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  • How to blend the sprite into background?

    - by optimisez
    I try to blend the character into game but I still cannot remove the blue color in the sprite sheet and discover that the white area of sprite is semi-transparent. Before that, the color D3DCOLOR_XRGB(255, 255, 255) is set in D3DXCreateTextureFromFileEx. You will see the fireball through the sprite. After I change the color to D3DCOLOR_XRGB(0, 255, 255), the result will be Now, I am trying to remove the blue color of the sprite sheet and my expected result is something like that Until now, I still cannot figure out how to do that. Any ideas? void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(0, 255, 255), NULL, NULL, &player); } void renderPlayer() { sprite->Draw(player, &playerRect, NULL, &D3DXVECTOR3(playerDest.X, playerDest.Y, 0),D3DCOLOR_XRGB(255, 255, 255)); } void initFireball() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "fireball.png", 512, 512, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &fireball); } void renderFireball() { sprite->Draw(fireball, &fireballRect, NULL, &D3DXVECTOR3(fireballDest.X, fireballDest.Y, 0), D3DCOLOR_XRGB(255,255, 255)); }

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  • Is there a command to "manually automount" an attached disk?

    - by cheshirekow
    I have an extra hard drive which I use for backups. The label on its one and only partition is "backup". When I open nautilus and click on "backup" it mounds the drive in "/media/backup", and then there's a little eject button next to it's icon in nautilus. If I manually mount the drive by creating a directory and using "sudo mount /dev/sdx /some/dir", the eject icon still shows up in nautilus, but when I press it I get an error because the device was not mounted via whatever it is that mounts it the other way. What I would like is to be able to do this "mount to /media/backup and enable the eject button" via the command line. The goal is to have the device mounted by a script which needs the drive, but then leave it mounted until I manually eject it... if I want to. P.S. I'm aware that I can have the drive auto mounted at startup, but that's not what I'm looking for here, and I'd like to know if this is possible. Clarification: I'm looking for a command to "mount the drive the way nautilus would". This should create the directory "/media/backup", mount the device to that directory, and then when I press the eject button from nautilus, it should unmount the device and delete the directory.

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  • Generic rule parser for RPG board game rules - how to do it?

    - by burzum
    I want to build a generic rule parser for pen and paper style RPG systems. A rule can involve usually 1 to N entities 1 to N roles of a dice and calculating values based on multiple attributes of an entity. For example: Player has STR 18, his currently equipped weapon gives him a bonus of +1 STR but a malus of DEX -1. He attacks a monster entity and the game logic now is required to run a set of rules or actions: Player rolls the dice, if he gets for example 8 or more (base attack value he needs to pass is one of his base attributes!) his attack is successfully. The monster then rolls the dice to calculate if the attack goes through it's armor. If yes the damage is taken if not the attack was blocked. Besides simple math rules can also have constraints like applying only to a certain class of user (warrior vs wizzard for example) or any other attribute. So this is not just limited to mathematical operations. If you're familiar with RPG systems like Dungeon and Dragons you'll know what I'm up to. My issue is now that I have no clue how to exactly build this the best possible way. I want people to be able to set up any kind of rule and later simply do an action like selecting a player and a monster and run an action (set of rules like an attack). I'm asking less for help with the database side of things but more about how to come up with a structure and a parser for it to keep my rules flexible. The language of choice for this is php by the way.

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  • Faster 2D Collision detection

    - by eShredder
    Recently I've been working on a fast-paced 2d shooter and I came across a mighty problem. Collision detection. Sure, it is working, but it is very slow. My goal is: Have lots of enemies on screen and have them to not touch each other. All of the enemies are chasing the player entity. Most of them have the same speed so sooner or later they all end up taking the same space while chasing the player. This really drops the fun factor since, for the player, it looks like you are being chased by one enemy only. To prevent them to take the same space I added a collision detection (a very basic 2D detection, the only method I know of) which is. Enemy class update method Loop through all enemies (continue; if the loop points at this object) If enemy object intersects with this object Push enemy object away from this enemy object This works fine. As long as I only have <200 enemy entities that is. When I get closer to 300-350 enemy entities my frame rate begins to drop heavily. First I thought it was bad rendering so I removed their draw call. This did not help at all so of course I realised it was the update method. The only heavy part in their update method is this each-enemy-loops-through-every-enemy part. When I get closer to 300 enemies the game does a 90000 (300x300) step itteration. My my~ I'm sure there must be another way to aproach this collision detection. Though I have no idea how. The pages I find is about how to actually do the collision between two objects or how to check collision between an object and a tile. I already know those two things. tl;dr? How do I aproach collision detection between LOTS of entities? Quick edit: If it is to any help, I'm using C# XNA.

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  • PyGTK/Quickly Add string to ListStore

    - by AllRadioisDead
    I'm trying to build an application that will prompt the user for a string, and then add that string to a Scrolling Listview object using quickly and PyGTK. I've been following this tutorial: http://developer.ubuntu.com/resources/app-developer-cookbook/multimedia/creating-a-simple-media-player/ When I hit the add button, the prompt comes up properly and I'm able to enter the string. The column appears correctly but the list ends up being blank. What am I doing wrong? import gettext from gettext import gettext as _ gettext.textdomain('spiderweb') from gi.repository import Gtk # pylint: disable=E0611 import logging logger = logging.getLogger('spiderweb') from spiderweb_lib import Window from spiderweb.AboutSpiderwebDialog import AboutSpiderwebDialog from spiderweb.PreferencesSpiderwebDialog import PreferencesSpiderwebDialog from quickly import prompts from quickly.widgets.dictionary_grid import DictionaryGrid import os # See spiderweb_lib.Window.py for more details about how this class works class SpiderwebWindow(Window): __gtype_name__ = "SpiderwebWindow" def finish_initializing(self, builder): # pylint: disable=E1002 """Set up the main window""" super(SpiderwebWindow, self).finish_initializing(builder) self.AboutDialog = AboutSpiderwebDialog self.PreferencesDialog = PreferencesSpiderwebDialog # Code for other initialization actions should be added here. self.supported_web_formats = [".net",".html", ".com"] def on_addbutton_clicked(self, widget, data=None): #let the user choose a path with the directory chooser response, string = prompts.string("Enter a string", "Please enter string:", "Sample Text") #make certain the user said ok before working if response == Gtk.ResponseType.OK: #make a list of the supported media files media_files = Gtk.ListStore(str) #add a dictionary to the list of media files media_files.append({"String":string}) #remove any children in scrolled window for c in self.ui.scrolledwindow1.get_children(): self.ui.scrolledwindow1.remove(c) #create the grid with list of dictionaries #only show the File column media_grid = DictionaryGrid(media_files, keys=["File"]) #show the grid, and add it to the scrolled window media_grid.show_all() self.ui.scrolledwindow1.add(media_grid)

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  • Animating sprites in HTML5 canvas

    - by fnx
    I'm creating a 2D platformer game with HTML5 canvas and javascript. I'm having a bit of a struggle with animations. Currently I animate by getting preloaded images from an array, and the code is really simple, in player.update() I call a function that does this: var animLength = this.animations[id].length; this.counter++; this.counter %= 3; if (this.counter == 2) this.spriteCounter++; this.spriteCounter %= animLength; return this.animations[id][this.spriteCounter]; There are a couple of problems with this one: When the player does 2 actions that require animating at the same time, animation speed doubles. Apparently this.counter++ is working twice at the same time. I imagine that if I start animating multiple sprites with this, the animation speed will multiply by the amount of sprites. Other issue is that I couldn't make the animation run only once instead of looping while key is held down. Someone told me that I should create a function Animation(animation id, isLooped boolean) and the use something like player.sprite = new Animation("explode", false) but I don't know how to make it work. Yes I'm a noob... :)

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  • Separate collision mesh model?

    - by Menno Gouw
    I want to have another go at 3D within XNA. What I have seen from some other games that they just have a separate very low poly model "cage" around the environment model. However I can not find any reference to this. I have not that much experience with XNA 3D either. Is it possible to have this cage within each of my environmental models already? Lets just say I call the mesh within the .FBX wall and col_wall. How would I call to these different meshes within XNA? The player would just have a tight collision cube around. To make it a bit more efficient I will be making divide the map up by cubes and only calculate collision if the player is in it. Question two: I can't find anywhere to do cube vs mesh collision. Is there a method for this? Or perhaps it is possible to build my collision cage out of cubes in the 3D app and on loading of the models in XNA replace them directly by cubes? So I could just do box to box collision which should be very cheap and still give the player the ability to move over ledges on the static models.

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  • Sub-systems in game engines

    - by Hillel
    So here's the problem- I'm writing my own engine library, and it works fine with stuff like menus and the actual game screen. The thing is, I can't really figure out how to integrate something like an intro or dialogue preceding certain levels into this system. Let's look at another example- say I have a game-specific engine which gets a Level object and runs it. Engine would have its own collision and physics system, all hard coded. Now, what if at some point in a level, I want the player to enter a mini-game with different rules? How do I morph the Engine class to support these sub-systems without having to deal with their code all the time (as in: if(regular game) ... else if(mini game) ...)? And what if I want an intro animation at the start of a level, and I want the player to be able to assume control of his character once the animation ends, do I implement the animation into the Engine class itself? Or maybe I need to run another class, CutScene, and when it ends, it calls Engine and starts the level? What if I want to add a dialogue system, where at the start of each level there's a short dialogue and the player can't control his character, and once it ends, he can? Would I then run the dialogue code inside the Engine code? Maybe these sub-systems should all be scripted? I don't know anything about scripting, is it necessary for this kind of situation? Any help would be appreciated.

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  • How to optimize a box2d simulation in action game?

    - by nathan
    I'm working on an action game and i use box2d for physics. The game use a tiled map. I have different types of body: Static ones used for tiles Dynamic ones for player and enemies Actually i tested my game with ~150 bodies and i have a 60fps constantly on my computer but not on my mobile (android). The FPS drop as the number of body increase. After having profiled the android application, i saw that the World.step took around 8ms in CPU time to execute. Here are few things to note: Not all the world is visible on screen, i use a scrolling system Enemies are constantly moving toward the player so there is alaways to force applied to their body Enemies need to collide between each others Enemies collide with tiles I also now that i can active/desactive or sleep/awake bodies. Considering the fact that only a part of the enemies are possibly displayed on screen, is there any optimizations i can do to reduce the execution time of box2d simulation? I found a guy trying an optimization based on distance of enemies from the player (link). But i seems like he just desactives far bodies (in my case, i could desactive bodies that are not visible). But my enemies need to move even when they are not visible on screen, and applying forces will not workd on inactive bodies. Should i play with sleeping bodies here? Also, enemies are composed by two fixtures and are constantly colliding with each others and with tiles but i really never need to get notified about that. Is there anything i can do to optimize this kind of scenario? Finally, am i wrong to try to run simulation at 60FPS on mobile and should i try to make it run at 30FPS?

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  • How to set individual NTFS partitions permissions behaviour for each user account?

    - by ryniek
    I have two NTFS partitions (DOWNLOADS for downloaded files and VM for my VirtualBox .vdi file) for which i must have full permissions for my allday use account. They should be also automounting when i login to this account. But i've also set Guest account for guests. For Guest account, i want make VM partition fully disabled and invisible (and thus it mustn't automount) but DOWNLOADS partition should be shared with limited privileges with Guest account. Editing fstab i'm able to share DOWNLOADS partition with Guest on limited privileges but VM can be only set to limited and have disabled automounting - so guest can't mount it but it still can be seen in Nautilus, plus I must always mount it manually when i login to allday account. Is there some trick to make what i want? Here's my fstab config: # /etc/fstab: static file system information. # # <file system> <mount point> <type> <options> <dump> <pass> proc /proc proc nodev,noexec,nosuid 0 0 #Entry for /dev/sda1 : UUID=35e66658-5ee9-40cf-bf56-8204959e3df0 / xfs defaults 01 #Entry for /dev/sda2 : UUID=26c714cf-4236-45e7-9c46-cfcf91a215ae /home xfs defaults 02 #Entry for /dev/sda5 : UUID=1315BCB027C44639 /media/DOWNLOADS ntfs-3g auto,uid=1000,gid=1000,umask=0022,nodev,locale=pl_PL.utf8 0 0 #Entry for /dev/sda6 : UUID=60FF39EB72B72264 /media/VM ntfs noauto,uid=1000,gid=1000,umask=0077,nodev,locale=pl_PL.utf8 0 0 #Entry for /dev/sda7 : UUID=c52411f5-105c-45d1-971f-412f962c350e none swap sw 0 0 /dev/fd0 /media/floppy0 auto rw,user,noauto,exec,utf8 0 0 Thanks

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  • Efficient Algorithm for Recording gameplay's objects positions

    - by Scorch
    So, I have a game idea in mind, and for that I need to record the game around the player. I'me not talking about recording it as video, but rather recording the scene objects, and their positions within the game, and then render them, giving the player the ability to go back and forth, to stop time and move around. I've made a prototype with some data structures in C#, since this is going to be the programming language we'll be using in our game, but if we want the player to be able to go back just five minutes back with the data of just 100 NPC's, it takes almost 1GB of RAM. Right now, I'm just storing a Doubly linked list, each item with the object position. In the game, I'll need to store even more data in each node, so I need something even more ligher. Of course, this algorithm is zero optimized, but still, that is a lot. The alternatives would be create the NPC's that aren't really important to the game when the user is viewing the past, but I don't really like it very much for the sake of realism. I wonder if there is a better way to store this? Thanks in advance, Scorch

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  • Free movement in a tile-based isometric game

    - by xtr486
    Is there a reasonable easy way to implement free movement in a tile-based isometric game? Meaning that the player wouldn't just instantly jump from one tile to another or not be "snapped" to the grid (for example, if the movement between tiles were animated but you'd be locked from doing anything before the animation finishes). I'm a really beginner with anything related to game programming, but with the help of this site and some other resources it was quite easy to do the basic stuff, but I haven't been able to find any useful resources for this particular problem. Currently I've improvised something close to this: http://jsfiddle.net/KwW5b/4/ (WASD movement). The idea for the movement was to use the mouse map to detect when the player has moved to a different tile and then flip the offsets, and for the most part it works correctly (each corner makes the player move to wrong location: see http://www.youtube.com/watch?v=0xr15IaOhrI, which is probably because I couldn't get the full mouse map work properly), but I have no illusions that it is even close to a good/sane solution. And anyway, it's mostly just to demonstrate what kind of a thing I'd like to implement.

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  • Using 2d collision with 3d objects

    - by Lyise
    I'm planning to write a fairly basic scrolling shoot 'em up, however, I have run into a query with regards to checking for collision. I plan to have a fixed top down view, where the player and enemies are all 3d objects on a fixed plane, and when the enemy or player fires at the other, their shots will also be along this fixed plane. In order to handle the collision, I have read up a bit on collision detection in 3d, as it is not something I have looked into previously, but I'm not sure what would be ideal for this situation. My options appear to be: Sphere collision, however, this lacks the pixel precision I would like Detection using all vertexes and planes of each object, but this seems overly convoluted for a fixed plane of play Rendering the play screen in black and white (where white is an object, black is empty space), once for enemies and once for the player, and checking for collisions that way (if a pixel is white on both, there is a collision) Which of these would be the best approach, or is there another option that I am missing? I have done this previously using 2d sprites, however I can't use the same thinking here as I don't have the image to refer to.

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  • need a different backup solution

    - by DigitalJedi
    I just built a new media/backup server using Ubuntu 12.04 64bit. I installed a hard drive to be used only for music, pictures, and videos and formatted it fat32 so my 1 and only Windows PC could map those folders as netshares. My laptop, also running Ubuntu 12.04, is what I am using the most so new media is first downloaded on my laptop. I've already got the music, videos, and pictures folders from my server mounting as shares on my laptop on boot thanks to some fstab edits and sshfs. Now I'm wanting either an app or script that could backup any new files I add to my local media folders to the mounted folders on my server. I've been Googling all day and found a few apps like rsync but they seem to have issues with ext4 to vfat backups. I thought maybe a script would be best but I'm new to scripting in Linux and don't want to mess anything up. Basically I am looking for something that will backup only newly added files to the server. I figure I could schedule it once a week. There are some stipulations. For example, my local music folder has over 700 folders for each artist/band then sub folders inside those for albums. I want something smart enough to only copy newly added content so I'm guessing the modified date would probably be a good condition if I were scripting. I'm rambling. Any suggestions would be GREATLY appreciated. I'm not finding anything to suit my needs. I'm almost to the point of just learning bas scripting so I can write something but then it will be a couple weeks or so before I have a possible solution and I'd like something in place sooner.

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  • colliding btRigidBody objects behave strangely when moving slowly

    - by Piku
    I'm trying to use Bullet Physics in my iOS game. The engine appears to be correctly compiled in that the demos work fine. In my game I have the player's ship and some enemy ships. They're defined as btRigidBody objects and btCollisionObjects and I'm using btSphereShapes for collision. At 'fast' speeds, collisions appear to happen sensibly - things collide and nothing goes 'weird'. If the speeds are very slow though and the player's ship touches a non-moving object the collision happens, but then the player's ship moves at incredible speed over the next few frames and appears a long distance from where it collided - completely out of proportion to the speed it was moving before impact. To move the things around I'm using setLinearVelocity() each frame, ticking the physics engine, then using getMotionState() to update the rendering code I have. Part of the issue might be I don't quite understand how to set the correct mass or what the best speeds are to use for anything. I'm mostly sticking numbers in and seeing what happens. Should I be using Bullet in this way, and are there any guidelines for deciding on the mass of objects? (am I right in assuming that in collisions heavier objects will force lighter objects to move more)

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  • Provide A Scrolling "Camera" View Over A 2D Game Map

    - by BitCrash
    I'm in the process of attempting to create a 2D MMO type game with Kryonet and some basic sprites, mostly for my own learning. I have the back end set up great (By my standards) and I'm moving on to actually getting some things drawn onto the map. I cannot for the life of me figure out a solid way to have a "Camera" follow a player around a large area. The view pane for the game is 640 x 480 pixels, and each tile is 32x32 pixels (Thats 20 tiles wide and 15 high for the viewpane) I have tried a couple things to do this, but they did not seem to work out so well. I had a JScrollPane with 9 "Viewpane"-sized canvases in it, and tried to have the JScrollPane move in accordance with the player. The issue came when I reached the end of the JScrollPane. I tried to "Flip" canvases, sending the canvas currrently drawing the player to the middle of the 9 and load the corresponding maps onto the other ones. It was slow and worked poorly. I'm looking for any advice or previous experience with this; any ideas? Thank you! Edit and Clarification: I did not mean to mention Kryonet, I was merely providing peripheral information in case there was something that would help which I could not foresee. Instead of having an array of 9 canvases, why not just have one large canvas loading a large map every once in a while? I'm willing to have "load times" where as with the canvas array I would have none (in theory) to give the user a smooth experience. I could just change the size and location of the map with a modified setBounds() call on the canvas in a layered pane (layered because I have hidden swing items, like inventories and stuff) I'll try it out and post here how it goes for people asking the same question.

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  • Collider2D and Rigidbody2D, how do they work?

    - by user42646
    I have been learning JavaScript and Unity for a week now. I learned how to make Cube as a Ground and another Cube as a player and I used this code to make the Player Cube move forward and backward and jumping var walkspeed: float = 5.0; var jumpheight: float = 250.0; var grounded = false; function Update() { rigidbody.freezeRotation = true; if (Input.GetKey("a")) transform.Translate(Vector3(-1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetKey("d")) transform.Translate(Vector3(1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetButton("Jump")) { Jump(); } } function OnCollisionEnter(hit: Collision) { grounded = true; } function Jump() { if (grounded == true) { rigidbody.AddForce(Vector3.up * jumpheight); grounded = false; } } I also learned how to make a character hit box. how to make a sprite and animation. pretty much the basic stuff. Couple of days ago I created simple ground in Photoshop and a simple character and imported them to Unity3D. Whenever I use my code above the character keeps falling from the scene. Like the character has nothing to stand on. After thinking about it it make sense because I really didn't make anything to make the player character understand that he should stand on something so I started reading about this issue and I realized that there is something called Collider2D and Rigidbody2D. Now I'm really stuck here I just don't know what to do. I applied the rigibody2d to my character picture and the Collider2D to the ground picture but whenever I play the project the gravity makes my character falls down. This is my question: How can I make the rigibody2d object realize that it shouldn't fall if there is a Collider2D object under it? So when I jump it's going to jump and the gravity going to bring it back to the ground.

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  • EventDispatcher between an as and an fla?

    - by Christopher Richa
    Hi everyone. I am making a fighting game in Flash and while I have everything running, I am missing something: a victory/loss screen. Logically, I know how to do it: if character.hp < 0 { character.dead = true; dispatchevent("death", event) } My problem is that I have no idea as to how to code it. I know I will use two classes and my two .fla files (unless I am wrong). I have two .fla files that are in play here: the Menu.fla file and the Arena.fla file. Menu.fla contains the entire navigation of the game, options, character selection screens, etc. and when it is time for the player to engage in battle, it loads the Arena.fla file, which contains only the backgrounds (depending on the selected stage) and for now is set to a length of one frame only. For Arena.fla, the real action happens in my classes, but logically, I would only need HP.as and Character.as. In Character.as, I have declared the following variable: var isDead:Boolean = false; //is character dead? In HP.as, believe I should have the following: if(currentHp<0) { currentHp = 0; character.isDead = true; //declared as var `character:Object;` EventDispatcher.dispatchEventListener("playerDead", playerDead); } And finally, in Arena.fla, I want to be able to detect the above-mentioned eventlistener and simply move on to a second frame which will display a message in the style of "PLAYER ONE HAS WON" or "PLAYER ONE HAS LOST" with a button that will allow me to go back to the character selection screen. This is the first part in which I am stuck: how do I detect the dispatched event listener in my main .fla file? Secondly, if the player clicks on the "CONTINUE" button, which displays regardless if the player has won or lost, how can my Menu.fla (which loads the Arena.swf) detect this click event, unload the game, and go back to the character selection screen? Thank you in advance for helping me out. I realize this is a lot of text but it's the most descriptive I can be. If you have any questions or need any clarification concerning my question, feel free to speak up. -Christopher

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  • controlling threads flow

    - by owca
    I had a task to write simple game simulating two players picking up 1-3 matches one after another until the pile is gone. I managed to do it for computer choosing random value of matches but now I'd like to go further and allow humans to play the game. Here's what I already have : http://paste.pocoo.org/show/201761/ Class Player is a computer player, and PlayerMan should be human being. Problem is, that thread of PlayerMan should wait until proper value of matches is given but I cannot make it work this way. Logic is as follows: thread runs until matches equals to zero. If player number is correct at the moment function pickMatches() is called. After decreasing number of matches on table, thread should wait and another thread should be notified. I know I must use wait() and notify() but I can't place them right. Class Shared keeps the value of current player, and also amount of matches. public void suspendThread() { suspended = true; } public void resumeThread() { suspended = false; } @Override public void run(){ int matches=1; int which = 0; int tmp=0; Shared data = this.selectData(); String name = this.returnName(); int number = this.getNumber(); while(data.getMatches() != 0){ while(!suspended){ try{ which = data.getCurrent(); if(number == which){ matches = pickMatches(); tmp = data.getMatches() - matches; data.setMatches(tmp, number); if(data.getMatches() == 0){ System.out.println(" "+ name+" takes "+matches+" matches."); System.out.println("Winner is player: "+name); stop(); } System.out.println(" "+ name+" takes "+matches+" matches."); if(number != 0){ data.setCurrent(0); } else{ data.setCurrent(1); } } this.suspendThread(); notifyAll(); wait(); }catch(InterruptedException exc) {} } } } @Override synchronized public int pickMatches(){ Scanner scanner = new Scanner(System.in); int n = 0; Shared data = this.selectData(); System.out.println("Choose amount of matches (from 1 to 3): "); if(data.getMatches() == 1){ System.out.println("There's only 1 match left !"); while(n != 1){ n = scanner.nextInt(); } } else{ do{ n = scanner.nextInt(); } while(n <= 1 && n >= 3); } return n; } }

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  • Is it possible to access variable of subclass using object of superclass in polymorphism

    - by fari
    how can i access state varibale of class keyboard with object of class kalaplayer /** * An abstract class representing a player in Kala. Extend this class * to make your own players (e.g. human players entering moves at the keyboard * or computer players with programmed strategies for making moves). */ public abstract class KalaPlayer { /** * Method by which a player selects a move. * @param gs The current game state * @return A side pit number in the range 1-6 * @throws NoMoveAvailableException if all side pits for the player are empty * (i.e. the game is over) */ public abstract int chooseMove(KalaGameState gs) throws NoMoveAvailableException; } public class KeyBoardPlayer extends KalaPlayer { /** * Method by which a player selects a move. * @param gs The current game state * @return A side pit number in the range 1-6 * @throws NoMoveAvailableException if all side pits for the player are empty * (i.e. the game is over) */ public KalaGameState state; public KeyBoardPlayer() { System.out.println("Enter the number of stones to play with: "); try { BufferedReader br = new BufferedReader(new InputStreamReader(System.in)); int key = Integer.parseInt(br.readLine()); state=new KalaGameState(key); //key=player1.state.turn; } catch(IOException e) { System.out.println(e); } } public int chooseMove(KalaGameState gs) throws NoMoveAvailableException{ return 0; } } import java.io.IOException; import java.io.BufferedReader; import java.io.InputStreamReader; public class KalaGame { KalaPlayer player1,player2; public KalaGame(KeyBoardPlayer Player1,KeyBoardPlayer Player2) { //super(0); player1=new KeyBoardPlayer(); player2 = new KeyBoardPlayer(); //player1=Player1; //player2=Player2; //player1.state ****how can i access the stae variable from Keyboard CLass using object from KalaPlayer key=player1.state.turn; } public void play() { System.out.println("Enter the number of stones to play with: "); try { BufferedReader br = new BufferedReader(new InputStreamReader(System.in)); int key = Integer.parseInt(br.readLine()); System.out.println(key); KalaGameState state=new KalaGameState(key); printGame(); } catch(IOException e) { System.out.println(e); } }

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  • Animation using AniMate with Unity3D doesn't interact with physical objects

    - by Albz
    I'm designing a maze with Unity3D. The maze has a number of bifurcations and the player will stop before each bifurcation and simply choose left or right. Then an automatic animation will move the player through the next bifurcation till the end of the maze (or till a dead end). To animate the player I'm using AniMate and C# in my Unity project. Using AniMate I'm simply creating a point-to-point animation for each bifurcation (e.g. mage below: from the start/red arrow to point 5) My problem is that my animation script (associated to the "First Person Controller") is not working properly since physics is not respected (the player passes through walls). If in the same project I enable the standard character controls in Unity, then I can navigate in the maze with the physical contrains of walls etc... (i.e. I have colliders). This is an example of the code I'm using when I press left to pass from starting point, trough point 1 to point 2: void FixedUpdate () { if (Input.GetKey(KeyCode.LeftArrow)) { //To point 1 Hashtable props = new Hashtable(); props.Add("position", new Vector3(756f,112f,1124f)); props.Add("physics", true); Ani.Mate.To(transform, 2, props); //To point 2 Hashtable props2 = new Hashtable(); props2.Add("position", new Vector3(731f,112f,1124f)); props2.Add("physics", true); Ani.Mate.To(transform, 2, props2); } } What happens practically when I press the left arrow button is that the player moves directly to point 2 using a straight line passing through the wall. I tried to pass to AniMate "Physics = true" but it doesn't seem to help. Any idea on how to solve this issue? Alternatively... any hint on how to have a more optimized code and just use a series of vector3 coordinates (one for each point) to obtain the simple animation I want without having to declare new Hashtable(); etc... every time? I chose AniMate simply because 1. I'm a beginner with Unity 2. I don't need complex animations (e.g. I don't need to use iTween), just fixed animations along straight lines and I need something really simple and quick to implement in a script. However, if someone has an equally simple solution it will be welcome. thank you in advance for your help

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  • PHP - JSON Steam API query

    - by Hunter
    First time using "JSON" and I've just been working away at my dissertation and I'm integrating a few features from the steam API.. now I'm a little bit confused as to how to create arrays. function test_steamAPI() { $api = ('http://api.steampowered.com/ISteamUser/GetPlayerSummaries/v0002/?key='.get_Steam_api().'&steamids=76561197960435530'); $test = decode_url($api); var_dump($test['response']['players'][0]['personaname']['steamid']); } //Function to decode and return the data. function decode_url($url) { $decodeURL = $url; $data = file_get_contents($url); $data_output = json_decode($data, true); return $data_output; } So ea I've wrote a simple method to decode Json as I'll be doing a fair bit.. But just wondering the best way to print out arrays.. I can't for the life of me get it to print more than 1 element without it retunring an error e.g. Warning: Illegal string offset 'steamid' in /opt/lampp/htdocs/lan/lan-includes/scripts/class.steam.php on line 48 string(1) "R" So I can print one element, and if I add another it returns errors. EDIT -- Thanks for help, So this was my solution: function test_steamAPI() { $api = ('http://api.steampowered.com/ISteamUser/GetPlayerSummaries/v0002/?key='.get_Steam_api().'&steamids=76561197960435530,76561197960435530'); $data = decode_url($api); foreach($data ['response']['players'] as $player) { echo "Steam id:" . $player['steamid'] . "\n"; echo "Community visibility :" . $player['communityvisibilitystate'] . "\n"; echo "Player profile" . $player['profileurl'] ."\n"; } } //Function to decode and return the data. function decode_url($url) { $decodeURL = $url; $json = file_get_contents($decodeURL); $data_output = json_decode($json, true); return $data_output; } Worked this out by taking a look at the data.. and a couple json examples, this returns an array based on the Steam API URL (It works for multiple queries.... just FYI) and you can insert loops inside for items etc.. (if anyone searches for this).

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  • How do I handle the Maybe result of at in Control.Lens.Indexed without a Monoid instance

    - by Matthias Hörmann
    I recently discovered the lens package on Hackage and have been trying to make use of it now in a small test project that might turn into a MUD/MUSH server one very distant day if I keep working on it. Here is a minimized version of my code illustrating the problem I am facing right now with the at lenses used to access Key/Value containers (Data.Map.Strict in my case) {-# LANGUAGE OverloadedStrings, GeneralizedNewtypeDeriving, TemplateHaskell #-} module World where import Control.Applicative ((<$>),(<*>), pure) import Control.Lens import Data.Map.Strict (Map) import qualified Data.Map.Strict as DM import Data.Maybe import Data.UUID import Data.Text (Text) import qualified Data.Text as T import System.Random (Random, randomIO) newtype RoomId = RoomId UUID deriving (Eq, Ord, Show, Read, Random) newtype PlayerId = PlayerId UUID deriving (Eq, Ord, Show, Read, Random) data Room = Room { _roomId :: RoomId , _roomName :: Text , _roomDescription :: Text , _roomPlayers :: [PlayerId] } deriving (Eq, Ord, Show, Read) makeLenses ''Room data Player = Player { _playerId :: PlayerId , _playerDisplayName :: Text , _playerLocation :: RoomId } deriving (Eq, Ord, Show, Read) makeLenses ''Player data World = World { _worldRooms :: Map RoomId Room , _worldPlayers :: Map PlayerId Player } deriving (Eq, Ord, Show, Read) makeLenses ''World mkWorld :: IO World mkWorld = do r1 <- Room <$> randomIO <*> (pure "The Singularity") <*> (pure "You are standing in the only place in the whole world") <*> (pure []) p1 <- Player <$> randomIO <*> (pure "testplayer1") <*> (pure $ r1^.roomId) let rooms = at (r1^.roomId) ?~ (set roomPlayers [p1^.playerId] r1) $ DM.empty players = at (p1^.playerId) ?~ p1 $ DM.empty in do return $ World rooms players viewPlayerLocation :: World -> PlayerId -> RoomId viewPlayerLocation world playerId= view (worldPlayers.at playerId.traverse.playerLocation) world Since rooms, players and similar objects are referenced all over the code I store them in my World state type as maps of Ids (newtyped UUIDs) to their data objects. To retrieve those with lenses I need to handle the Maybe returned by the at lens (in case the key is not in the map this is Nothing) somehow. In my last line I tried to do this via traverse which does typecheck as long as the final result is an instance of Monoid but this is not generally the case. Right here it is not because playerLocation returns a RoomId which has no Monoid instance. No instance for (Data.Monoid.Monoid RoomId) arising from a use of `traverse' Possible fix: add an instance declaration for (Data.Monoid.Monoid RoomId) In the first argument of `(.)', namely `traverse' In the second argument of `(.)', namely `traverse . playerLocation' In the second argument of `(.)', namely `at playerId . traverse . playerLocation' Since the Monoid is required by traverse only because traverse generalizes to containers of sizes greater than one I was now wondering if there is a better way to handle this that does not require semantically nonsensical Monoid instances on all types possibly contained in one my objects I want to store in the map. Or maybe I misunderstood the issue here completely and I need to use a completely different bit of the rather large lens package?

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  • Custom CSS menu, "Active" tab remains on 'Home' not the actual page

    - by user1690254
    I created this custom css menu, but when switching tabs, the "Active" tab design remains on the 'Home' link on the menu, rather than the actual page I'm on. Any idea how I an fix this? Here's the code: .menu{margin:0 auto; padding:0; height:30px; width:100%; display:block; background:url('http://media.datahc.com/Affiliates/43817/Brands/Image/topmenuimages.png') repeat-x;} .menu li{padding:0; margin:0; list-style:none; display:inline;} .menu li a{float:left; padding-left:15px; display:block; color:rgb(255,255,255); text-decoration:none; font:12px Verdana, Arial, Helvetica, sans-serif; cursor:pointer; background:url('http://media.datahc.com/Affiliates/43817/Brands/Image/topmenuimages.png') 0px -30px no-repeat;} .menu li a span{line-height:30px; float:left; display:block; padding-right:15px; background:url('http://media.datahc.com/Affiliates/43817/Brands/Image/topmenuimages.png') 100% -30px no-repeat;} .menu li a:hover{background-position:0px -60px; color:rgb(255,255,255);} .menu li a:hover span{background-position:100% -60px;} .menu li a.active, .menu li a.active:hover{line-height:30px; font:12px Verdana, Arial, Helvetica, sans-serif; background:url('http://media.datahc.com/Affiliates/43817/Brands/Image/topmenuimages.png') 0px -90px no-repeat; color:rgb(255,255,255);} .menu li a.active span, .menu li a.active:hover span{background:url('http://media.datahc.com/Affiliates/43817/Brands/Image/topmenuimages.png') 100% -90px no-repeat;} <ul class="menu"> <li><a href="http://caribbeantl.com/"; class="active"><span>Home</span></a></li> <li><a href="http://caribbeantl.com/hotels/"><span>Testing post</span></a></li> </ul>

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  • Tools and Utilities for the .NET Developer

    - by mbcrump
    Tweet this list! Add a link to my site to your bookmarks to quickly find this page again! Add me to twitter! This is a list of the tools/utilities that I use to do my job/hobby. I wanted this page to load fast and contain information that only you care about. If I have missed a tool that you like, feel free to contact me and I will add it to the list. Also, this list took a lot of time to complete. Please do not steal my work, if you like the page then please link back to my site. I will keep the links/information updated as new tools/utilities are created.  Windows/.NET Development – This is a list of tools that any Windows/.NET developer should have in his bag. I have used at some point in my career everything listed on this page and below is the tools worth keeping. Name Description License AnkhSVN Subversion support for Visual Studio. It also works with VS2010. Free Aurora XAML Designer One of the best XAML creation tools available. Has a ton of built in templates that you can copy/paste into VS2010. COST/Trial BeyondCompare Beyond Compare 3 is the ideal tool for comparing files and folders on your Windows or Linux system. Visualize changes in your code and carefully reconcile them. COST/Trial BuildIT Automated Task Tool Its main purpose is to automate tasks, whether it is the final packaging of a product, an automated daily build, maybe sending out a mailing list, even backing-up files. Free C Sharper for VB Convert VB to C#. COST CLRProfiler Analyze and improve the behavior of your .NET app. Free CodeRush Direct competitor to ReSharper, contains similar feature. This is one of those decide for yourself. COST/Trial Disk2VHD Disk2vhd is a utility that creates VHD (Virtual Hard Disk - Microsoft's Virtual Machine disk format) versions of physical disks for use in Microsoft Virtual PC or Microsoft Hyper-V virtual machines (VMs). Free Eazfuscator.NET Is a free obfuscator for .NET. The main purpose is to protect intellectual property of software. Free EQATEC Profiler Make your .NET app run faster. No source code changes are needed. Just point the profiler to your app, run the modified code, and get a visual report. COST Expression Studio 3/4 Comes with Web, Blend, Sketch Flow and more. You can create websites, produce beautiful XAML and more. COST/Trial Expresso The award-winning Expresso editor is equally suitable as a teaching tool for the beginning user of regular expressions or as a full-featured development environment for the experienced programmer or web designer with an extensive knowledge of regular expressions. Free Fiddler Fiddler is a web debugging proxy which logs all HTTP(s) traffic between your computer and the internet. Free Firebug Powerful Web development tool. If you build websites, you will need this. Free FxCop FxCop is an application that analyzes managed code assemblies (code that targets the .NET Framework common language runtime) and reports information about the assemblies, such as possible design, localization, performance, and security improvements. Free GAC Browser and Remover Easy way to remove multiple assemblies from the GAC. Assemblies registered by programs like Install Shield can also be removed. Free GAC Util The Global Assembly Cache tool allows you to view and manipulate the contents of the global assembly cache and download cache. Free HelpScribble Help Scribble is a full-featured, easy-to-use help authoring tool for creating help files from start to finish. You can create Win Help (.hlp) files, HTML Help (.chm) files, a printed manual and online documentation (on a web site) all from the same Help Scribble project. COST/Trial IETester IETester is a free Web Browser that allows you to have the rendering and JavaScript engines of IE9 preview, IE8, IE7 IE 6 and IE5.5 on Windows 7, Vista and XP, as well as the installed IE in the same process. Free iTextSharp iText# (iTextSharp) is a port of the iText open source java library for PDF generation written entirely in C# for the .NET platform. Use the iText mailing list to get support. Free Kaxaml Kaxaml is a lightweight XAML editor that gives you a "split view" so you can see both your XAML and your rendered content. Free LINQPad LinqPad lets you interactively query databases in a LINQ. Free Linquer Many programmers are familiar with SQL and will need a help in the transition to LINQ. Sometimes there are complicated queries to be written and Linqer can help by converting SQL scripts to LINQ. COST/Trial LiquidXML Liquid XML Studio 2010 is an advanced XML developers toolkit and IDE, containing all the tools needed for designing and developing XML schema and applications. COST/Trial Log4Net log4net is a tool to help the programmer output log statements to a variety of output targets. log4net is a port of the excellent log4j framework to the .NET runtime. We have kept the framework similar in spirit to the original log4j while taking advantage of new features in the .NET runtime. For more information on log4net see the features document. Free Microsoft Web Platform Installer The Microsoft Web Platform Installer 2.0 (Web PI) is a free tool that makes getting the latest components of the Microsoft Web Platform, including Internet Information Services (IIS), SQL Server Express, .NET Framework and Visual Web Developer easy. Free Mono Development Don't have Visual Studio - no problem! This is an open Source C# and .NET development environment for Linux, Windows, and Mac OS X Free Net Mass Downloader While it’s great that Microsoft has released the .NET Reference Source Code, you can only get it one file at a time while you’re debugging. If you’d like to batch download it for reading or to populate the cache, you’d have to write a program that instantiated and called each method in the Framework Class Library. Fortunately, .NET Mass Downloader comes to the rescue! Free nMap Nmap ("Network Mapper") is a free and open source (license) utility for network exploration or security auditing. Many systems and network administrators also find it useful for tasks such as network inventory, managing service upgrade schedules, and monitoring host or service uptime. Free NoScript (Firefox add-in) The NoScript Firefox extension provides extra protection for Firefox, Flock, Seamonkey and other Mozilla-based browsers: this free, open source add-on allows JavaScript, Java and Flash and other plug-ins to be executed only by trusted web sites of your choice (e.g. your online bank), and provides the most powerful Anti-XSS protection available in a browser. Free NotePad 2 Notepad2, a fast and light-weight Notepad-like text editor with syntax highlighting. This program can be run out of the box without installation, and does not touch your system's registry. Free PageSpy PageSpy is a small add-on for Internet Explorer that allows you to select any element within a webpage, select an option in the context menu, and view detailed information about both the coding behind the page and the element you selected. Free Phrase Express PhraseExpress manages your frequently used text snippets in customizable categories for quick access. Free PowerGui PowerGui is a free community for PowerGUI, a graphical user interface and script editor for Microsoft Windows PowerShell! Free Powershell Comes with Win7, but you can automate tasks by using the .NET Framework. Great for network admins. Free Process Explorer Ever wondered which program has a particular file or directory open? Now you can find out. Process Explorer shows you information about which handles and DLLs processes have opened or loaded. Also, included in the SysInterals Suite. Free Process Monitor Process Monitor is an advanced monitoring tool for Windows that shows real-time file system, Registry and process/thread activity. Free Reflector Explore and analyze compiled .NET assemblies, viewing them in C#, Visual Basic, and IL. This is an Essential for any .NET developer. Free Regular Expression Library Stuck on a Regular Expression but you think someone has already figured it out? Chances are they have. Free Regulator Regulator makes Regular Expressions easy. This is a must have for a .NET Developer. Free RenameMaestro RenameMaestro is probably the easiest batch file renamer you'll find to instantly rename multiple files COST ReSharper The one program that I cannot live without. Supports VS2010 and offers simple refactoring, code analysis/assistance/cleanup/templates. One of the few applications that is worth the $$$. COST/Trial ScrewTurn Wiki ScrewTurn Wiki allows you to create, manage and share wikis. A wiki is a collaboratively-edited, information-centered website: the most famous is Wikipedia. Free SharpDevelop What is #develop? SharpDevelop is a free IDE for C# and VB.NET projects on Microsoft's .NET platform. Free Show Me The Template Show Me The Template is a tool for exploring the templates, be their data, control or items panel, that comes with the controls built into WPF for all 6 themes. Free SnippetCompiler Compiles code snippets without opening Visual Studio. It does not support .NET 4. Free SQL Prompt SQL Prompt is a plug-in that increases how fast you can work with SQL. It provides code-completion for SQL server, reformatting, db schema information and snippets. Awesome! COST/Trial SQLinForm SQLinForm is an automatic SQL code formatter for all major databases  including ORACLE, SQL Server, DB2, UDB, Sybase, Informix, PostgreSQL, Teradata, MySQL, MS Access etc. with over 70 formatting options. COST/OnlineFree SSMS Tools SSMS Tools Pack is an add-in for Microsoft SQL Server Management Studio (SSMS) including SSMS Express. Free Storm STORM is a free and open source tool for testing web services. Free Telerik Code Convertor Convert code from VB to C Sharp and Vice Versa. Free TurtoiseSVN TortoiseSVN is a really easy to use Revision control / version control / source control software for Windows.Since it's not an integration for a specific IDE you can use it with whatever development tools you like. Free UltraEdit UltraEdit is the ideal text, HTML and hex editor, and an advanced PHP, Perl, Java and JavaScript editor for programmers. UltraEdit is also an XML editor including a tree-style XML parser. An industry-award winner, UltraEdit supports disk-based 64-bit file handling (standard) on 32-bit Windows platforms (Windows 2000 and later). COST/Trial Virtual Windows XP Comes with some W7 version and allows you to run WinXP along side W7. Free VirtualBox Virtualization by Sun Microsystems. You can virtualize Windows, Linux and more. Free Visual Log Parser SQL queries against a variety of log files and other system data sources. Free WinMerge WinMerge is an Open Source differencing and merging tool for Windows. WinMerge can compare both folders and files, presenting differences in a visual text format that is easy to understand and handle. Free Wireshark Wireshark is one of the best network protocol analyzer's for Unix and windows. This has been used several times to get me out of a bind. Free XML Notepad 07 Old, but still one of my favorite XML viewers. Free Productivity Tools – This is the list of tools that I use to save time or quickly navigate around Windows. Name Description License AutoHotKey Automate almost anything by sending keystrokes and mouse clicks. You can write a mouse or keyboard macro by hand or use the macro recorder. Free CLCL CLCL is clipboard caching utility. Free Ditto Ditto is an extension to the standard windows clipboard. It saves each item placed on the clipboard allowing you access to any of those items at a later time. Ditto allows you to save any type of information that can be put on the clipboard, text, images, html, custom formats, ..... Free Evernote Remember everything from notes to photos. It will synch between computers/devices. Free InfoRapid Inforapid is a search tool that will display all you search results in a html like browser. If you click on a word in that browser, it will start another search to the word you clicked on. Handy if you want to trackback something to it's true origin. The word you looked for will be highlighted in red. Clicking on the red word will open the containing file in a text based viewer. Clicking on any word in the opened document will start another search on that word. Free KatMouse The prime purpose of the KatMouse utility is to enhance the functionality of mice with a scroll wheel, offering 'universal' scrolling: moving the mouse wheel will scroll the window directly beneath the mouse cursor (not the one with the keyboard focus, which is default on Windows OSes). This is a major increase in the usefulness of the mouse wheel. Free ScreenR Instant Screencast with nothing to download. Works with Mac or PC and free. Free Start++ Start++ is an enhancement for the Start Menu in Windows Vista. It also extends the Run box and the command-line with customizable commands.  For example, typing "w Windows Vista" will take you to the Windows Vista page on Wikipedia! Free Synergy Synergy lets you easily share a single mouse and keyboard between multiple computers with different operating systems, each with its own display, without special hardware. It's intended for users with multiple computers on their desk since each system uses its own monitor(s). Free Texter Texter lets you define text substitution hot strings that, when triggered, will replace hotstring with a larger piece of text. By entering your most commonly-typed snippets of text into Texter, you can save countless keystrokes in the course of the day. Free Total Commander File handling, FTP, Archive handling and much more. Even works with Win3.11. COST/Trial Available Wizmouse WizMouse is a mouse enhancement utility that makes your mouse wheel work on the window currently under the mouse pointer, instead of the currently focused window. This means you no longer have to click on a window before being able to scroll it with the mouse wheel. This is a far more comfortable and practical way to make use of the mouse wheel. Free Xmarks Bookmark sync and search between computers. Free General Utilities – This is a list for power user users or anyone that wants more out of Windows. I usually install a majority of these whenever I get a new system. Name Description License µTorrent µTorrent is a lightweight and efficient BitTorrent client for Windows or Mac with many features. I use this for downloading LEGAL media. Free Audacity Audacity® is free, open source software for recording and editing sounds. It is available for Mac OS X, Microsoft Windows, GNU/Linux, and other operating systems. Learn more about Audacity... Also check our Wiki and Forum for more information. Free AVast Free FREE Antivirus. Free CD Burner XP Pro CDBurnerXP is a free application to burn CDs and DVDs, including Blu-Ray and HD-DVDs. It also includes the feature to burn and create ISOs, as well as a multilanguage interface. Free CDEX You can extract digital audio CDs into mp3/wav. Free Combofix Combofix is a freeware (a legitimate spyware remover created by sUBs), Combofix was designed to scan a computer for known malware, spyware (SurfSideKick, QooLogic, and Look2Me as well as any other combination of the mentioned spyware applications) and remove them. Free Cpu-Z Provides information about some of the main devices of your system. Free Cropper Cropper is a screen capture utility written in C#. It makes it fast and easy to grab parts of your screen. Use it to easily crop out sections of vector graphic files such as Fireworks without having to flatten the files or open in a new editor. Use it to easily capture parts of a web site, including text and images. It's also great for writing documentation that needs images of your application or web site. Free DropBox Drag and Drop files to sync between computers. Free DVD-Fab Converts/Copies DVDs/Blu-Ray to different formats. (like mp4, mkv, avi) COST/Trial Available FastStone Capture FastStone Capture is a powerful, lightweight, yet full-featured screen capture tool that allows you to easily capture and annotate anything on the screen including windows, objects, menus, full screen, rectangular/freehand regions and even scrolling windows/web pages. Free ffdshow FFDShow is a DirectShow decoding filter for decompressing DivX, XviD, H.264, FLV1, WMV, MPEG-1 and MPEG-2, MPEG-4 movies. Free Filezilla FileZilla Client is a fast and reliable cross-platform FTP, FTPS and SFTP client with lots of useful features and an intuitive graphical user interface. You can also download a server version. Free FireFox Web Browser, do you really need an explanation? Free FireGestures A customizable mouse gestures extension which enables you to execute various commands and user scripts with five types of gestures. Free FoxIt Reader Light weight PDF viewer. You should install this with the advanced setting or it will install a toolbar and setup some shortcuts. Free gSynchIt Synch Gmail and Outlook. Even supports Outlook 2010 32/64 bit COST/Trial Available Hulu Desktop At home or in a hotel, this has replaced my cable/satellite subscription. Free ImgBurn ImgBurn is a lightweight CD / DVD / HD DVD / Blu-ray burning application that everyone should have in their toolkit! Free Infrarecorder InfraRecorder is a free CD/DVD burning solution for Microsoft Windows. It offers a wide range of powerful features; all through an easy to use application interface and Windows Explorer integration. Free KeePass KeePass is a free open source password manager, which helps you to manage your passwords in a secure way. Free LastPass Another password management, synchronize between browsers, automatic form filling and more. Free Live Essentials One download and lots of programs including Mail, Live Writer, Movie Maker and more! Free Monitores MonitorES is a small windows utility that helps you to turnoff monitor display when you lock down your machine.Also when you lock your machine, it will pause all your running media programs & set your IM status message to "Away" / Custom message(via options) and restore it back to normal when you back. Free mRemote mRemote is a full-featured, multi-tab remote connections manager. Free Open Office OpenOffice.org 3 is the leading open-source office software suite for word processing, spreadsheets, presentations, graphics, databases and more. It is available in many languages and works on all common computers. It stores all your data in an international open standard format and can also read and write files from other common office software packages. It can be downloaded and used completely free of charge for any purpose. Free Paint.NET Simple, intuitive, and innovative user interface for editing photos. Free Picasa Picasa is free photo editing software from Google that makes your pictures look great. Free Pidgin Pidgin is an easy to use and free chat client used by millions. Connect to AIM, MSN, Yahoo, and more chat networks all at once. Free PING PING is a live Linux ISO, based on the excellent Linux From Scratch (LFS) documentation. It can be burnt on a CD and booted, or integrated into a PXE / RIS environment. Free Putty PuTTY is an SSH and telnet client, developed originally by Simon Tatham for the Windows platform. Free Revo Uninstaller Revo Uninstaller Pro helps you to uninstall software and remove unwanted programs installed on your computer easily! Even if you have problems uninstalling and cannot uninstall them from "Windows Add or Remove Programs" control panel applet.Revo Uninstaller is a much faster and more powerful alternative to "Windows Add or Remove Programs" applet! It has very powerful features to uninstall and remove programs. Free Security Essentials Microsoft Security Essentials is a new, free consumer anti-malware solution for your computer. Free SetupVirtualCloneDrive Virtual CloneDrive works and behaves just like a physical CD/DVD drive, however it exists only virtually. Point to the .ISO file and it appears in Windows Explorer as a Drive. Free Shark 007 Codec Pack Play just about any file format with this download. Also includes my W7 Media Playlist Generator. Free Snagit 9 Screen Capture on steroids. Add arrows, captions, etc to any screenshot. COST/Trial Available SysinternalsSuite Go ahead and download the entire sys internals suite. I have mentioned multiple programs in this suite already. Free TeraCopy TeraCopy is a compact program designed to copy and move files at the maximum possible speed, providing the user with a lot of features. Free for Home TrueCrypt Free open-source disk encryption software for Windows 7/Vista/XP, Mac OS X, and Linux Free TweetDeck Fully featured Twitter client. Free UltraVNC UltraVNC is a powerful, easy to use and free software that can display the screen of another computer (via internet or network) on your own screen. The program allows you to use your mouse and keyboard to control the other PC remotely. It means that you can work on a remote computer, as if you were sitting in front of it, right from your current location. Free Unlocker Unlocks locked files. Pretty simple right? Free VLC Media Player VLC media player is a highly portable multimedia player and multimedia framework capable of reading most audio and video formats Free Windows 7 Media Playlist This program is special to my heart because I wrote it. It has been mentioned on podcast and various websites. It allows you to quickly create wvx video playlist for Windows Media Center. Free WinRAR WinRAR is a powerful archive manager. It can backup your data and reduce the size of email attachments, decompress RAR, ZIP and other files downloaded from Internet and create new archives in RAR and ZIP file format. COST/Trial Available Blogging – I use the following for my blog. Name Description License Insert Code for Windows Live Writer Insert Code for Windows Live Writer will format a snippet of text in a number of programming languages such as C#, HTML, MSH, JavaScript, Visual Basic and TSQL. Free LiveWriter Included in Live Essentials, but the ultimate in Windows Blogging Free PasteAsVSCode Plug-in for Windows Live Writer that pastes clipboard content as Visual Studio code. Preserves syntax highlighting, indentation and background color. Converts RTF, outputted by Visual Studio, into HTML. Free Desktop Management – The list below represent the best in Windows Desktop Management. Name Description License 7 Stacks Allows users to have "stacks" of icons in their taskbar. Free Executor Executor is a multi purpose launcher and a more advanced and customizable version of windows run. Free Fences Fences is a program that helps you organize your desktop and can hide your icons when they are not in use. Free RocketDock Rocket Dock is a smoothly animated, alpha blended application launcher. It provides a nice clean interface to drop shortcuts on for easy access and organization. With each item completely customizable there is no end to what you can add and launch from the dock. Free WindowsTab Tabbing is an essential feature of modern web browsers. Window Tabs brings the productivity of tabbed window management to all of your desktop applications. Free

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