undisturbed. Problem with X display server may occur [/usr/bin/Xorg ; man Xorg]. "Failed to start the X server.... Would you like to view the X server output to diagnose the problem?" "No" [tab key] "Would you like to try to configure the X server? Note that you will need the root password for this." "Yes" [oracle] X Display Settings 800x600 saved in /etc/X11/xorg.conf "Trying to restart the X server" Login as root/oracle in guest OEL. In guest OEL, Virtual Machine > Install VMware Tools... Extract archive VMwareTools-8.8.0-471268.tar.gz all files in writable local directory eg /root In Terminal run Perl script # cd /root/vmware-tools-distrib ; ./vmware-install.pl [keep all default answers] Set keyboard layout System > Preferences > Keyboard > Layouts Restart X server eg System > Log Out root... , relogin Modify X resolution System > Preferences > Screen Resolution Full Sample App OEL login: oracle/oracle ; root/oracle [default US keyboard layout] Credentials are described in the 'sampleapp107-vbimage-deployguide-453583.pdf' The large files in /a/root/vmware/ /a/root/vmware/Sampleapp_v107_GA/ may be removed. FAILURE REMARK: Adding the 4 original Sampleapp_v107_GA-disks[1234].vmdk to VM Player does NOT work as described below. "Edit VM settings" "Remove" "Hard Disk" "Edit VM settings" "Add" "Hard Disk" "Next" "Use an existing virtual disk" "Browse" "Finish" "Keep existing format" "Ok" for each 4 disks settings one by one. Start VM Player 4. "You do not have write access to a partition" Allow all Sampleapp_v107 OEL linux launches. OEL stalls silently after 'Checking filesystems'.

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  • [wordpress] Loop through a specific category on single.php

    - by petrescu
    I've created a custom page and it is set as my homepage, within this custom page I am pulling out the latest post from a specific category, I've also created a form of pagination which when clicked upon will take the user to single.php. My intention for the single.php is to have two custom loops. Custom loop one I want single.php to distinguish that it has came from the homepage and loop through all of the posts tagged with the same category as the one on the homepage. Some of these posts will have to be tagged with more than one category, so the loop will have to know to ignore the other categories and just pay attention to the category in question. Does that make sense? Custom loop two If the user hasn't arrived from the homepage, single.php will just act as it normally does i.e, if the user comes from index.php (the blog) they will be taken to this second loop (blog post) However I don't seem to be able to make the distinction between the two loops, I might be over complicating matters, as I've got a loop which wraps everything together and then I have a loop for my custom pagination. Here is the code below to show you what I'm talking about custompage.php (set to home) - This works just fine but I'll post it just incase anyone is able to tidy it up <?php query_posts('cat=1'); ?> <?php $myPosts = new WP_Query(); $myPosts->query('showposts=1'); if (have_posts()) : while ($myPosts->have_posts()) : $myPosts->the_post(); ?> <script type="text/javascript">$.backstretch("<?php $key="image"; echo get_post_meta($post->ID, $key, true);?>");</script> <div id="post-<?php the_ID(); ?>" class="info"> <h2><?php the_title(); ?></h2> <ul class="nav"> <?php query_posts('posts_per_page=1&offset=1'); the_post(); ?> <li class="prev"><a href="<?php the_permalink() ?>">Previous</a></li> <?php wp_reset_query(); ?> <li class="next"></li> </ul> </div> <!-- end .info --> <?php endwhile; endif; ?> <?php wp_reset_query(); ?> single.php - Currently broken <?php if( in_category('1') ) { ?> <!-- start --> <?php if (have_posts()) : while (have_posts()) : the_post(); ?> <div id="post-<?php the_ID(); ?>" class="info"> <script type="text/javascript">$.backstretch("<?php $key="image"; echo get_post_meta($post->ID, $key, true);?>");</script> <h2><?php the_title(); ?></h2> <ul class="nav"> <li class="prev"><?php previous_post_link('%link', '&nbsp;', 'true', '1') ?></li> <li class="next"><?php next_post_link('%link', '&nbsp;', 'true', '1'); ?></li> <!--li class="prev"><?php //previous_post_link('%link', '%title;', 'true', '1') ?></li> <li class="next"><?php //next_post_link('%link', '%title;', 'true', '1'); ?></li--> </ul> </div> <!-- end .info --> <?php endwhile; else: ?> <?php endif; ?> <!-- end --> <?php }else{ ?> <div id="content" class="widecolumn" role="main"> <?php if (have_posts()) : while (have_posts()) : the_post(); ?> <div <?php post_class() ?> id="post-<?php the_ID(); ?>"> <h2><?php the_title(); ?></h2> <div class="entry"> <?php the_content('<p class="serif">Read the rest of this entry &raquo;</p>'); ?> </div> </div> <?php comments_template(); ?> <?php endwhile; else: ?> <p>Sorry, no posts matched your criteria.</p> <?php endif; ?> </div> <?php } ?> The problem I seem to be running into is when a post has been tagged with two categories, wordpress doesn't seem to be able to make the distinction between the two categories and instead of carrying on to the next category it breaks and defaults to the second loop.

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