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  • Changing what song is being played in a player (Flash), based on other buttons on the page (help!)

    - by janoChen
    I want to place a player (flash) in the top-right corner of a page and that player will change it songs based on what play button is clicked (they are in the center of the page). Do I have to use ActionScript in order to accomplish that? If I have to, how? I want something like hits: Each time the user clicks one of the 10 buttons the song playing in the player in the top-right should change into the selected song. Thanks in advance!

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  • Push back rectangle where collision happens

    - by Tifa
    I have a tile collision on a game I am creating but the problem is once a collision happens for example a collision happens in right side my sprite cant move to up and bottom :( thats because i set the speed to 0. I thinks its wrong. here is my code: int startX, startY, endX, endY; float pushx = 0,pushy = 0; // move player if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){ dx=-1; currentWalk = leftWalk; } if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){ dx=1; currentWalk = rightWalk; } if(Gdx.input.isKeyPressed(Input.Keys.DOWN)){ dy=-1; currentWalk = downWalk; } if(Gdx.input.isKeyPressed(Input.Keys.UP)){ dy=1; currentWalk = upWalk; } sr.setProjectionMatrix(camera.combined); sr.begin(ShapeRenderer.ShapeType.Line); Rectangle koalaRect = rectPool.obtain(); koalaRect.set(player.getX(), player.getY(), pw, ph /2 ); float oldX = player.getX(), oldY = player.getY(); // THIS LINE WAS ADDED player.setXY(player.getX() + dx * Gdx.graphics.getDeltaTime() * 4f, player.getY() + dy * Gdx.graphics.getDeltaTime() * 4f); // THIS LINE WAS MOVED HERE FROM DOWN BELOW if(dx> 0) { startX = endX = (int)(player.getX() + pw); } else { startX = endX = (int)(player.getX() ); } startY = (int)(player.getY()); endY = (int)(player.getY() + ph); getTiles(startX, startY, endX, endY, tiles); for(Rectangle tile: tiles) { sr.rect(tile.x,tile.y,tile.getWidth(),tile.getHeight()); if(koalaRect.overlaps(tile)) { //dx = 0; player.setX(oldX); // THIS LINE CHANGED Gdx.app.log("x","hit " + player.getX() + " " + oldX); break; } } if(dy > 0) { startY = endY = (int)(player.getY() + ph ); } else { startY = endY = (int)(player.getY() ); } startX = (int)(player.getX()); endX = (int)(player.getX() + pw); getTiles(startX, startY, endX, endY, tiles); for(Rectangle tile: tiles) { if(koalaRect.overlaps(tile)) { //dy = 0; player.setY(oldY); // THIS LINE CHANGED //Gdx.app.log("y","hit" + player.getY() + " " + oldY); break; } } sr.rect(koalaRect.x,koalaRect.y,koalaRect.getWidth(),koalaRect.getHeight() / 2); sr.setColor(Color.GREEN); sr.end(); I want to push back the sprite when a collision happens but i have no idea how :D pls help

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  • Is it possible to limit how much CPU a virtual machine can use with VMWare Player?

    - by Raz
    Is it possible to limit how much CPU a virtual machine can use with VMWare Player? I use VMWare to run a Windows XP virtual machine. I want to keep it on in the background all the time. The real computer runs Windows 7 and is sometimes a little bit short of memory. That's why I want to check if I can throttle the VM down to the bare minimum to keep it running in the background constantly without interfering too much.

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  • Can't install .NET 4.0 on Windows XP virtual machine! (VMWare Player)

    - by Vercas
    So, every time I try to install .NET Framework 4.0 on my Windows XP Professional SP3 VMWare Player virtual machine, I get a fatal error. It doesn't work with either Windows Update, the Web Installer or the normal installer! I don't know if it matters (AND I HOPE IT DOES NOT), but the host OS's Operating System drive is encrypted, and the VM HDD file resides on that partition. I don't think it matters because other programs can be installed! And downloaded!

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  • VMWare player grabbing mouse focus

    - by Bryan Rowe
    I am using the newest VMWare player on a Windows 7 machine. When I have the player open on one of my two monitors I get some weird behavior. For instance, if the player is open on monitor 2, and I minimize firefox on monitor 1, my mouse will instantly switch to the monitor 2 and be centered within the VMWare player window. This happens when I minimize any window after having been working in my VM. I hope there is a setting or tweak that I am not aware of that can remedy this. EDIT: Through more testing I have found that this only occurs when the VMWare player is full screen on either of my two monitors. Also, I found people having the exact same issue at: http://communities.vmware.com/message/1244913

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  • Flash Actionscript 3.0 Game Projectile Creation

    - by Christian Basar
    I have been creating a side-scrolling Actionscript 3.0 game. In this game I want the Player to be able to shoot blow darts as weapons. I had some trouble getting the darts to be created in the right place (in front of the player), but eventually got it working with some help from this page (please look at it for background information on this problem): http://stackoverflow.com/questions/8031553/flash-actionscript-3-0-game-projectile-creation I got the darts to be created in the right place (near the player) and a 'movePlayerDarts()' function moves them. But I actually have a new problem. When the player moves after firing a dart, the dart tries to follow him! If the player jumps, the dart rises up. If the player moves to the left, the dart moves slightly to the left. Obviously, there is some code somewhere which is telling the darts to follow the player. I do not see how, unless the 'playerDartContainer' has something to do with that. But the container is always at position (0,0) and it does not move. Also, as a test I traced a dart's 'y' coordinate within the constantly-running 'movePlayerDarts()' function. As you can see, that function constantly moves the dart down the y axis by increasing its y-coordinate value. But when I jump, the 'y' coordinate being traced is never reduced, even though the dart clearly looks like it's rising! If anybody has any suggestions, I'd appreciate them! Here is the code I use to create the darts: // This function creates a dart public function createDart():void { if (playerDartContainer.numChildren <= 4) { // Play dart shooting sound sndDartShootIns.play(); // Create a new 'PlayerDart' object playerDart = new PlayerDart(); // Set the new dart's initial position and direction depending on the player's direction // Player's facing right if (player.scaleX == 1) { // Create dart in front of player's dart gun playerDart.x = player.x + 12; playerDart.y = player.y - 85; // Dart faces right, too playerDart.scaleX = 1; } // Player's facing left else if (player.scaleX == -1) { // Create dart in front of player's dart gun playerDart.x = player.x - 12; playerDart.y = player.y - 85; // Dart faces left, too playerDart.scaleX = -1; } playerDartContainer.addChild(playerDart); } } // End of 'createDart()' function This code is the EnterFrameHandler for the player darts: // In every frame, call 'movePlayerDarts()' to move the darts within the 'playerDartContainer' public function playerDartEnterFrameHandler(event:Event):void { // Only move the Player's darts if their container has at least one dart within if (playerDartContainer.numChildren > 0) { movePlayerDarts(); } } And finally, this is the code that actually moves all of the player's darts: // Move all of the Player's darts public function movePlayerDarts():void { for (var pdIns:int = 0; pdIns < playerDartContainer.numChildren; pdIns++) { // Set the Player Dart 'instance' variable to equal the current PlayerDart playerDartIns = PlayerDart(playerDartContainer.getChildAt(pdIns)); // Move the current dart in the direction it was shot. The dart's 'x-scale' // factor is multiplied by its speed (5) to move the dart in its correct // direction. If the 'x-scale' factor is -1, the dart is pointing left (as // seen in the 'createDart()' function. (-1 * 5 = -5), so the dart will go // to left at a rate of 5. The opposite is true for the right-ward facing // darts playerDartIns.x += playerDartIns.scaleX * 1; // Make gravity work on the dart playerDartIns.y += 0.7; //playerDartIns.y += 1; // What if the dart hits the ground? if (HitTest.intersects(playerDartIns, floor, this)) { playerDartContainer.removeChild(playerDartIns); } //trace("Dart x: " + playerDartIns.x); trace("Dart y: " + playerDartIns.y); } }

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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking.

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  • Javascript API not working for Chrome or Safari on JW Player 5.9

    - by Lando
    I am working on a custom interface for the JW Player which displays the current track title and has play/pause, next track, previous track and volume toggle buttons. It works for IE8/9 and FF but fails for Chrome and Safari. Chrome's console gives the following error: Uncaught TypeError: Object # has no method 'addControllerListener' This is the code I am using for testing. <div id="container">Loading the player ...</div> <script type="text/javascript"> jwplayer("container").setup({ image: "preview.jpg", height: 320, width: 480, modes: [ { type: "html5" }, { type: "flash", src: "player.swf" } ], 'playlist': [ { 'file': "audio/01.mp3", 'title': "Track 1" }, { 'file': "audio/02.mp3", 'title': "Track 2" }, { 'file': "audio/03.mp3", 'title': "Track 3" } ], }); function playerReady(obj) { player = document.getElementById(obj.id); displayFirstItem(); }; function displayFirstItem() { try { playlist = player.getPlaylist(); } catch(e) { setTimeout("displayFirstItem()", 100); } player.addControllerListener('ITEM', 'itemMonitor'); itemMonitor({index:0}); }; function itemMonitor(obj) { $('#nowplaying').html('<span><strong>Now Playing:</strong> ' + playlist[obj.index]['title'] + '</span>'); }; </script> <div id="nowplaying"></div> <div class="control_bar"> <ul> <li onclick='player.sendEvent("play");'>[ &#8250; ] Play / Pause</li> <li onclick='player.sendEvent("prev");'>[ &laquo; ] Previous item</li> <li onclick='player.sendEvent("next");'>[ &raquo; ] Next item</li> </ul> </div> I have searched and tried several modifications, like adding the javascriptid parameter, nothing seems to work for Chrome or Safari. Any ideas? Thanks

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  • Effective way to check if an Entity/Player enters a region/trigger

    - by Chris
    I was wondering how multiplayer games detect if you enter a special region. Let's assume there is a huge map that is so big that simply checking it would become a huge performance issue. I've seen bukkit (a modding API for Minecraft servers) firing an Event on every single move. I don't think that larger games do the same because even if you have only a few coordinates you are interested in, you have to loop through a few trigger zone to see if the player is inside your region - for every player. This seems like an extremely CPU-intense operation to me even though I've never developed something like that. Is there a special algorithm that is used by larger games to accomplish this? The only thing I could imagine is to split up the world into multiple parts and to register the event not on the movement itself but on all the parts that are covered by your area and only check for areas that are registered in the current part. And another thing I would like to know: How could you detect when someone must have entered a trigger but you never saw him directly in it since his client only sent you an move packet shortly before entering and after leaving the trigger area. Drawing a line and calculate all colliding parts seems rather CPU intensive if you have to perform it every time.

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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking. EDIT: I got the angle and am rotating the sprite around in the correct angle however it rotates on the wrong spot. My sprite is one giant bitmap that gets cut into four pieces and only one shown at a time to animate walking. here is the code I am using to rotate him right now. ` public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed //m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); setRotation = false; // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); } ` And then the draw method // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null);

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  • Is there any way to play Netflix (stream) in Windows Media Player 11?

    - by Not So Sharp
    Googling for a solution yields a ridiculous page on eHow that instructs to insert a DVD from Netflix. But I am not interested in the DVD option. I am only interested in streaming and unfortunately none of my browsers (IE, FF, Chrome) uses the hardware acceleration built into my video card. The only way I can play non-choppy video on my PC is via Windows Media Player, but WMP doesn't list Netflix as one of the supported online stores for some reason. Any idea or trick how stream Netflix on WMP 11 instead of a browser?

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  • Why are there two types of Adobe Flash Player download / update?

    - by w3d
    Adobe Flash Player checks for updates at startup. If updates are required the Adobe dialog pops up with a [Download] button. Usually when I hit the [Download] button it downloads it straight away with a progress bar that zips across the dialog. I then get the option to install it. All good. However, sometimes when I hit the [Download] button it takes me to the website: https://get3.adobe.com/flashplayer/update/plugin/ Which presents me with an [Update now] button (and to install McAfee!). What is this for? Why didn't it download and install in the "usual" way? So, why are there apparently two different update methods for what appears to be the same thing? One is nice and swish and integrated into the updater, the other more long winded. In fact, I don't [Update now] when it takes me to the website, because I'm like "Hey, what's this?!"

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  • Is there a media player that allows me to group together radio streams which are just mirrors of the

    - by rakete
    I find it really annoying that for some radio stations, which have two or more servers to cope with the network load, there is not one single entry in amaroks playlist but two or more entries. This makes it hard to pick the radio station from the list I like to listen to because all the entries are always shown with the last played track as name, and even if I only have a few radio stations in my list there will eventually be many different entries. And, if I use the keyboard shortcuts to navigate the playlist I always have to remember that radio station X has for example four entries in the playlist, so I have to press the shortcut for switching tracks four times to actually switch the to the next station. Now, ideally I would like some solution for amarok, but if someone knows of another media player that does this or something I would appreciate that information as well.

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  • Vista: Alt + Shift + P opens Windows Media Player; how to delete this hotkey?

    - by NotSuper
    I just bought a new laptop, and am having to learn Vista. (My desktop has XP.) I was just trying to set some shortcut keys, and wanted to use Alt + Shift + P for Anywho.com, but to my surprise Alt + Shift + P is already taken. It calls Windows Media Player. Now I like WMP and will use it a lot, but I want my Alt + Shift + P for AnyWho.com. BTW I have PC Magazine's Hotkey Detective 2 (http://www.pcmag.com/article2/0,2817,5082,00.asp), but it doesn't show that Alt + Shift + P is taken. How to do this?

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  • Why are my hardware tabs disabled for my VMWare player image?

    - by djangofan
    I just installed a Ubuntu 10.10 image on VMWare player and after I finished installing I was messing with the hardware settings and I did the following: 1. disabled the floppy device 2. changed the CDRom to "use system cdrom" 3. tried to enable the VMWare tools but it complained that the vm was in "Easy Install" mode After I fiddled with the VM now my floppy and 2 CD rom devices as well as sound card and USB settings are all disabled in the VM hardware settings. Any idea on why this occurred and how to fix it?

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  • Looking for a video media player program that saves colour/volume profiles for individual videos?

    - by verve
    I use VLC right now but I'm tired of having 24 VLC players open because I watch that many different things each week so I just leave them open indefinitely; having to set each one up with the different colour/brightness/volume when the computer crashes is time-consuming. Also, having those many players open gets crazy. Is a good video media player available that lets you create or save profiles for videos watched or going to watched such as colour/brightness/volume? Windows 7 64-bit. Freeware or paid?

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  • Why can't my FreeBSD 6.1 (vmware player client under Win7) do DNS in Bridged mode.

    - by Walter Stickle
    I have a 64-bit FreeBSD 6.1 client, running under Windows 7 (64-bit) via VMWare player 3.0, with networking set to bridge mode. DHCP goes fine on boot... I get correct adress/gateway/nameserver info... I have good connectivity to the world in that I can ping any host I can name by IP addr, (including both of the nameservers in resolv.conf,) ...but I can't resolve any names. Inside the Windows box, the network interface has VMWare Bridge Protocol enabled, and the windows side of things has full connectivity. dig replies with: ;; connection timed out; no servers could be reached ...even if I use "dig @server_ip_addr" to point it at a pingable, working nameserver If I set VM networking to NAT mode, I can get outbound connectivity (with happy DNS) but, of course, can't do INBOUND connectivity, which I need. Thoughts?

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  • Is it safe to use any USB charger for charging any USB device?

    - by Vineet Menon
    I have an apple USB AC charger which is rated to provide 5V, 1A output and a Sony mp3 player NWZ B143F. I don't know the spec of Sony audio player. But I have another mp3 player from Transcend which is rated to take 5V, 1A input voltage. So, is it safe to assume that Sony or for that matter any mainstream mp3 player would take 5V, 1A as input? Is it safe to use the apple charger with Sony mp3 player?

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  • Windows 7 immediately disconnects a USB drive

    - by Daniel Saner
    I am having a problem with Windows 7 x64 consistently disconnecting one specific USB mass storage drive immediately after it is connected. The drive in question is a Cowon C2 digital music player which works in standard mass storage controller mode (i.e. no device-specific drivers needed/available). When I connect the player, Windows plays the "USB connect" sound and the device appears (under its correct name) in the device manager, but it never appears as a drive. The player itself displays "USB Connected" for a split-second before reporting that it has been disconnected again. Since the player, by design, reboots after it has been disconnected, Windows plays the "USB disconnect" sound before restarting the whole cycle once the player has powered back on. I am connecting the player through an Intel X79 Chipset motherboard (Gigabyte GA-X79-UD3) to Windows 7 Pro 64-bit. The player used to work fine the first few times I connected it, showing up as an external drive; it only recently stopped working. It is not a problem with the player, since it works fine when connected to another computer, even such running the exact same operating system. It is also not a problem with the USB controller, since the issue is the same on both the Intel USB 2.0 and the Fresco Logic FL1009 USB 3.0 controller ports. I have also not had the problem with any other drive so far. Among the things I have tried so far: Disabling USB legacy mode in BIOS Disabling energy-saving power down for all USB controllers in Windows' device manager Removing and reinstalling Windows' USB mass storage driver Removing and reinstalling Intel and Fresco Logic USB controller driver Restoring the player to factory defaults None of these made a difference. Again, the player used to work fine on the exact same system just days ago; I didn't install any new hardware or drivers on it since then. I would be very grateful for any hints on what else to try. Edit: Here is another new hint; I found out that when I connect the drive before booting Windows, it is available in Windows Explorer as it should, and does not automatically disconnect. If I remove and reconnect it though, the infinite connect/disconnect-loop starts anew.

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