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  • Boolean checks with a single quadtree, or multiple quadtrees?

    - by Djentleman
    I'm currently developing a 2D sidescrolling shooter game for PC (think metroidvania but with a lot more happening at once). Using XNA. I'm utilising quadtrees for my spatial partitioning system. All objects will be encompassed by standard bounding geometry (box or sphere) with possible pixel-perfect collision detection implemented after geometry collision (depends on how optimised I can get it). These are my collision scenarios, with < representing object overlap (multiplayer co-op is the reason for the player<player scenario): Collision scenarios (true = collision occurs): Player <> Player = false Enemy <> Enemy = false Player <> Enemy = true PlayerBullet <> Enemy = true PlayerBullet <> Player = false PlayerBullet <> EnemyBullet = true PlayerBullet <> PlayerBullet = false EnemyBullet <> Player = true EnemyBullet <> Enemy = false EnemyBullet <> EnemyBullet = false Player <> Environment = true Enemy <> Environment = true PlayerBullet <> Environment = true EnemyBullet <> Environment = true Going off this information and the fact that were will likely be several hundred objects rendering on-screen at any given time, my question is as follows: Which method is likely to be the most efficient/optimised and why: Using a single quadtree with boolean checks for collision between the different types of objects. Using three quadtrees at once (player, enemy, environment), only testing the player and enemy trees against each other while testing both the player and enemy trees against the environment tree.

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  • P2P synchronization: can a player update fields of other players?

    - by CherryQu
    I know that synchronization is a huge topic, so I have minimized the problem to this example case. Let's say, Alice and Bob are playing a P2P game, fighting against each other. If Alice hits Bob, how should I do the network component to make Bob's HP decrease? I can think of two approaches: Alice perform a Bob.HP--, then send Bob's reduced HP to Bob. Alice send a "I just hit Bob" signal to Bob. Bob checks it, and reduce its own HP, then send his new HP to everyone including Alice. I think the second approach is better because I don't think a player in a P2P game should be able to modify other players' private fields. Otherwise cheating would be too easy, right? My philosophy is that in a P2P game especially, a player's attributes and all attributes of its belonging objects should only be updated by the player himself. However, I can't prove that this is right. Could someone give me some evidence? Thanks :)

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  • How can I make SWF files be opened with the standalone player?

    - by shanethehat
    I have installed the standalone Flash debug player to /usr/lib/flashplayerdebugger and I can now use it to test within Flash Builder (Eclipse), but I can't make an SWF open with it from Nautilus. If I right click and select Open With Other Application it is not in the list of programs, and I can't see how to add it. How can I make it the default application for SWF files opened in Nautilus? Update - *.desktop file [Desktop Entry] Name=Flash Player Debuger Type=Application Exec=/usr/lib/flashplayerdebugger Categories=GNOME;Player;AudioVideo; MimeType=application/x-shockwave-flash;

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  • Flash Player : un chercheur trouve comment contourner le bac à sable et transmettre des données à un serveur distant

    Flash Player : un chercheur trouve comment contourner le bac à sable et transmettre des données à un serveur distant Un chercheur a trouvé un moyen de contourner la Sandbox de Flash Player, une mesure de sécurité introduite récemment par Adobe. Billy Rios a publié sur son blog la procédure pour contourner la protection qui isole le processus du Player du reste de la machine, un contournement du « bac à sable » qui pourrait donner la possibilité à un pirate de voler des données et de les transmettre à un serveur distant. Cette preuve de faisabilité (PoC) liée aux fichiers SWF montre que l'on peut transmettre des données locales sans que l'utilisateur victime n'ait aucune ind...

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  • How can I gain access to a player instance in a Minecraft mod?

    - by Andrew Graber
    I'm creating Minecraft mod with a pickaxe that takes away experience when you break a block. The method for taking away experience from a player is addExperience on EntityPlayer, so I need to get an instance of EntityPlayer for the player using my pickaxe when the pickaxe breaks a block, so that I can remove the appropriate amount of experience. My pickaxe class currently looks like this: public class ExperiencePickaxe extends ItemPickaxe { public ExperiencePickaxe(int ItemID, EnumToolMaterial material){ super(ItemID, material); } public boolean onBlockDestroyed(ItemStack par1ItemStack, World par2World, int par3, int par4, int par5, int par6, EntityLiving par7EntityLiving) { if ((double)Block.blocksList[par3].getBlockHardness(par2World, par4, par5, par6) != 0.0D) { EntityPlayer e = new EntityPlayer(); // create an instance e.addExperience(-1); } return true; } } Obviously, I cannot actually create a new EntityPlayer since it is an abstract class. How can I get access to the player using my pickaxe?

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  • How do I efficiently generate chunks to fill entire screen when my player moves?

    - by Trixmix
    In my game I generate chunks when the player moves. The chunks are all generated on the fly, but currently I just created a simple flat 8X8 floor. What happens is that when he moves to a new chunk the chunk in the direction of the player gets generated and its neighboring chunks. This is not efficient because the generator does not fill the entire screen. I did try to use recursion but its not as fast as I would like it to be. My question is what would be an efficient way of doing so? How does minecraft do so? When I say this I mean just the way it PICKS which chunks to generate and in what order. Not how they generate or how they are saved in regions, just the order/way it generates them. I just want to know what is a good way to load chunks around the player.

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  • Soccer Game only with National Team names (country names) what about player names? [duplicate]

    - by nightkarnation
    This question already has an answer here: Legal issues around using real players names and team emblems in an open source game 2 answers Ok...this question hasn't been asked before, its very similar to some, but here's the difference: I am making a soccer/football simulator game, that only has national teams (with no official logos) just the country names and flags. Now, my doubt is the following...can I use real player names (that play or played on that national team?) From what I understand if I use a player name linked to a club like Barcelona FC (not a national team) I need the right from the club and the association that club is linked to, right? But If I am only linking the name just to a country...I might just need the permission of the actual player (that I am using his name) and not any other associations, correct? Thanks a lot in advance! Cheers, Diego.

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  • In a multiplayer game, should I store the list of character names on the Player class?

    - by Gökhan Nas
    I am writing a multiplayer game that has account system and character creation system like standart MMORPGs. I have a question about name creating issue. I think that I can create a static variable on Player class that keeps created player names but it confused me. It will tell me name is valid or unvalid depends on the other players has this name. Questions; Does implementation does make sense ? If i have 1000 players, is it means it consumes 1000 times of memory of this list? Or it just consume as like there is one? What is your suggestion for place that I can keep player name list? A new class?

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  • Should my game handle collisions in the Player object?

    - by user1264811
    I'm making a 2D platform game. Right now I'm just working on making a very generic Player class. I'm wondering if it would be more efficient/better practice to have an ActionListener within the Player class to detect collisions with Enemy objects (also have an ActionListener) or to handle all the collisions in the main world. Furthermore, I'm thinking ahead about how I will handle collisions with the platforms themselves. I've looked into the double boolean arrays to see which tiles players can go to and which they can't. I don't understand how to use this class and the player class at the same time.

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  • MMORPG Server architecture: How to handle player input (messages/packets) while the server has to update many other things at the same time?

    - by Renann
    Yes, the question is is very difficult. This is more or less like what I'm thinking up to now: while(true) { if (hasMessage) { handleTheMessage(); } } But while I'm receiving the player's input, I also have objects that need to be updated or, of course, monsters walking (which need to have their locations updated on the game client everytime), among other things. What should I do? Make a thread to handle things that can't be stopped no matter what? Code an "else" in the infinity loop where I update the other things when I don't have player's input to handle? Or even: should I only update the things that at least one player can see? These are just suggestions... I'm really confused about it. If there's a book that covers these things, I'd like to know. It's not that important, but I'm using the Lidgren lib, C# and XNA to code both server and client. Thanks in advance.

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  • How to stream a shoutcast radio broadcast in Flash (Shoutcast Flash Player)

    - by Jourdan
    I've been looking for a solution to this for years, but nothing is conclusively documented. There are many Shoutcast Flash players out there (e.g. radio.de) so I know it's possible. However, most of my research leads to this: s = new Sound(); s.loadSound ("url.of.shoutcaststream:8003",true); Which works for me in FireFox but not in IE. I don't want to buy a component, I want to know how those components do it so that I can build my own custom player.

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  • XSPF Web Music Player and restarting music in surfing

    - by Felicita
    I asked a question in this link; Streaming music background function music(){ $txt = '<object type="application/x-shockwave-flash" data="http://***.com/slim.swf?&autoplay=true&repeat=true&shuffle=true&song_url=http: //***.com/music.mp3&" width="200" height="20"> <param name="movie" value="http://***.com/slim.swf?&autoplay=true&repeat=true&shuffle=true& song_url=http://***.com/music.mp3&" /> <img src="noflash.gif" width="0" height="0" alt="" /> </object>'; echo $txt; } I have added this player with a simple php fonction. Palyer working perfect but when page changes, the music restarts. I want that I will be continued. What is wrong in code?

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  • symbol lookup error in player-stage !

    - by Arkapravo
    Hi everyone ! I was getting a symbol lookup error in player stage, I rectified it after hours of hit and trial ! ( see my blogspot ). Even then in about 30 uses, the error resurfaces and I have to rectify it !. As of now, I am able to work fine ! the rectification just takes about 30 seconds. However, I am not sure why is this happening! Can someone please explain whatever is SYMBOL LOOKUP ERROR and why does it happens ? Many thanks ! Arkapravo

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  • Embedded media player gets inconsistent currentPosition on both IE8 and Firefox3

    - by logoin
    I have a embedded media player in the browser that is controlled by javascript to handle all the mediaChange event. The code looks like mediaChangeHandler: function(media) { if (media && this.offset && !this.offsetJumpPerformed) { if (parseFloat(media.duration) > this.offset) { pos = parseInt(pos); this.getPlayer().controls.currentPosition = pos; alert("jump to position: " + this.getPlayer().controls.currentPosition); this.play(); this.offsetJumpPerformed = true; alert("currentPosition:" + this.getPlayer().controls.currentPosition); } } } The first alert indicates the currentPosition is where I want it to be. However, the second alert would get currentPosition that's couple seconds less than what I have set up. Does anyone have idea why? I tried googled it but haven't found anything useful. Thanks!

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  • Errors in building ceplayit (directshow player sample)

    - by ame
    I tried to build the ceplayit files (of directshow player samples). I added them to a smart device project based on the sdk for my device (named TEMP). I am using MFC in visual Studio 2005. However the following errors occurred: Error 1 error LNK2001: unresolved external symbol IID_IBasicAudio vidwindow.obj Error 2 error LNK2001: unresolved external symbol CLSID_OverlayMixer ceplayit.obj Error 3 error LNK2001: unresolved external symbol IID_IBaseFilter ceplayit.obj Error 4 error LNK2001: unresolved external symbol IID_IMediaEventEx ceplayit.obj Error 5 error LNK2001: unresolved external symbol IID_IBasicVideo ceplayit.obj Error 6 error LNK2001: unresolved external symbol IID_IVideoWindow ceplayit.obj Error 7 error LNK2001: unresolved external symbol IID_IMediaPosition ceplayit.obj Error 8 error LNK2001: unresolved external symbol IID_IMediaSeeking ceplayit.obj Error 9 error LNK2001: unresolved external symbol IID_IMediaControl ceplayit.obj Error 10 error LNK2001: unresolved external symbol CLSID_FilterGraph ceplayit.obj Error 11 error LNK2001: unresolved external symbol IID_IGraphBuilder ceplayit.obj Error 12 fatal error LNK1120: 11 unresolved externals TEMP I read that i need to link strmbase.lib to my project but I think I am unable to correctly do this and the errors persist. Please help!

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  • wpf c# media player questions

    - by Sankar
    I'm making a media player in wpf using c#. I had 3 questions. 1) I tried making a seeker XAML: <Slider Name="timelineSlider" Margin="40,91,26,0" ValueChanged="SeekToMediaPosition" Height="32" VerticalAlignment="Top" /> Code: private void Element_MediaOpened(object sender, EventArgs e) { timelineSlider.Maximum = ply.NaturalDuration.TimeSpan.TotalMilliseconds; } private void SeekToMediaPosition(object sender, RoutedPropertyChangedEventArgs<double> e) { int SliderValue = (int)timelineSlider.Value; TimeSpan ts = new TimeSpan(SliderValue, SliderValue, SliderValue, SliderValue, SliderValue); ply.Position = ts; } When I run the program, I open the mp3 and play it but the seeker won't move. When I click on the seeker to move it to a certain position, the song stops playing but the seeker moves. What's the problem and how do I fix it? How do I create a volume increase/decrease bar? How can I open several mp3s and queue them up like a playlist? Thank you

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  • Handling android player errors

    - by stack hoss
    I am anew android developer and i made ashoutcast radio player and work good but when i open app it work for afew time but suddenly stop and need to press stop and play again but i need Handling android player errors to automatic restart on errors package com.test.test; import java.io.IOException; import android.app.Notification; import android.app.NotificationManager; import android.app.PendingIntent; import android.app.Service; import android.content.Context; import android.content.Intent; import android.content.SharedPreferences; import android.media.AudioManager; import android.media.AudioManager.OnAudioFocusChangeListener; import android.media.MediaPlayer; import android.os.IBinder; import android.preference.PreferenceManager; import android.util.Log; public class StreamService extends Service { private static final String TAG = "StreamService"; MediaPlayer mp; boolean isPlaying; Intent MainActivity; SharedPreferences prefs; SharedPreferences.Editor editor; Notification n; NotificationManager notificationManager; // Change this int to some number specifically for this app int notifId = 85; private OnAudioFocusChangeListener focusChangeListener = new OnAudioFocusChangeListener() { public void onAudioFocusChange(int focusChange) { switch (focusChange) { case (AudioManager.AUDIOFOCUS_LOSS_TRANSIENT_CAN_DUCK) : // Lower the volume while ducking. mp.setVolume(0.2f, 0.2f); break; case (AudioManager.AUDIOFOCUS_LOSS_TRANSIENT) : mp.pause(); break; case (AudioManager.AUDIOFOCUS_LOSS) : mp.stop(); break; case (AudioManager.AUDIOFOCUS_GAIN) : // Return the volume to normal and resume if paused. mp.setVolume(1f, 1f); mp.start(); break; default: break; } } }; @Override public IBinder onBind(Intent arg0) { // TODO Auto-generated method stub return null; } @SuppressWarnings("deprecation") @Override public void onCreate() { super.onCreate(); Log.d(TAG, "onCreate"); // Init the SharedPreferences and Editor prefs = PreferenceManager.getDefaultSharedPreferences(getApplicationContext()); editor = prefs.edit(); // Set up the buffering notification notificationManager = (NotificationManager) getApplicationContext() .getSystemService(NOTIFICATION_SERVICE); Context context = getApplicationContext(); String notifTitle = context.getResources().getString(R.string.app_name); String notifMessage = context.getResources().getString(R.string.buffering); n = new Notification(); n.icon = R.drawable.ic_launcher; n.tickerText = "Buffering"; n.when = System.currentTimeMillis(); Intent nIntent = new Intent(context, MainActivity.class); nIntent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK | Intent.FLAG_ACTIVITY_SINGLE_TOP); PendingIntent pIntent = PendingIntent.getActivity(context, 0, nIntent, 0); n.setLatestEventInfo(context, notifTitle, notifMessage, pIntent); notificationManager.notify(notifId, n); // It's very important that you put the IP/URL of your ShoutCast stream here // Otherwise you'll get Webcom Radio String url = "http://47.182.19.93:9888/"; mp = new MediaPlayer(); mp.setAudioStreamType(AudioManager.STREAM_MUSIC); try { mp.reset(); mp.setDataSource(url); mp.prepare(); mp.start(); } catch (IllegalArgumentException e) { // TODO Auto-generated catch block e.printStackTrace(); } catch (SecurityException e) { // TODO Auto-generated catch block Log.e(TAG, "SecurityException"); } catch (IllegalStateException e) { // TODO Auto-generated catch block Log.e(TAG, "IllegalStateException"); } catch (IOException e) { // TODO Auto-generated catch block Log.e(TAG, "IOException"); } } @SuppressWarnings("deprecation") @Override public void onStart(Intent intent, int startId) { Log.d(TAG, "onStart"); mp.start(); // Set the isPlaying preference to true editor.putBoolean("isPlaying", true); editor.commit(); Context context = getApplicationContext(); String notifTitle = context.getResources().getString(R.string.app_name); String notifMessage = context.getResources().getString(R.string.now_playing); n.icon = R.drawable.ic_launcher; n.tickerText = notifMessage; n.flags = Notification.FLAG_NO_CLEAR; n.when = System.currentTimeMillis(); Intent nIntent = new Intent(context, MainActivity.class); PendingIntent pIntent = PendingIntent.getActivity(context, 0, nIntent, 0); n.setLatestEventInfo(context, notifTitle, notifMessage, pIntent); // Change 5315 to some nother number notificationManager.notify(notifId, n); AudioManager am = (AudioManager)getSystemService(Context.AUDIO_SERVICE); // Request audio focus for playback int result = am.requestAudioFocus(focusChangeListener, // Use the music stream. AudioManager.STREAM_MUSIC, // Request permanent focus. AudioManager.AUDIOFOCUS_GAIN); if (result == AudioManager.AUDIOFOCUS_REQUEST_GRANTED) { // other app had stopped playing song now , so u can do u stuff now . } } @Override public void onDestroy() { Log.d(TAG, "onDestroy"); mp.stop(); mp.release(); mp = null; editor.putBoolean("isPlaying", false); editor.commit(); notificationManager.cancel(notifId); AudioManager am = (AudioManager)getSystemService(Context.AUDIO_SERVICE); am.abandonAudioFocus(focusChangeListener); } }

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  • Found your wavplayer but can't make it work...

    - by ifoks
    Hello man, I was looking for weeks an audio wav flash player and I found your blog where you post your WavPlayer, I download it and place it on my web site. I tried to read a wav file but it can't, I check it with the debug player and i found the problem, it come from that line : FileWav.hx:58 : Wrong RIFF magic! got 1974609456 instead of 0x46464952 But my audio files really are WAV files ! You're the only one who create a wav player you're my only hope ! Please if you see that message write me at [email protected] (e-mail adress), I really need your help on this man ! Thank's

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  • How do you limit a page with multiple flash mp3 players to play one at a time?

    - by Andrew.S
    I am working with the open source flash player at http://flash-mp3-player.net/ and I am trying to figure out how to limit one sound file at a time. I know this has been done on a number of sites but I am unsure how to approach it. Scenario: A page has five different instances of the flash player. The user is litening to one song but clicks on another to listen to it. Goal: The first audio file automatically stops while the second starts playing instead of both playing at the same time. Do I need to have some sort of javascript handler than interacts with the swf or something?

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  • checking player prefs from unity in xcode

    - by user313100
    I made a simple scene that has some GUI buttons in Unity. When you press a button it will set a player preference to 1. I have a button for facebook, twitter and a store. In XCode, when the value hits 1, it switches to a new window with facebook, twitter or the store. My problem is that when I try and retrieve the player preferences in XCode, they always come up as null. To compound my confusion, my code seems to respond to the switch to 1 and it switches to the new window when the value hits 1. Any ideas why it manages to switch to the other window and why I am getting null values? - (void) applicationDidFinishLaunching:(UIApplication*)application { printf_console("-> applicationDidFinishLaunching()\n"); NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults]; [userDefaults setInteger:0 forKey:@"Store"]; [userDefaults setInteger:0 forKey:@"Facebook"]; [userDefaults setInteger:0 forKey:@"Twitter"]; _storeWindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; _facebookWindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; _twitterWindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; viewControllerSK = [[SKViewController alloc]initWithNibName:@"SKViewController" bundle:nil]; viewControllerFacebook = [[xutils_exampleViewController alloc]initWithNibName:@"FacebookViewController" bundle:nil]; viewControllerTwitter = [[xutils_exampleViewController2 alloc]initWithNibName:@"TwitterViewController" bundle:nil]; [_storeWindow addSubview:viewControllerSK.view]; [_facebookWindow addSubview:viewControllerFacebook.view]; [_twitterWindow addSubview:viewControllerTwitter.view]; [SKStoreManager sharedManager]; [self startUnity:application]; } - (void) applicationDidBecomeActive:(UIApplication*)application { printf_console("-> applicationDidBecomeActive()\n"); if (gDidResignActive == true) { UnitySetAudioSessionActive(true); UnityPause(false); } gDidResignActive = false; [self newTimer]; } - (void) applicationWillResignActive:(UIApplication*)application { printf_console("-> applicationDidResignActive()\n"); UnitySetAudioSessionActive(false); UnityPause(true); gDidResignActive = true; } - (void) applicationDidReceiveMemoryWarning:(UIApplication*)application { printf_console("WARNING -> applicationDidReceiveMemoryWarning()\n"); } - (void) applicationWillTerminate:(UIApplication*)application { printf_console("-> applicationWillTerminate()\n"); UnityCleanup(); } -(void)newTimer { NSTimer *theTimer = [self getTimer]; [theTimer retain]; [[NSRunLoop currentRunLoop] addTimer: theTimer forMode: NSDefaultRunLoopMode]; } -(NSTimer *)getTimer { NSTimer *theTimer; theTimer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector: @selector(onLoop) userInfo:nil repeats:YES]; return [theTimer autorelease]; } -(void)onLoop { NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults]; //NSLog(@"FB: %@", [userDefaults integerForKey:@"Facebook"]); if ([userDefaults integerForKey:@"Store"] != 1 && [userDefaults integerForKey:@"Facebook"] != 1 && [userDefaults integerForKey:@"Twitter"] != 1) { UnityPause(FALSE); _window.hidden = NO; _storeWindow.hidden = YES; _facebookWindow.hidden = YES; _twitterWindow.hidden = YES; [_window makeKeyWindow]; } if ([userDefaults integerForKey:@"Store"] == 1) { UnityPause(TRUE); _storeWindow.hidden = NO; _window.hidden = YES; [_storeWindow makeKeyWindow]; } if ([userDefaults integerForKey:@"Facebook"] == 1) { UnityPause(TRUE); _facebookWindow.hidden = NO; _window.hidden = YES; [_facebookWindow makeKeyWindow]; } if ([userDefaults integerForKey:@"Twitter"] == 1) { UnityPause(TRUE); _twitterWindow.hidden = NO; _window.hidden = YES; [_twitterWindow makeKeyWindow]; } } -(void) dealloc { DestroySurface(&_surface); [_context release]; _context = nil; [_window release]; [_storeWindow release]; [_facebookWindow release]; [_twitterWindow release]; [viewControllerSK release]; [viewControllerFacebook release]; [viewControllerTwitter release]; [super dealloc]; }

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  • playing flv in website

    - by samoyed
    hello to all, my client wants to play a flash video in their website. just to make sure i understand correctly, i need to: 1. create an FLV file 2. use either some flv player or wrap the flv inside swf questions: 1. the player option - will visitor have to download /install it or is it install only once, in the website itself? any FREE player you can recommend the will ensure cross browser compatibility? swf option: will i need the flash application in order to do the wrapping? will i be able to later use something like flashobject library for the actual embedding? what are the main considerations for choosing between the two options , if indeed these are the options? any help would be highly appreciated. have a nice day and let's pray for a lot of goals today :-)

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  • Audio Player Royalty Free Music (dynamic audios )?

    - by Surya sasidhar
    hi, I am using Royalty Free Music player for playing the audio. ya it is playing perfect but i need to play it dynamically, i mean the audio will come from database how can i write the code for that. This is the royalty free music code..... var so = new SWFObject("playerSingle.swf", "mymovie", "192", "67", "7", "#FFFFFF"); so.addVariable("autoPlay", "yes"); so.addVariable("soundPath","song.mp3"); so.addVariable("overColor","#000044") so.addVariable("playerSkin","1") so.write("flashPlayer"); this above code is written in source code with in the script tag, then how can i write for dynamic audios please help me thanking you and this is the link for that site.. http://www.premiumbeat.com/flash_resources/free_flash_music_player/single_track_flash_mp3_player.php

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  • Media player hide control

    - by Geetha
    Hi All, I am using the following code to play video in asp.net application. I want to hide the mediaplayer default controls. Code: <object id="mediaPlayer" classid="clsid:22D6F312-B0F6-11D0-94AB-0080C74C7E95" codebase="http://activex.microsoft.com/activex/controls/mplayer/en/nsmp2inf.cab#Version=5,1,52,701" width="480" height="270" standby="Loading Microsoft Windows Media Player components..." type="application/x-oleobject"> <param name="fileName" value="" /> <param name="animationatStart" value="true" /> <param name="transparentatStart" value="true" /> <param name="autoStart" value="true" /> <param name="showControls" value="true" /> <param name="volume" value="150" /> <param name="loop" value="false" /> <param name="windowlessVideo" value="true" /> </object>

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  • Are there any Android YouTube Player Flags?

    - by stormin986
    My goal is to launch a video in the YouTube player, and then return to my app. I realize I can't control what's going on in another app, BUT I'm wondering if the YouTube app supports any kind of flags or data set in the calling Intent that might support this functionality. Anyone aware of any? I cannot find any documentation on the YouTube app/activities. I had to watch the logs just to figure out which activity to call in the first place (so the choose app dialog didn't appear).

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  • ipad video format

    - by Mike
    When you use iTunes to sync your videos with the iPhone the videos are always saved with no more than 640 pixels wide, if I am not wrong. What about the iPad? What is the size of videos iTunes syncs with iPad? 1024x768? and what if the video has a dimension below 1024x768? Will it scale up? or will it keep the video at low res and scale when you play? thanks.

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