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  • Why is Adobe Flash Player downloaded as a ".dmg.mdlp" file?

    - by dpddt
    When I download the current Adobe flash player installer from the Adobe website using Safari 6.0.1 under OSX 10.8.2, I end up with a file named 'install_flash_player_osx.dmg.mdlp' in my downloads folder. I am curious as to why the .mdlp extension is being added to the disk image containing the flash player installer, which has always terminated with the .dmg extension in the past. The only program which uses the .mdlp extension that I am aware of is matlab; matlab is installed on this machine and it is the program the OS would like to use to open the file. I have not seen OSX, or any component thereof, replace or append file extensions in the past and I am able to download .dmg files from other websites without this phenomenon occurring. Note that I am not interested in suggestions regarding the opening of the file, but rather an explanation as to why the .mdlp extension is being applied in the first place, whether it be by the local machine or Adobe.

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  • Three ways to upload/post/convert iMovie to YouTube

    - by user44251
    For Mac users, iMovie is probably a convenient tool for making, editing their own home movies so as to upload to YouTube for sharing with more people. However, uploading iMovie files to YouTube can't be always a smooth run, I did notice many people complaining about it. This article is delivered for guiding those who are haunted by the nightmare by providing three common ways to upload iMovie files to YouTube. YouTube and iMovie YouTube is the most popular video sharing website for users to upload, share and view videos. It empowers anyone with an Internet connection the ability to upload video clips and share them with friends, family and the world. Users are invited to leave comments, pick favourites, send messages to each other and watch videos sorted into subjects and channels. YouTube accepts videos uploaded in most container formats, including WMV (Windows Media Video), 3GP (Cell Phones), AVI (Windows), MOV (Mac), MP4 (iPod/PSP), FLV (Adobe Flash), MKV (H.264). These include video codecs such as MP4, MPEG and WMV. iMovie is a common video editing software application comes with every Mac for users to edit their own home movies. It imports video footage to the Mac using either the Firewire interface on most MiniDV format digital video cameras, the USB port, or by importing the files from a hard drive where users can edit the video clips, add titles, and add music. Since 1999, eight versions of iMovie have been released by Apple, each with its own functions and characteristic, and each of them deal with videos in a way more or less different. But the most common formats handled with iMovie if specialty discarded as far as to my research are MOV, DV, HDV, MPEG-4. Three ways for successful upload iMovie files to YouTube Solution one and solution two suitable for those who are 100 certainty with their iMovie files which are fully compatible with YouTube. For smooth uploading, you are required to get a YouTube account first. Solution 1: Directly upload iMovie to YouTube Step 1: Launch iMovie, select the project you want to upload in YouTube. Step 2: Go to the file menu, click Share, select Export Movie Step 3: Specify the output file name and directory and then type the video type and video size. Solution 2: Post iMovie to YouTube straightly Step 1: Launch iMovie, choose the project you want to post in YouTube Step 2: From the Share menu, choose YouTube Step 3: In the pop-up YouTube windows, specify the name of your YouTube account, the password, choose the Category and fill in the description and tags of the project. Tick Make this movie more private on the bottom of the window, if possible, to limit those who can view the project. Click Next, and then click Publish. iMovie will automatically export and upload the movie to YouTube. Step 4: Click Tell a Friend to email friends and your family about your film. You are also allowed to copy the URL from Tell a Friend window and paste it into an email you created in your favourite email application if you like. Anyone you send to email to will be able to follow the URL directly to your movie. Note: Videos uploaded to YouTube are limited to ten minutes in length and a file size of 2GB. Solution 3: Upload to iMovie after conversion If neither of the above mentioned method works, there is still a third way to turn to. Sometimes, your iMovie files may not be recognized by YouTube due to the versions of iMovie (settings and functions may varies among versions), video itself (video format difference because of file extension, resolution, video size and length), compatibility (videos that are completely incompatible with YouTube). In this circumstance, the best and reliable method is to convert your iMovie files to YouTube accepted files, iMovie to YouTube converter will be inevitably the ideal choice. iMovie to YouTube converter is an elaborately designed tool for convert iMovie files to YouTube workable WMV, 3GP, AVI, MOV, MP4, FLV, MKV for smooth uploading with hard-to-believe conversion speed and second to none output quality. It can also convert between almost all popular popular file formats like AVI, WMV, MPG, MOV, VOB, DV, MP4, FLV, 3GP, RM, ASF, SWF, MP3, AAC, AC3, AIFF, AMR, WAV, WMA etc so as to put on various portable devices, import to video editing software or play on vast amount video players. iMovie to YouTube converter can also served as an excellent video editing tool to meet your specific program requirements. For example, you can cut your video files to a certain length, or split your video files to smaller ones and select the proper resolution suitable for demands of YouTube by Clip or Settings separately. Crop allows you to cut off unwanted black edges from your videos. Besides, you can also have a good command of the whole process or snapshot your favourite pictures from the preview window. More can be expected if you have a try.

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  • While in CMD shell, copying files from host OS to guest VM locks files (VMware Player/Workstation)

    - by Malcolm
    We're running the latest versions of VMWare Player and Workstation for Windows. The following behavior is identical across both products. Problem: We open a CMD prompt in our guest OS (XP, Vista, Windows 7) and copy files from our host OS using the standard CMD shell copy command: copy z:\C$\testfiles The copy completes successfully, but from that point forward, all the files that were copied to our guest OS are now LOCKED on our host OS. This does not happen if we use Windows Explorer to copy files - it only happens when files are copied via the CMD shell. As mentioned at the start of this question, this behavior is reproducible in both VMWare Player and VMWare Workstation across multiple machines and multiple guest OS's. I've googled for a workaround, but without success. Any ideas appreciated. Malcolm

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  • Three ways to upload/post/convert iMovie to YouTube [closed]

    - by alexyu2010
    For Mac users, iMovie is probably a convenient tool for making, editing their own home movies so as to upload to YouTube for sharing with more people. However, uploading iMovie files to YouTube can't be always a smooth run, I did notice many people complaining about it. This article is delivered for guiding those who are haunted by the nightmare by providing three common ways to upload iMovie files to YouTube. YouTube and iMovie YouTube is the most popular video sharing website for users to upload, share and view videos. It empowers anyone with an Internet connection the ability to upload video clips and share them with friends, family and the world. Users are invited to leave comments, pick favourites, send messages to each other and watch videos sorted into subjects and channels. YouTube accepts videos uploaded in most container formats, including WMV (Windows Media Video), 3GP (Cell Phones), AVI (Windows), MOV (Mac), MP4 (iPod/PSP), FLV (Adobe Flash), MKV (H.264). These include video codecs such as MP4, MPEG and WMV. iMovie is a common video editing software application comes with every Mac for users to edit their own home movies. It imports video footage to the Mac using either the Firewire interface on most MiniDV format digital video cameras, the USB port, or by importing the files from a hard drive where users can edit the video clips, add titles, and add music. Since 1999, eight versions of iMovie have been released by Apple, each with its own functions and characteristic, and each of them deal with videos in a way more or less different. But the most common formats handled with iMovie if specialty discarded as far as to my research are MOV, DV, HDV, MPEG-4. Three ways for successful upload iMovie files to YouTube Solution one and solution two suitable for those who are 100 certainty with their iMovie files which are fully compatible with YouTube. For smooth uploading, you are required to get a YouTube account first. Solution 1: Directly upload iMovie to YouTube Step 1: Launch iMovie, select the project you want to upload in YouTube. Step 2: Go to the file menu, click Share, select Export Movie Step 3: Specify the output file name and directory and then type the video type and video size. Solution 2: Post iMovie to YouTube straightly Step 1: Launch iMovie, choose the project you want to post in YouTube Step 2: From the Share menu, choose YouTube Step 3: In the pop-up YouTube windows, specify the name of your YouTube account, the password, choose the Category and fill in the description and tags of the project. Tick Make this movie more private on the bottom of the window, if possible, to limit those who can view the project. Click Next, and then click Publish. iMovie will automatically export and upload the movie to YouTube. Step 4: Click Tell a Friend to email friends and your family about your film. You are also allowed to copy the URL from Tell a Friend window and paste it into an email you created in your favourite email application if you like. Anyone you send to email to will be able to follow the URL directly to your movie. Note: Videos uploaded to YouTube are limited to ten minutes in length and a file size of 2GB. Solution 3: Upload to iMovie after conversion If neither of the above mentioned method works, there is still a third way to turn to. Sometimes, your iMovie files may not be recognized by YouTube due to the versions of iMovie (settings and functions may varies among versions), video itself (video format difference because of file extension, resolution, video size and length), compatibility (videos that are completely incompatible with YouTube). In this circumstance, the best and reliable method is to convert your iMovie files to YouTube accepted files, iMovie to YouTube converter will be inevitably the ideal choice. iMovie to YouTube converter is an elaborately designed tool for convert iMovie files to YouTube workable WMV, 3GP, AVI, MOV, MP4, FLV, MKV for smooth uploading with hard-to-believe conversion speed and second to none output quality. It can also convert between almost all popular popular file formats like AVI, WMV, MPG, MOV, VOB, DV, MP4, FLV, 3GP, RM, ASF, SWF, MP3, AAC, AC3, AIFF, AMR, WAV, WMA etc so as to put on various portable devices, import to video editing software or play on vast amount video players. iMovie to YouTube converter can also served as an excellent video editing tool to meet your specific program requirements. For example, you can cut your video files to a certain length, or split your video files to smaller ones and select the proper resolution suitable for demands of YouTube by Clip or Settings separately. Crop allows you to cut off unwanted black edges from your videos. Besides, you can also have a good command of the whole process or snapshot your favourite pictures from the preview window. More can be expected if you have a try.

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  • How to reduce Fedora's disk size in VMware player.

    - by user428862
    I'm new to Fedora 14, vmware player. After getting Fedora up and running in VMware player. The disk size was 2.7 GB. After three hours of working with it, the disk size has bloated to 4.3 GB. I havent added software to account for the near doubling in size. How do I reduce the size back to 2.7GB range or lower. Im new to Fedora and superuser controls. Im removing more software than adding software. Is this a VMWARE problem or Fedora problem?

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  • Web form is not updating tables, why?

    - by JPJedi
    I have a web application and on page is an update page to update some profile information. Below is the code I am using to update the table. But I think it is wrong. Does anything stick out? The connection string works cause it is used to read the database to get the profile information, I just removed it due to it containing password/login info for the db. player is the class of properties that contains player information and ds is the dataset, but I would like to update the database itself online... Dim connectionString As String = "" Dim GigsterDBConnection As New System.Data.SqlClient.SqlConnection(connectionString) GigsterDBConnection.Open() Dim updatetoursql As String = "UPDATE PLAYERS SET FIRSTNAME = '" & player.FIRSTNAME & "', LASTNAME = '" & player.LASTNAME & "', ADDRESS = '" & player.ADDRESS & "', CITY = '" & player.CITY & "', ZIP = '" & player.ZIP & "', PHONE = '" & player.PHONE & "', EMAIL = '" & player.EMAIL & "', REFFEREDBY = '" & player.REFEREDBY & "' " updatetoursql = updatetoursql & "PLAYERID = '" & player.PLAYERID & "';" Dim cmd As New System.Data.SqlClient.SqlCommand(updatetoursql, GigsterDBConnection) Dim sqlAdapter As New System.Data.SqlClient.SqlDataAdapter(cmd) sqlAdapter.Update(ds, "PLAYERS") I think the issue is something the 3 last lines of the code. am I doing it right or is their a better way? Thanks

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  • Refactoring code/consolidating functions (e.g. nested for-loop order)

    - by bmay2
    Just a little background: I'm making a program where a user inputs a skeleton text, two numbers (lower and upper limit), and a list of words. The outputs are a series of modifications on the skeleton text. Sample inputs: text = "Player # likes @." (replace # with inputted integers and @ with words in list) lower = 1 upper = 3 list = "apples, bananas, oranges" The user can choose to iterate over numbers first: Player 1 likes apples. Player 2 likes apples. Player 3 likes apples. Or words first: Player 1 likes apples. Player 1 likes bananas. Player 1 likes oranges. I chose to split these two methods of outputs by creating a different type of dictionary based on either number keys (integers inputted by the user) or word keys (from words in the inputted list) and then later iterating over the values in the dictionary. Here are the two types of dictionary creation: def numkey(dict): # {1: ['Player 1 likes apples', 'Player 1 likes...' ] } text, lower, upper, list = input_sort(dict) d = {} for num in range(lower,upper+1): l = [] for i in list: l.append(text.replace('#', str(num)).replace('@', i)) d[num] = l return d def wordkey(dict): # {'apples': ['Player 1 likes apples', 'Player 2 likes apples'..] } text, lower, upper, list = input_sort(dict) d = {} for i in list: l = [] for num in range(lower,upper+1): l.append(text.replace('#', str(num)).replace('@', i)) d[i] = l return d It's fine that I have two separate functions for creating different types of dictionaries but I see a lot of repetition between the two. Is there any way I could make one dictionary function and pass in different values to it that would change the order of the nested for loops to create the specific {key : value} pairs I'm looking for? I'm not sure how this would be done. Is there anything related to functional programming or other paradigms that might help with this? The question is a little abstract and more stylistic/design-oriented than anything.

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  • When my object is no longer referenced why do its events continue to run?

    - by Ryan Peschel
    Say I am making a game and have a base Buff class. I may also have a subclass named ThornsBuff which subscribes to the Player class's Damaged event. The Player may have a list of Buffs and one of them may be the ThornsBuff. For example: Test Class Player player = new Player(); player.ActiveBuffs.Add(new ThornsBuff(player)); ThornsBuff Class public ThornsBuff(Player player) { player.DamageTaken += player_DamageTaken; } private void player_DamageTaken(MessagePlayerDamaged m) { m.Assailant.Stats.Health -= (int)(m.DamageAmount * .25); } This is all to illustrate an example. If I were to remove the buff from the list, the event is not detached. Even though the player no longer has the buff, the event is still executed as if he did. Now, I could have a Dispel method to unregister the event, but that forces the developer to call Dispel in addition to removing the Buff from the list. What if they forget, increased coupling, etc. What I don't understand is why the event doesn't detatch itself automatically when the Buff is removed from the list. The Buff only existed in the list and that is its one reference. After it is removed shouldn't the event be detached? I tried adding the detaching code to the finalizer of the Buff but that didn't fix it either. The event is still running even after it has 0 references. I suppose it is because the garbage collector had not run yet? Is there any way to make it automatic and instant so that when the object has no references all its events are unregisted? Thanks.

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  • YouTube player api - addEventListener() does not work for me?

    - by user246114
    Hi, I'm using the youtube player api. I'm following the doc here: http://code.google.com/apis/youtube/js_api_reference.html having a problem adding an event listener on the player, it seems to just get stuck there. I put an alert statement directly after, which never gets called: ytplayer.addEventListener("onStateChange", "onytplayerStateChange"); alert("I never get called..."); any idea why this would happen? Running it through FF chrome safari, same thing happens on all. Other player features all work fine. I'm using the swfobject version. I'm running this live from a server too. I don't get it. Thanks

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  • Flowplayer: Clicking on the player forces is to reload.

    - by PaulDavis
    Hey everyone, I've got this damn annoying bug (or wrong setting) that makes the player reload whenever it's clicked. It's set to play when you click, so when you click it, it reloads. The circle begins.... The reloading only happens in Firefox. In Safari (and I assume Chrome), the video opens in its own window. Not ideal, but it still plays. Here's the code for the player: (I can't share the link unfortunately, NDAs etc etc.) flashembed("player", "/flowplayer.commercial-3.0.7.swf", { config: { key: '#@xxxxxx', clip: { autoPlay: false, autoBuffering: true, url: "http://myvid.com/url.mp4", wmode: 'opaque' } } }); This site is full of complete geniuses, I hope one of you can help me out!

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  • Android: How do I make a video splash screen repeat until webview finishes loading the url?

    - by Nikoli4
    I would like to make a small video (about 4 seconds) repeat until webview finishes loading the desired URL in the background. Right now the video plays once, then a blank black screen comes up until the page loads. I'm still pretty new to this... Thanks in advance for any help! Sorry for the EDITED stuff, but it was necessary. Here is my splash java import android.app.Activity; import android.content.Intent; import android.media.MediaPlayer; import android.media.MediaPlayer.OnCompletionListener; import android.os.Bundle; import android.widget.VideoView; public class Splash extends Activity implements OnCompletionListener { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.splash); VideoView video = (VideoView) findViewById(R.id.videoView); video.setVideoPath("android.resource://com.EDITED/raw/" + R.raw.splash); video.start(); video.setOnCompletionListener(this); } @Override public void onCompletion(MediaPlayer mp) { Intent intent = new Intent(this, EDITEDWebActivity.class); startActivity(intent); finish(); } }

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  • My first c# app and first null object exception

    - by Fresheyeball
    Total noob here. This is my first c# attempt, its a console application that simulates a drinking game called 'Left Right Center'. In the console I receive the following: CONSOLE Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object at LeftRightCenter.MainClass.Main (System.String[] args) [0x00038] in /Users/apple/Projects/LearningC/LearningC/Main.cs:80 [ERROR] FATAL UNHANDLED EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object at LeftRightCenter.MainClass.Main (System.String[] args) [0x00038] in /Users/apple/Projects/LearningC/LearningC/Main.cs:80 C# using System; namespace LeftRightCenter { class Player { //fields private int _quarters = 4; public int Quarters { get{ return _quarters; } set{ _quarters += value; } } public Player (string name) { } } class Dice { Random random = new Random(); public int Roll () { random = new Random (); int diceSide; diceSide = random.Next (0, 6); diceSide = (diceSide > 2) ? 3 : diceSide; return diceSide; } } class MainClass { static int activePlayer = 0; static int theCup = 0; static Player[] thePlayers = { new Player ("Jessica"), new Player ("Isaac"), new Player ("Ed"), new Player ("Bella"), new Player ("Elisa"), new Player ("Fake RedHead"), new Player ("Linda"), new Player ("MJ"), new Player ("Irene"), new Player("Devin") }; static Dice[] theDice = new Dice[2]; private static void MoveQuarter (int direction) { int numberOfPlayers = thePlayers.Length - 1; switch (direction) { case 0: thePlayers [activePlayer].Quarters = -1; theCup++; break; case 1: thePlayers [activePlayer].Quarters = -1; int leftPlayer = (activePlayer == 0) ? numberOfPlayers : activePlayer - 1; thePlayers [leftPlayer].Quarters = +1; break; case 2: thePlayers [activePlayer].Quarters = -1; int rightPlayer = (activePlayer == numberOfPlayers) ? 0 : activePlayer + 1; thePlayers [rightPlayer].Quarters = +1; break; } } public static void Main (string[] args) { int cupEndPoint = thePlayers.Length * 4 - 1; while (theCup < cupEndPoint) { foreach (Dice rattle in theDice) { if (thePlayers [activePlayer].Quarters > 0) { MoveQuarter (rattle.Roll ()); // this line seems to be the problem } } Console.WriteLine ("{0} Quarters In the Cup", theCup); } } } } I have no idea what the problem is or why, and my googling have proven more use confusing than helpful.

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  • How do I stop video tearing? (Nvidia prop driver, non-compositing window manager)

    - by Chan-Ho Suh
    I have that problem which seemingly afflicts many using the proprietary Nvidia driver: Video tearing: fine horizontal lines (usually near the top of my display) when there is a lot of panning or action in the video. (Note: switching back to the default nouveau driver is not an option, as its seemingly nonexistent power-management drains my battery several times faster) I've tried Totem, Parole, and VLC, and tearing occurs with all of them. The best result has been to use X11 output in VLC, but there is still tearing with relatively moderate action. Hardware: MacBook Air 3,2 -- which has an Nvidia GeForce 320M. There are two common fixes for tearing with Nvidia prop drivers: Turn off compositing, since Nvidia proprietary drivers don't usually play nice with compositing window managers on Linux (Compiz is an exception I'm aware of). But I use an extremely lightweight window manager (Awesome window manager) which is not even capable of compositing (or any cool effects). I also have this problem in Xfce, where I have compositing disabled. Enabling sync to VBlank. To enable this, I set the option in nvidia-settings and then autostart it as nvidia-settings -l with my other autostart programs. This seems to work, because when I run glxgears, I get: $ glxgears Running synchronized to the vertical refresh. The framerate should be approximately the same as the monitor refresh rate. 303 frames in 5.0 seconds = 60.500 FPS 300 frames in 5.0 seconds = 59.992 FPS And when I check the refresh rate using nvidia-settings: $ nvidia-settings -q RefreshRate Attribute 'RefreshRate' (wampum:0.0; display device: DFP-2): 60.00 Hz. All this suggests sync to VBlank is enabled. As I understand it, this is precisely designed to stop tearing, and a lot of people's problem is even getting something like glxgears to output the correct info. I don't understand why it's not working for me. xorg.conf: http://paste.ubuntu.com/992056/ Example of observed tearing::

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  • Join mp4 files in linux

    - by Jose Armando
    I want to join two mp4 files to create a single one. The video streams are encoded in h264 and the audio in aac. I can not re-encode the videos to another format due to computational reasons. Also, I cannot use any gui programs, all processing must be performed with linux command line utilities. FFmpeg cannot do this for mpeg4 files so instead I used MP4Box e.g. MP4Box -add video1.mp4 -cat video2.mp4 newvideo.mp4 unfortunately the audio gets all mixed up. I thought that the problem was that the audio was in aac so I transcoded it in mp3 and used again MP4Box. In this case the audio is fine for the first half of newvideo.mp4 (corresponding to video1.mp4) but then their is no audio and I cannot navigate in the video also. My next thought was that the audio and video streams had some small discrepancies in their lengths that I should fix. So for each input video I splitted the video and audio streams and then joined them with the -shortest option in ffmpeg. thus for the first video I ran avconv -y -i video1.mp4 -c copy -map 0:0 videostream1.mp4 avconv -y -i video1.mp4 -c copy -map 0:1 audiostream1.m4a avconv -y -i videostream1.mp4 -i audiostream1.m4a -c copy -shortest video1_aligned.mp4 similarly for the second video and then used MP4Box as previously. Unfortunately this didn't work either. The only success I had was when I joined the video streams separetely (i.e. videostream1.mp4 and videostream2.mp4) and the audio streams (i.e. audiostream1.m4a and audiostream2.m4a) and then joined the video and audio in a final file. However, the synchronization is lost for the second half of the video. Concretelly, there is a 1 sec delay of audio and video. Any suggestions are really welcome.

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  • Setting up an IP Camera with silverlight

    - by Sean
    I am trying to set up an IP camera and have it work through Silverlight I am using both Microsoft Expression and Microsoft Visual Studio 2008. I am able to do encoding with a usb connected web cam but I cannot find a way to use the encoder to connect to ip camera connected to our switch. Does anyone have experience setting up an ip camera to encode into the Silverlight framework?

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  • Day 2 - Game Design Documentation

    - by dapostolov
    So yesterday I didn't cut any code for my game but I was able to do a tiny bit of research on the XNA Game Development Technology and the communities out there and do you know what? I feel I'm a bit closer to my goal. The bad news is today I didn't cut code either. However, not all is lost because I wanted to get my ideas on paper and today I just did that.  Today, I began to jot down notes about the game and how I felt the visual elements would interact with each other. Unlike my workplace, my personal level of documentation is nothing more than a task list or a mind map of my ideas; it helps me streamline my solutions quiet effectively and circumvent the long process of articulating each thought to the n-th degree. I truly dislike documentation (because I have an extremely hard time articulating my thought and solutions); however, because I tend to do a really good job with documentation I tend to get stuck writing the buggers. But as a generalist remark: 'No Developer likes documentation.' For now let's stick with my basic notes and call this post a living document. Here are my notes, fresh, from after watching the new first episode of Merlin second season! Actually, a quick recommendation to anyone who is reading this (if anyone is): I truly recommend you envelope yourself in the medium or task you're trying to tackle. Be one with moment and feel it! For instance: Are you writing a fantasy script / game? What would the music of the genre sound like? For me the Conan the Barbarian soundtrack by Basil Poledouris is frackin awesome. There are many other good CD's out there, which I listen to (some who even use medival instruments, but Conan I keep returning to. It's a creative trigger for me. Ask yourself what would the imagery look like? Time to surf google for artist renditions of fantasy! What would the game feel like? Start playing some of your favorite games that inspire you, be wary though, have some self control and don't let it absorb your time. Anyhow, onto the documentation... Screens, Scenes, and Sprites. Oh My! (groan...) The first thing that came to mind were the screens, I thought the following would suffice: Menu Screen Character Customisation Screen Loading Screen? Battle Ground The Menu Screen Ok. So, the thought here is when the game loads a huge title is displayed: Wizard Wars. The player is prompted with 3 menu items: 1 Player Game, 2 Player Game, and Exit. Since I'm targetting the PC platform, as a non-networked game to start, I picture myself running my mouse over each menu option and the visual element of the menu item changes, along with a sound to indicate that I am over a curent menu item. And as I move my mouse away, it changes back, and possibly an exit mouse sound. Maybe on the screen somewhere is a brazier alit with a magical tome open right beside it, OR, maybe the tome is the menu! I hear the menu music as mellow, not obtrusive or piercing. On a menu item select, a confirmation sound bellows to indicate the players selection. The Esc key will always return me to the previous screens or desktop. The menu screen must feel...dark, like a really important ritual is about to happen and thus the music should build up. 1 Player Game - > Customize Character(s) 2 Player Game - > Customize Character(s) Exit - > Back to Windows Notes: So the first thing I pick up here are a couple things: First and foremost, my artistic abilities suck crap, so I may have to hire an artist (now that i've said that, lets get techy) graphical objects will be positioned within a scene on each screen / window. Menu items will be represented grapically, possibly animated, and have sound / animation effects triggered by user input or a time line. I have an animated scene involving a brazier or fire on a stick IF I was to move this game to the xbox, I'd have to track which menu item is currently selected (unless I do a mouse pointer type thing.) WindowObject has a scene A Scene has many GameObjects GameObject has a position graphic or animation MenuObject is a GameObject which has a mouse in, mouse out, and click event which either does something graphically (animation), does something with sound, or moves to another screen.  Character Customisation Screen With either the 1 or 2 player option selected, both selections will come to this screen; a wizard requires a name, powers, and vestements of course! Player one will configure his character first and then player two. I considered a split screen for PC but to have two people fighting over a keyboard would probably suck. For XBox, a split screen could work; maybe when I get into the networking portion (phase 2 blog?) of this game I will remove the 2 player option for PC and provide only multiplayer and I will leave 2 player for xbox...hmm... Anyhow...I picture the creation process as follows: Name: (textbox / keyboard entry) - for xbox, this would have to be different. Robe Color: (color box, or something) Stats: Speed, Oomph, and Health. (as sliders) 1 as minimum and 10 as maximum. Ok, Back, and Cancel buttons / options. Each stat has a benefit which are listed below. The idea is the player decides if he wants his wizard to run fast, be a tank and ... hit with a purse.Regardless, the player will have a pool of 12 points to use. Ideally, A balanced wizard will have 5 in each attribute. Spells? The only spell of choice is a ball of fire which comes without question. The music and screen should still feel like a ritual. The Character Speed Basically, how fast your character moves and casts. Oomph (Best Monster Truck Voice): PURE POWAH!!! The damage output of your fireball. Health How much damage you can take. Notes: I realise the game dynamics may sound uninteresting at the moment; but I think after a couple releases, we could have some other grand ideas such as: saved profiles, gold to upgrade arsenal of spells, talents, etc...but for now...a vanilla fireball thrower mage will suffice for this experiment. OK. So... a MenuObject  may need to be loosely coupled to allow future items such as networking? may be a button? a CharacterObject has a name speed oomph health and a funky robe color. cap on the three stats (1-10) an arsenal of 1 spell (possibly could expand this) The Loading Screen As is. The Battleground Screen For now, I'm keeping the screen as max resolution for the PC. The screen isn't going to move or even be a split screen. I'm not aiming high here because I want to see what level of change is involved when new features / concepts are added to game content. I'm interested to find out if we could apply techniques such as MVC or MVVM to this type of development or is it too tightly coupled? This reminds me when when my best friend and I were brainstorming our game idea (this is going back a while...1994, 6?) and he cringed at the thought of bringing business technology into games, especially when I suggested a database to store character information and COM / DCOM as the medium, but it seems I wasn't far off (reflecting); just like his implementation of a xml "config file" for dynamic direct-x menus back before .net in 1999...anyhow...i digress... The Battle One screen, two characters lobing balls of fire at each other...It doesn't get better than that. Every so often a scroll appears...and the fireballs bounce off walls, or the wizard has rapid fire, or even scrolls of healing! The scroll options are endless. Two bars at the top, each the color of the wizard (with their name beside the bar) indicate how much health they have. Possibly the appearance of the scrolls means the battle is taking too long? I'm thinking 1 player controls: up, down, left, right and space to fire the button. Or even possibly, mouse click and shift - mouse button to fire a spell in the direction they are facing. Two player controls: a, s, d, f and space AND arrows (up, down, left, right) and Del key or Crtl. The game ends when a player has 0 health and a dialog box appears asking for a rematch / reconfigure / exit. Health goes down when a fireball (friendly or not), connects with a wizard. When a wizard connects with a scroll, a countdown clock / icon appears near the health bar and the wizard begins to glow. For the most part, a wizard can have only scroll 1 effect on him at a time. Notes: Ok, there's alot to cover here. a CharacterObject is a GameObject it travels at a set velocity it travels in a direction it has sounds (walking, running, casting, impact, dying, laughing, whistling, other?) it has animations (walking, running, casting, impact, dying, laughing, idle, other?) it has a lifespan (determined by health) it is alive or dead it has a position a ScrollObject is a GameObject it carries a transferance of points "damage" (or healing, bad scroll effect?) (determinde by caster) it carries a transferance of "other" it is stationary it has a sound on impact it has a stationary animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by game) it is alive or dead it has a position a WallObject is a GameObject it has a sound on fireball impact? it is a still image / stationary it has an impact animation / or transfers an impact animation it is dead it has a position A FireBall is a GameObject it carries a transferance of poinst "damage" (or healing, bad scroll effect?) (determinde by caster) it travels at a set velocity it travels in a direction it has a sound it has a travel animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by caster) it is alive or dead it has a position As I look at this, I can see some common attributes in each object that I can carry up to the GameObject. I think I'm going to end the documentation here, it's taken me a bit of time to type this all out, tomorrow. I'll load up my IDE and my paint studio to get some good old fashioned cowboy hacking going!   D.

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  • How to show quicktime videos in succession

    - by Eric Frank
    How do I have two or more quicktime videos to play one after the other, with no action taken by the user? I've seen an example of the technique here: http://untitled.wiredrive.com//l/p/?presentation=7c79bedbb8b02d2b1da45b033cc20345 I can't seem to boil down their code to the good stuff. Thanks!

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  • How to install FFMpeg in WampServer 2.0 (Windows XP)

    - by Richard Knop
    I need to install the ffmpeg PHP extension on my localhost so I can test few of my scripts but I am having troubles figuring out how to do that. I have WampServer 2.0 with PHP 5.2.9-2, my OS is Windows XP. Please somebody give me step by step instructions. I have found some Windows builds here: http://sourceforge.net/projects/ffmpeg-php/files/ But I don't know which one to download and what to do with files. EDITED: What I have done so far: Download ffmpeg_new Copy php_ffmpeg.dll from the php5 folder to the C:\wamp\bin\php\php5.2.9-2\ext Copy files from common to the windows/system32 folder Add extension=php_ffmpeg.dll to php.ini file Restarted all services (Apache, PHP...) I am gettings an error after using this code: $extension = 'ffmpeg'; $extension_soname = 'php_ffmpeg.dll'; $extension_fullname = PHP_EXTENSION_DIR . "/" . $extension_soname; // load extension if(false === extension_loaded($extension)) { if (false === dl($extension_soname)) throw new Exception("Can't load extension $extension_fullname\n"); } The error: Warning: dl() [function.dl]: Not supported in multithreaded Web servers - use extension=ffmpeg.dll in your php.ini in C:\wamp\www\hunnyhive\application\modules\default\controllers\MyAccountController.php on line 314 Plus I also get the exception from above.

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  • Installing Jffmpeg to JMF

    - by Krt_Malta
    Hi! I'm using JMF in my application. I'm trying to install jffmpeg since I'm encountering the format not supported exception. I've tried following this http://jffmpeg.sourceforge.net/download.html but I got lost. I enter JMF registry ok but what should I do to include the new codecs? (Also when I press Add "Could not add item" comes up... I'm running on Windows 7). Thanks and regards, Krt_Malta

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  • Keystone correction in vlc.

    - by Kurru
    Hi How can I set up keystone correction in VLC? If this is not a supported feature, has anyone had any experience writing an add-on filter for VLC? If so, links/examples would be very appreciated! Thank you

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