Search Results

Search found 7178 results on 288 pages for 'audio playing'.

Page 127/288 | < Previous Page | 123 124 125 126 127 128 129 130 131 132 133 134  | Next Page >

  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

    Read the article

  • IIS on localhost is very slow

    - by Nyla Pareska
    I am using IIS7 on Windows Vista dual core cpu. The first time hit on a WCF service or an ASP.NET webform sometimes takes way longer than a minute which is not really acceptable for me. I configured the application to use the Classic .NET application pool and tried playing with the Maximum worker processes, first setting it to 4 but put it back to 1 as it did not have the expected result. Are there any other things that I can try?

    Read the article

  • Is it possible to do a wget dry-run?

    - by Svish
    I know you can download webpages recursively using wget, but is it possible to do a dry-run? So that you could sort of do a test-run to see how much would be downloaded if you actually did it? Thinking about pages that have a lot of links to media files like for example images, audio or movie files.

    Read the article

  • Ubuntu suddenly freezes

    - by tapan
    I've a strange problem with my ubuntu 10.04 installation. Whenever i boot into ubuntu the entire system freezes / hangs soon after (~ 2 mins in). This problem exists on my windows 7 installation too. However if i start World of Warcraft or Warcraft on windows it doesnt hang for the duration i'm playing the game. After i stop playing and exit the game my laptop hangs inside 2 mins. Here is when it gets weirder. If i disconnect the charger, the laptop doesn't hang. However when I start it in ubuntu recovery mode and drop to root shell and use the 'startx' command everything works perfectly. I cannot figure out what the problem is. i have an intel core2duo 2.2ghz processor, intel mobile 965 graphics, 2 GB RAM for more details here is the output of cat /proc/cpuinfo : processor : 0 vendor_id : GenuineIntel cpu family : 6 model : 15 model name : Intel(R) Core(TM)2 Duo CPU T7500 @ 2.20GHz stepping : 11 cpu MHz : 2201.000 cache size : 4096 KB physical id : 0 siblings : 2 core id : 0 cpu cores : 2 apicid : 0 initial apicid : 0 fdiv_bug : no hlt_bug : no f00f_bug : no coma_bug : no fpu : yes fpu_exception : yes cpuid level : 10 wp : yes flags : fpu vme de pse tsc msr pae mce cx8 apic mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe nx lm constant_tsc arch_perfmon pebs bts pni dtes64 monitor ds_cpl vmx est tm2 ssse3 cx16 xtpr pdcm lahf_lm ida tpr_shadow vnmi flexpriority bogomips : 4389.80 clflush size : 64 power management: processor : 1 vendor_id : GenuineIntel cpu family : 6 model : 15 model name : Intel(R) Core(TM)2 Duo CPU T7500 @ 2.20GHz stepping : 11 cpu MHz : 2201.000 cache size : 4096 KB physical id : 0 siblings : 2 core id : 1 cpu cores : 2 apicid : 1 initial apicid : 1 fdiv_bug : no hlt_bug : no f00f_bug : no coma_bug : no fpu : yes fpu_exception : yes cpuid level : 10 wp : yes flags : fpu vme de pse tsc msr pae mce cx8 apic mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe nx lm constant_tsc arch_perfmon pebs bts pni dtes64 monitor ds_cpl vmx est tm2 ssse3 cx16 xtpr pdcm lahf_lm ida tpr_shadow vnmi flexpriority bogomips : 4388.96 clflush size : 64 power management: here is the output of cat /proc/meminfo MemTotal: 2052440 kB MemFree: 55924 kB Buffers: 579352 kB Cached: 821752 kB SwapCached: 704 kB Active: 897124 kB Inactive: 1032256 kB Active(anon): 412140 kB Inactive(anon): 264804 kB Active(file): 484984 kB Inactive(file): 767452 kB Unevictable: 0 kB Mlocked: 0 kB HighTotal: 1178440 kB HighFree: 6012 kB LowTotal: 874000 kB LowFree: 49912 kB SwapTotal: 995988 kB SwapFree: 986616 kB Dirty: 8928 kB Writeback: 0 kB AnonPages: 527596 kB Mapped: 76536 kB Slab: 39480 kB SReclaimable: 21100 kB SUnreclaim: 18380 kB PageTables: 5672 kB NFS_Unstable: 0 kB Bounce: 0 kB WritebackTmp: 0 kB CommitLimit: 2022208 kB Committed_AS: 1856400 kB VmallocTotal: 122880 kB VmallocUsed: 11928 kB VmallocChunk: 104644 kB HugePages_Total: 0 HugePages_Free: 0 HugePages_Rsvd: 0 HugePages_Surp: 0 Hugepagesize: 4096 kB DirectMap4k: 16376 kB DirectMap4M: 892928 kB Also the kern.log doesn't show any errors. What I want to know is what might be the problem, how i could test for it and if there are any solutions I could try. Thanks :).

    Read the article

  • iSCSI timeouts under high load

    - by Antonio
    I have two servers connected via Gigabit Ethernet. One is iSCSI target, the second one is initiator. When I run mkfs.ext4 at initiator, after a while disk IO slows down critically. In the target host I can see the following in syslog: Sep 14 09:40:03 sh11 tgtd: abort_task_set(1139) found 119668c 0 Sep 14 09:40:03 sh11 tgtd: abort_cmd(1115) found 119668c 6 Sep 14 09:40:03 sh11 tgtd: abort_task_set(1139) found 119668d 0 Sep 14 09:40:03 sh11 tgtd: abort_cmd(1115) found 119668d 6 Sep 14 09:40:03 sh11 tgtd: abort_task_set(1139) found 119668e 0 Sep 14 09:40:03 sh11 tgtd: abort_cmd(1115) found 119668e 6 Sep 14 09:40:03 sh11 tgtd: abort_task_set(1139) found 1196696 0 Sep 14 09:40:03 sh11 tgtd: abort_cmd(1115) found 1196696 6 Sep 14 09:40:03 sh11 tgtd: abort_task_set(1139) found 119669e 0 Sep 14 09:40:03 sh11 tgtd: abort_cmd(1115) found 119669e 6 Sep 14 09:40:04 sh11 tgtd: abort_task_set(1139) found 119669f 0 Sep 14 09:40:04 sh11 tgtd: abort_cmd(1115) found 119669f 6 And load average grows to 12 or even more: # uptime 12:37:00 up 23 days, 13:25, 1 user, load average: 12.00, 7.00, 4.00 CentOS 6.3 tgtd 1.0.24 Intel Pentium 4 2.4GHz 1Gb RAM 2Tb WD Cavlar Green SATA 2.0 #lspci 00:00.0 Host bridge: Intel Corporation 82845G/GL[Brookdale-G]/GE/PE DRAM Controller/Host-Hub Interface (rev 02) 00:01.0 PCI bridge: Intel Corporation 82845G/GL[Brookdale-G]/GE/PE Host-to-AGP Bridge (rev 02) 00:1d.0 USB controller: Intel Corporation 82801DB/DBL/DBM (ICH4/ICH4-L/ICH4-M) USB UHCI Controller #1 (rev 02) 00:1d.1 USB controller: Intel Corporation 82801DB/DBL/DBM (ICH4/ICH4-L/ICH4-M) USB UHCI Controller #2 (rev 02) 00:1d.2 USB controller: Intel Corporation 82801DB/DBL/DBM (ICH4/ICH4-L/ICH4-M) USB UHCI Controller #3 (rev 02) 00:1d.7 USB controller: Intel Corporation 82801DB/DBM (ICH4/ICH4-M) USB2 EHCI Controller (rev 02) 00:1e.0 PCI bridge: Intel Corporation 82801 PCI Bridge (rev 82) 00:1f.0 ISA bridge: Intel Corporation 82801DB/DBL (ICH4/ICH4-L) LPC Interface Bridge (rev 02) 00:1f.1 IDE interface: Intel Corporation 82801DB (ICH4) IDE Controller (rev 02) 00:1f.3 SMBus: Intel Corporation 82801DB/DBL/DBM (ICH4/ICH4-L/ICH4-M) SMBus Controller (rev 02) 00:1f.5 Multimedia audio controller: Intel Corporation 82801DB/DBL/DBM (ICH4/ICH4-L/ICH4-M) AC'97 Audio Controller (rev 02) 01:00.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI RV200 QW [Radeon 7500] 02:01.0 Ethernet controller: D-Link System Inc DGE-530T Gigabit Ethernet Adapter (rev 11) (rev 11) 02:02.0 RAID bus controller: VIA Technologies, Inc. VT6421 IDE/SATA Controller (rev 50) 02:03.0 RAID bus controller: VIA Technologies, Inc. VT6421 IDE/SATA Controller (rev 50) 02:04.0 RAID bus controller: Silicon Image, Inc. SiI 3114 [SATALink/SATARaid] Serial ATA Controller (rev 02) 02:08.0 Ethernet controller: Intel Corporation 82801DB PRO/100 VE (CNR) Ethernet Controller (rev 82) Is there a way to tune target host to avoid these timeouts?

    Read the article

  • Ubuntu/Windows suddenly freezes

    - by tapan
    I've a strange problem with my ubuntu 10.04 installation. Whenever i boot into ubuntu the entire system freezes / hangs soon after (~ 2 mins in). This problem exists on my windows 7 installation too. However if i start World of Warcraft or Warcraft on windows it doesnt hang for the duration i'm playing the game. After i stop playing and exit the game my laptop hangs inside 2 mins. Here is when it gets weirder. If i disconnect the charger, the laptop doesn't hang. However when I start it in ubuntu recovery mode and drop to root shell and use the 'startx' command everything works perfectly. I cannot figure out what the problem is. i have an intel core2duo 2.2ghz processor, intel mobile 965 graphics, 2 GB RAM for more details here is the output of cat /proc/cpuinfo : processor : 0 vendor_id : GenuineIntel cpu family : 6 model : 15 model name : Intel(R) Core(TM)2 Duo CPU T7500 @ 2.20GHz stepping : 11 cpu MHz : 2201.000 cache size : 4096 KB physical id : 0 siblings : 2 core id : 0 cpu cores : 2 apicid : 0 initial apicid : 0 fdiv_bug : no hlt_bug : no f00f_bug : no coma_bug : no fpu : yes fpu_exception : yes cpuid level : 10 wp : yes flags : fpu vme de pse tsc msr pae mce cx8 apic mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe nx lm constant_tsc arch_perfmon pebs bts pni dtes64 monitor ds_cpl vmx est tm2 ssse3 cx16 xtpr pdcm lahf_lm ida tpr_shadow vnmi flexpriority bogomips : 4389.80 clflush size : 64 power management: processor : 1 vendor_id : GenuineIntel cpu family : 6 model : 15 model name : Intel(R) Core(TM)2 Duo CPU T7500 @ 2.20GHz stepping : 11 cpu MHz : 2201.000 cache size : 4096 KB physical id : 0 siblings : 2 core id : 1 cpu cores : 2 apicid : 1 initial apicid : 1 fdiv_bug : no hlt_bug : no f00f_bug : no coma_bug : no fpu : yes fpu_exception : yes cpuid level : 10 wp : yes flags : fpu vme de pse tsc msr pae mce cx8 apic mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe nx lm constant_tsc arch_perfmon pebs bts pni dtes64 monitor ds_cpl vmx est tm2 ssse3 cx16 xtpr pdcm lahf_lm ida tpr_shadow vnmi flexpriority bogomips : 4388.96 clflush size : 64 power management: here is the output of cat /proc/meminfo MemTotal: 2052440 kB MemFree: 55924 kB Buffers: 579352 kB Cached: 821752 kB SwapCached: 704 kB Active: 897124 kB Inactive: 1032256 kB Active(anon): 412140 kB Inactive(anon): 264804 kB Active(file): 484984 kB Inactive(file): 767452 kB Unevictable: 0 kB Mlocked: 0 kB HighTotal: 1178440 kB HighFree: 6012 kB LowTotal: 874000 kB LowFree: 49912 kB SwapTotal: 995988 kB SwapFree: 986616 kB Dirty: 8928 kB Writeback: 0 kB AnonPages: 527596 kB Mapped: 76536 kB Slab: 39480 kB SReclaimable: 21100 kB SUnreclaim: 18380 kB PageTables: 5672 kB NFS_Unstable: 0 kB Bounce: 0 kB WritebackTmp: 0 kB CommitLimit: 2022208 kB Committed_AS: 1856400 kB VmallocTotal: 122880 kB VmallocUsed: 11928 kB VmallocChunk: 104644 kB HugePages_Total: 0 HugePages_Free: 0 HugePages_Rsvd: 0 HugePages_Surp: 0 Hugepagesize: 4096 kB DirectMap4k: 16376 kB DirectMap4M: 892928 kB Also the kern.log doesn't show any errors. What I want to know is what might be the problem, how i could test for it and if there are any solutions I could try. Thanks :).

    Read the article

  • Logitech G15 for gaming

    - by ChrisInEdmonton
    I am about to pick up a new computer today, complete with a Logitech G15 keyboard. I primarily play Team Fortress 2, though certainly not exclusively. I believe I can use Fraps to report on the frame rate of any game I'm playing. Any other cool programs I can use with my G15?

    Read the article

  • Video converter to convert any format to light-weight avi format(for mobile and portable multimedia

    - by infant programmer
    These answers don't satisfy MY needs. My mobile supports .3gp and .avi formats 3gp files are always smaller in size but with least quality (especially audio part) Avi (certainly) exhibits better quality but the video converter I am using (namely Xillisoft VidConverter) outputs avi file with very high size, which isn't suitable for portable devices So I'm looking for (essentially free or open source) software that creates smaller files with a better quality than 3gp! thank you :-)

    Read the article

  • FFmpeg - No Such File or Directory?

    - by Lynda
    I am attempting to use FFmpeg to extract audio from a mp4 and I keep running into this error: CFileffmpegvideo.mp4: No such file or directory exist. I am in command prompt (in Windows 7) and have the path as C:\Files\ffmpeg (Where ffmpeg is). I run this command line ffmpeg -i C:\Files\ffmpeg\video.mp4 -f mp3 -ab 320000 -vn music.mp3 The file is in the same folder as ffmpeg. I know I am missing something simple here but what is it?

    Read the article

  • Import/rip/convert DVD to Adobe Premiere Pro for Mac

    - by alexyu2010
    For those who want to edit their videos, Adobe Premiere Pro will inevitably a good choice, it is a professional, real time, timeline based video editing software application that supports many video editing cards and plug-ins for accelerated processing, additional file format support and video/audio effects. Although Adobe Premiere Pro is said to be for professionals, is not so complicated that a hobbyist can't excel at using it in an hour or so. General file formats supported by Adobe Premiere Pro Up to now, Adobe Creative Suite has released several versions of Adobe Premiere Pro, including Adobe Premiere 1.0, Adobe Premiere 2.0, Adobe Premiere Pro CS3, Adobe Premiere Pro CS4 and the newly published Adobe Premiere Pro CS5. Although I saw diversity in file formats they support, I did find some common file formats supported by all of them, such as AVI, MOV, MPG. Importing DVD, Adobe Premiere Pro says "NO" It is obvious to all of us that Adobe Premiere Pro will never give DVD a hug, and it isn't rare to see that many people are really confused when they want to import their DVDs to Adobe Premiere Pro for editing. What to do? Yes, you may have noticed that, there is only a way out, that is ripping your DVDs to some formats workable with Adobe Premiere Pro natively, and this is what DVD to Adobe Premiere Pro can do. Importing DVD to Adobe Premiere Pro on Mac DVD to Adobe Premiere Pro converter for Mac is the specially designed application for ripping/converting DVD movies, DVD VOB files or DVD clips to Adobe Premiere Pro compatible AVI, MOV, MPG files with either DVD ripping tool and video converting tool within the versatile DVD to Adobe Premiere Pro converter who is a powerful program for dealing with DVD and videos perfectly. Mac DVD to Adobe Premiere Pro converter can work with a wide variety of files including DVD, VOB, AVI, WMV, MPG, MOV, MP4, DV, FLV, MKV, ASF, SWF, HD video for using with other editing tools like iMovie, FCP etc, play on QuickTime, iTunes, put on portable devices like iPod, iPhone, iPad, iRiver, BlackBerry, Gphone, Mobile Phone or upload to webistes such as YouTube, MySpace. DVD to Adobe Premiere Pro converter for Mac can also help you do some basic editing. You can trim, crop your DVD movie or DVD clip, apply special effect to make it more artistic, merge several DVD clips to a single one or tweak the output parameters for video and audio separately to get a better quality rendering. Besides, to get a good common of the process the preview widnows is also available for you.

    Read the article

  • What’s the Minimum System Spec Recommended For Developer Laptop

    - by DaveDev
    I'll be regularly running Visual Studio 2010 Professional, SQLServer Express, Office and at least 1 virtual environment running a Linux Distro. I want the machine to be snappy and responsive even when doing a reasonable amount of Development work. I want to spend what it takes for this, but I don't want to go overboard spending more than I need to. I won't be playing many games or graphics processing so i won't need a monster of a machine. Any recommendations?

    Read the article

  • How to set resolution on mplayer with libcaca?

    - by AndrejaKo
    I'm using mplayer and libcaca on Gentoo. My framebuffer (uvesafb) is running at 1920x1200 (I don't know how many characters that is) and mplayer has problems filling up the screen, so video and audio lose synchronization. I'm looking for ways to improve performance. The most obvious solution would be to decrease resolution of mplayer, so I'm looking for ways to do that. Any other performance tips would be appriciated.

    Read the article

  • Professional CD burning for music on Mac

    - by Vittorio Vittori
    Hi, I'm looking for a professional CD burning software which can not only burn music, but fix audio fades between songs and other features for professional mastering like Sony CD Architect available only for Windows. The best should it also support FLAC lossless format, but it's not foundamental. Does someone know some alternative on Mac?

    Read the article

  • My computer freezes irregularly

    - by Manhim
    My computer started to freeze at irregular times for 3 weeks now. Please note that this question change with each things that i try. (For additional details) What happens My computer freezes, the video stops. (No graphic glitches, it just stops) Sound keeps playing up to some time (Usually 10-30 seconds) then stops playing. Sometimes, randomly, the screen on my G-15 keyboard flickers and I see caracters not at the right places. Usually happens for about 1-2 seconds and a bit before my computer freezes. I have to keep the power button pressed for 4 seconds to shut my computer down. I still hear my hard drives and fans working. Sometimes it works with no problems for a full day, some other times it just keeps freezing each time I restart my computer and I have to leave it for the rest of the day. Sometimes my mouse freezes for a fraction of a second (Like 0.01 to 0.2 seconds) quite randomly, usually before it freezes. No errors spotted by the "Action center" unlike when I had problems with my last video card on this system (Driver errors). My G-15 LCD screen also freezes. Sometimes my G-15 LCD screen flickers and caracters gets caried around temporary under heavy load. Now, most of the times, the BIOS hard disks boot order gets reversed for some reason and I have to put it to the right one and save each times I boot. (Might be unrelated, not sure, but it first started yesterday) Sometimes the BIOS doesn't detect my 750GB hard drive plugged in SATA1. What I did so far I have had similar problems in the past and I had changed my hard drive (It was faulty), so I tested my software RAID-0 array and it was faulty so I changed it. (I reinstalled Windows 7 with this part). I also tested with unplugging my secondary hard drive. My CPU was running at about 100 degree Celsius, I removed the dust between the fans and the heatsink and it's now between 45-55. I ran a CPU stress-test and it didn't freeze during the tests (using Prime95 on all cores) Ran a memory test (using memtest86+) for a single pass and there were no errors. Ran a GPU stress test with ati-tools and furmark and it didn't freeze during the tests. (No artefacts either) I had troubles with my graphic card when I got it, but I think that it got fixed with a driver update. I checked the voltages in my BIOS setup and they all seemed ok (±0.2 I think). I have ran on the computer without problems with Fedora 15 on an external hard drive (Appart that it couldn't load Gnome 3 and was reverting to Gnome 2, didn't want to install drivers since I use it on multiple computers) I used it to backup my files from the raid array to my 1TB hard drive for the reinstallation of Windows. (So the crashes only happenned on Windows) [The external hard drive is plugged directly on a SATA port] I contacted EVGA (My graphic card vendor) and pointed them on this question, I'm looking for an answer. Ran sensors on Fedora 15 and got this output: http://pastebin.com/0BHJnAvu Ran 6 short different CPU stress test on Fedora 15 (Haven't found any complete stress testers for Linux) and it didn't crash. Changed the thermal paste to some Artic Silver 5 for my CPU and stress tested the CPU, temperature was at 50 idle, then 64 highest and slowly went down to 62 during the test. Ran some stress testing with a temporary graphic card and it went ok. Ran furmark stress test with my original graphic card and it freezed again. GPU had a temp of 74C, a CPU temp of 58C and a mobo temp of 40C or 45C (Dunno which one it is from SpeedFan). Ran a furmark stress test and a CPU stress test at the same time, results: http://pastebin.com/2t6PLpdJ I have been using my computer without stressing it for about 2 hours now and no crashes yet. I also have disabled the AMD Cool'n'quiet function on the BIOS for a more regular power to the CPU. When I ran Furmark without C'n'q my computer didn't freeze but I had a "Driver Kernel Error" that have recovered (And Furmark crashed) all that while running a CPU stress test. The computer eventually frozed without me being at it, but this time my screen just went on sleep and I couldn't wake it. Using the stability tester in nTune my computer freezed again (In the same manner as before). I notived that Speedfan gives me a -12V of -16.97V and a -5V of -8.78V. I wonder if these numbers are reliable and if they are good or bad. I have swapped my G-15 with another basic USB keyboard (HP) and I have ran furmark for about 10 minutes with a CPU stability test running each 60 seconds for 30 seconds and my computer haven't crashed yet. Ran some more extended tests without my G-15 and it freezed like it usually do. Removed the nForce Hard disk controler. Disabled command queuing in the NVIDIA nForce SATA Controller for both port 0 and port 1 (Errors from the logs) Used CPUID HwMonitor, here are the voltages: http://pastebin.com/dfM7p4jV Changed some configurations in the motherboard BIOS: Disabled PEG Link Mode, Changed AI Tuning to Standard, Disabled the 1394 Controller, Disabled HD Audio, Disabled JMicron RAID controller and Disabled SATA Raid. When it happens When I play video games (Mostly) When I play flash games (Second most) When I'm looking at my desktop background (It rarely happens when I have a window open, but it does, sometimes) When my Graphic card and my CPU are stressed. Sometimes when my Graphic card is stressed. Never happenned while stressing only the CPU. Sometimes when my CPU is stressed. Specs Windows Seven x64 Home Premium Motherboard: M2N-SLI Deluxe CPU: AMD Phenom 9950 x2 @ 2.6GHz Memory: Kingston 4x2GB Dual Channel (Pretty basic memory sticks) Hard drives: Was 2x250GB (Western digital caviar) in raid-0 + 1TB (WD caviar black), I replaced the raid array with a 750GB (WD caviar black) [Yes I removed the array from the raid configurations] 750W Power supply No overcloking. Ever. There have been some power-downs like 4-5 weeks ago, but the problem didn't start immediately after. (I wasn't home, so my computer got shut-down) Event logs (Warnings, errors and critical errors) for the last 24 hours: http://pastebin.com/Bvvk31T7 My current to-try list Reinstall the drivers and software 1 by 1 and do extensive stress testing between each. Update the BIOS firmware to the most recent stable one. Change my motherboard. Status updates Keeping only the last 3 (28/06 04pm) More stress testing and still pass the tests. (28/06 03pm) Been stress testing for 10 minute straight now and 5 minutes with both CPU and GPU being stressed at the same time. (28/06 03pm) Stress-testing right now, so far no problems. A little hope Tests with Furmark and Prime95. Testing Windows bare-bone: 30 Minutes stress, no freeze. Installing an Anti-virus and some software, restarting computer. Testing with Anti-virus and some software (No drivers installed): 30 Minutes stress, no freeze. Installing audio drivers, restarting computer. Testing with the audio drivers: 30 Minutes stress, no freeze. Installing the latest graphic drivers from EVGA's website (without 3d vision since I don't use it), restarting computer. Testing with the graphic drivers: 30 Minutes stress, no freeze. Configuring Windows to my liking and installing more softwares. In this situation, how can I successfully pin-point the current hardware problem? (If it's a hardware problem) Because I don't really have the budget to just forget and replace everything. I also don't really have hardware to test-replace current hardware.

    Read the article

  • script to recursively check for and select dependencies

    - by rp.sullivan
    I have written a script that does this but it is one of my first scripts ever so i am sure there is a better way:) Let me know how you would go about doing this. I'm looking for a simple yet efficient way to do this. Here is some important background info: ( It might be a little confusing but hopefully by the end it will make sense. ) 1) This image shows the structure/location of the relevant dirs and files. 2) The packages.file located at ./config/default/config/packages is a space delimited file. field5 is the "package name" which i will call $a for explanations sake. field4 is the name of the dir containing the $a.dir i will call $b field1 shows if the package is selected or not, "X"(capital x) for selected and "O"(capital o as in orange) for not selected. Here is an example of what the packages.file might contain: ... X ---3------ 104.800 database gdbm 1.8.3 / base/library CROSS 0 O -1---5---- 105.000 base libiconv 1.13.1 / base/tool CROSS 0 X 01---5---- 105.000 base pkgconfig 0.25 / base/tool CROSS 0 X -1-3------ 105.000 base texinfo 4.13a / base/tool CROSS DIETLIBC 0 O -----5---- 105.000 develop duma 2_5_15 / base/development CROSS NOPARALLEL 0 O -----5---- 105.000 develop electricfence 2_4_13 / base/development CROSS 0 O -----5---- 105.000 develop gnupth 2.0.7 / extra/development CROSS NOPARALLEL FPIC-QUIRK 0 ... 3) For almost every package listed in the "packages.file" there is a corresponding ".cache file" The .cache file for package $a would be located at ./package/$b/$a/$a.cache The .cache files contain a list of dependencies for that particular package. Here is an example of one of the .cache files might look like. Note that the dependencies are field2 of lines containing "[DEP]" These dependencies are all names of packages in the "package.file" [TIMESTAMP] 1134178701 Sat Dec 10 02:38:21 2005 [BUILDTIME] 295 (9) [SIZE] 11.64 MB, 191 files [DEP] 00-dirtree [DEP] bash [DEP] binutils [DEP] bzip2 [DEP] cf [DEP] coreutils ... So with all that in mind... I'm looking for a shell script that: From within the "main dir" Looks at the ./config/default/config/packages file and finds the "selected" packages and reads the corresponding .cache Then compiles a list of dependencies that excludes the already selected packages Then selects the dependencies (by changing field1 to X) in the ./config/default/config/packages file and repeats until all the dependencies are met Note: The script will ultimately end up in the "scripts dir" and be called from the "main dir". If this is not clear let me know what need clarification. For those interested I'm playing around with T2 SDE. If you are into playing around with linux it might be worth taking a look.

    Read the article

  • convert mp4 to flv. Adobe Medio Encoder Failing.

    - by Derek Adair
    Hi, I am trying to encode a .mp4 to a .flv I've tried using the Adobe Media Encoder but the video is lost in the conversion process, leaving me a black screen and some audio. I have yet to find something that can do this successfully for free. I found ffmpeg, which looks promising... but I can't figure out how to get it to work. Any direction would be greatly appreciated. -Thanks.

    Read the article

  • Low framerate on background apps

    - by user1698923
    My problem is that when a game is running in the foreground, in Full Screen mode, any applications on my second monitor (such as youtube videos, videos, not app specific) drop their frame-rate to about 2-3 FPS. It seems like some sort of power management option that I can't track down. As far as I can tell, it's not due to the GPU not being able to keep up. For instance, my PC can play League of Legends at about 280FPS when the framerate is uncapped. If i cap it at 60FPS using the in-game option, it has no affect on the performance of the background app. Summary Operating System Windows 8 Pro 64-bit CPU Intel Core i7 3820 @ 3.60GHz 42 °C Sandy Bridge-E 32nm Technology RAM 12.0GB Triple-Channel DDR3 @ 533MHz (7-7-7-20) Motherboard Gigabyte Technology Co., Ltd. X79-UD3 (SOCKET 0) 37 °C Graphics DELL U2713HM (2560x1440@59Hz) DELL U2713HM (2560x1440@59Hz) 1280MB NVIDIA GeForce GTX 570 (Gigabyte) 58 °C Hard Drives 212GB Volume0 (RAID) 1863GB Western Digital WDC WD20EARS-00MVWB0 (SATA) 36 °C 1863GB Western Digital WDC WD20EARS-00MVWB0 (SATA) 34 °C Optical Drives No optical disk drives detected Audio ASUS Xonar Essence STX Audio Device Operating System Windows 8 Pro 64-bit Computer type: Desktop Graphics Monitor 1 Name DELL U2713HM on NVIDIA GeForce GTX 570 Current Resolution 2560x1440 pixels Work Resolution 2560x1400 pixels State Enabled, Output devices support Multiple displays Extended, Secondary, Enabled Monitor Width 2560 Monitor Height 1440 Monitor BPP 32 bits per pixel Monitor Frequency 59 Hz Device \\.\DISPLAY4\Monitor0 Monitor 2 Name DELL U2713HM on NVIDIA GeForce GTX 570 Current Resolution 2560x1440 pixels Work Resolution 2560x1400 pixels State Enabled, Output devices support Multiple displays Extended, Primary, Enabled Monitor Width 2560 Monitor Height 1440 Monitor BPP 32 bits per pixel Monitor Frequency 59 Hz Device \\.\DISPLAY5\Monitor0 NVIDIA GeForce GTX 570 Manufacturer NVIDIA Model GeForce GTX 570 GPU GF110 Device ID 10DE-1086 Revision A2 Subvendor Gigabyte (1458) Series GeForce GTX 500 Current Performance Level Level 3 Current GPU Clock 845 MHz Current Memory Clock 1900 MHz Current Shader Clock 1690 MHz Voltage 0.988 V Technology 40 nm Die Size 520 mm² Release Date Dec 07, 2010 DirectX Support 11.0 OpenGL Support 5.0 Bus Interface PCI Express x16 Temperature 57 °C Driver version 9.18.13.2018 BIOS Version 70.10.55.00.01 ROPs 40 Shaders 512 unified Memory Type GDDR5 Memory 1280 MB Bus Width 64x5 (320 bit) Filtering Modes 16x Anisotropic Noise Level Moderate Max Power Draw 219 Watts Count of performance levels : 3 Level 1 - "Default" GPU Clock 50 MHz Memory Clock 135 MHz Shader Clock 101 MHz Level 2 - "2D Desktop" GPU Clock 405 MHz Memory Clock 324 MHz Shader Clock 810 MHz Level 3 - "3D Applications" GPU Clock 845 MHz Memory Clock 1900 MHz Shader Clock 1690 MHz Things I've tried: 1) Updating the graphics driver 2) Setting windows power mode to High Performance 3) Reset Nvidia Global Performance settings to default

    Read the article

< Previous Page | 123 124 125 126 127 128 129 130 131 132 133 134  | Next Page >