Search Results

Search found 13589 results on 544 pages for 'video player'.

Page 173/544 | < Previous Page | 169 170 171 172 173 174 175 176 177 178 179 180  | Next Page >

  • How do I set the timeout on the standalone Flash player in FlexBuilder?

    - by Joshua Fox
    I am using FlexBuilder 3 (which works as an Eclipse plugin). To debug, I launch the standalone Flash players for Flash 9 and 10 from Eclipse. I find that an HTTPService connection on both these version times out after 30 seconds. Flash does not time out when I run the same application in Flash in Firefox or Chrome (I have the debug version of Flash 10 installed there). How can I set the timeout in the standalone Flash player? There seem to be very few config options in the GUI, and none in the Windows registry. Setting HTTPService.requestTimeout programmatically does not help. Alternatively, is there a way to download and install a second copy (which might give me some other default timeout). (I know of the downloadable debug player, but that does not run as a standalone exe.)

    Read the article

  • 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

    Read the article

  • iOS Development: Does the GameKit SDK allow you to retrieve achievements by players other than the local player?

    - by BeachRunnerJoe
    Hello. I'm building a game that uses Game Center to connect players and manage leaderboards and achievements. I see that you can retrieve leaderboard details for any player, but can you do the same with achievements? When the user finishes a match with an opponent, I'd like to give the user the option to view the opponents profile, including leaderboard scores and completed achievements. I haven't found anything in the docs that shows me how to retrieve achievement details for players other than the local player, am I missing it or is this currently not supported? Thanks so much for your help!

    Read the article

  • Where is the Mac Divx Web Player 7 cache folder?

    - by user30710
    Until recently, I was using Divx web player 1.4.2 because it seemed to be the least buggy. It was saving files in users/xxxxxx/movies/divx movies/temporary added files and was deleting them when the cache limit was reached. Now with 7, it's saving them alright cause I can watch my HD space go down, but I can't find them. And it's not respecting the cache limit size (mine is 4GB). The only way to clear up this space is a restart of the Mac. I'm running 10.6.8and Chrome. I've looked everywhere for the folder manually. Where is it?

    Read the article

  • Why can't the Adobe Flash player send key strokes it doesn't handle to the browse in which it is run

    - by jim.e.clark
    I'm a heavy web user that uses the address bar constantly while browsing the web. I often use Ctrl + T to open a new tab or Ctrl + D to move focus to the address bar so it is very annoying that these shortcut keys do not work when a Flash object has focus on the active browser tab. I would happily give up all keyboard handling in the Flash Player in exchange for having keystrokes sent to the browser. In fact, as someone who has worked in software development for over 15 years it is hard to believe that Flash doesn't pass common browser shortcut keys to the browser or have an option to do so. So my question is this: Am I missing some option, some Flash shortcut key or some Firefox add-on that will alleviate my suffering?

    Read the article

  • Problems connecting Centos on VMware player to the network using bridged connection.

    - by Sakin
    Hi, I installed CentOs on VMware Player 3.0.1 running on windows XP. When trying to configure it to connect to the internet in a bridged configuration, I get an error message when trying to bring up the network interface: [root@VMLinux ~]# /et/init.d/network start Bringing up loopback interface: [ OK ] Bringing up interface eth0: Determining IP information for eth0... failed [FAILED] VM is running on a machine that has access to the network, I tried it on two different networks that have DHCP enabled. Everything works fine when using a NAT connection through my host. How can I make the bridge work for me? Thanks.

    Read the article

  • Mac .flac player that organizes folder structure? Can Songbird write to a ntfs drive?

    - by CT
    I have a bunch of music in .flac format on my pc. I would like to put that music on an external drive which I can access from both my Mac and PC at work. I have the drive formatted in NTFS using MacFUSE and NTFS-3G drivers. Through Finder I write to the drive fine. If I go to Show Info I see that I have custom access. I am trying to use Songbird to play said .flac files. I have Folder Management turned on. When I try to import to Library it errors out and says make sure drive exists and is writable. This seems like a permissions issue but I do not see how I could change them. If anyone knows of a good .flac player for the mac that also organizes folder structures like iTunes please let me know. This and the ability to write to a NTFS drive is what I am looking for.

    Read the article

  • how to stream audio and video files, but use any media player on Windows (without using Windows file

    - by RamyenHead
    I want to access and play media files on machine S (Windows XP) from machine C (Windows XP). Using Windows File Sharing ("share this folder" stuff), if it works, I would share the folder containing media files on machine S, and I would be able to play media files, sitting in front of C, using any media player I want. Windows somehow ensures that the remote files behave like local files. But Windows file sharing won't work for me, is there any alternative? If two machines were both Linux, I would install an SSH server on S and use Nautilus from C to access and play media files. The reason why I can't use Windows file sharing is, my campus use two different subnets, I have S and C on different subnets and it seems that the firewall governing the whole network in campus doesn't allow file sharing between different subnets. I tried changing Windows Firewall settings on S to allow C in, it still wouldn't work, so it must be the other firewall.

    Read the article

  • How do I record sound from my CD/DVD player without other system sounds in the mix?

    - by Software Monkey
    Using GoldWave I can record via the "Stereo Mix" channel, but I get no sound on the "CD" channel. Of course, using the stereo mix also mixes in all system sounds, including beeps, etc. I have the analog out on the DVD player connected to the CD-IN connector on the MoBo. I can hear CDs and DVDs playing just fine through my speakers - is this because the CD is also IDE data connection in to deliver the sound to the sound card, then? I specifically want to record a DVD; I can easily rip a CD using GoldWave's built-in ripper. Is there anything I have forgotten or have to enable? Or is it likely I have a damaged cable? My system is an MSI mobo and is running Windows XP SP3.

    Read the article

  • How can I connect a blu-ray player to a VGA screen?

    - by zaplwo
    Basically, I have a blu-ray player that I wanted to be connected to a projector and a monitor screen at the same time, so I got a component splitter and a component to VGA cable. The splitter works fine but the component to VGA adapter doesn't show anything on the monitor screen; is like if nothing is connected to it. I already change monitors but 3 monitors do the same. Anyone have any idea why this is happening or how can I connect the monitor and the projector to the blu-ray?

    Read the article

  • How to enable the flash player plugin in IE8?

    - by Nik Reiman
    I updated to IE8 the other day on my Vista laptop, mostly because Windows Update kept bugging me about it. As a Chrome user, I don't really care so much about IE8, but I do have to use it occaisionally to test website compatibility. At any rate, flash seems to be completely deactivated, and I don't see a place to re-enable it anywhere in the preferences. I've done a bit of googling on the issue, but only found information about how to disable flash, not how to actually enable it. I have the flash 10 debug player installed, and it works fine with Chrome and Firefox. What could be the matter?

    Read the article

  • 2D Game Help In XNA

    - by user22715
    I'm making a game in XNA called The Adventure Of The Very Hairy Princess Fairy. The game is a "Sidescroller/Platformer" like mario but there is a problem. How do I attack a wepon the the player texture and add animations so it looks like the player is holding the gun and It's not a floating image in front of the player? The player can kill with things like chainsaws playing as a very hairy princess fairy.

    Read the article

  • Spritebatch node animation appears to be broken in cocos2d-x 2.0.3

    - by George Host
    Hi I have spent aprox 2 days trying to get this to work doing a google searches left and right and I did get it working except for sprite batch nodes. So in my class I am able to load kuwalio_stand.png and I tested kuwalio_walk1.png and 2 and 3 from the FrameCache(). They work for sure 100%. I run this code and it does not animate does anyone else have the same issue with sprite batch nodes? cocos2d::CCSprite * player = Player::create(); player->setPosition(cocos2d::CCPointMake(0.0f,0.0f)); player->setDisplayFrame(cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_stand.png")); player->setTag(PlayerTag); cocos2d::CCAnimation * walk = cocos2d::CCAnimation::create(); cocos2d::CCSpriteFrame * walk1 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk1.png"); cocos2d::CCSpriteFrame * walk2 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk2.png"); cocos2d::CCSpriteFrame * walk3 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk3.png"); walk->addSpriteFrame(walk1); walk->addSpriteFrame(walk2); walk->addSpriteFrame(walk3); cocos2d::CCAnimate * actionWalk = cocos2d::CCAnimate::create(walk); cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create(actionWalk); walk->setDelayPerUnit(0.1f); actionWalk->setDuration(10.1f); player->runAction(actionRepeat); // Change camera to a soft follow camera. this->runAction(cocos2d::CCFollow::create(player)); mSceneSpriteBatchNode->addChild(player); // Have the CCNode object run its virtual update function as fast as possible. // Every frame for this layer. this-scheduleUpdate(); Counter example without the sprite batch node... cocos2d::CCSprite * sprite = cocos2d::CCSprite::create("kuwalio_walk1.png"); this->addChild(sprite,0); sprite->setPosition(cocos2d::CCPointMake(60,60)); sprite->retain(); cocos2d::CCAnimation * actionAnimation = cocos2d::CCAnimation::create(); actionAnimation->setDelayPerUnit(0.01f); actionAnimation->retain(); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk1.png"); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk2.png"); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk3.png"); cocos2d::CCAnimate * a = cocos2d::CCAnimate::create(actionAnimation); a->setDuration(0.10f); cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create(a); sprite->runAction(actionRepeat);

    Read the article

  • How does Minecraft compute lighting for it's non-block objects?

    - by Darestium
    I was wondering how the creator of Minecraft went about lighting the objects (player and pickaxe) based on the lighting level around the player. I have implemented the ability to light the blocks around the player but I can't really think of anyway to implement with objects. Also, when I the player moves and the lighting values change will I have to rebuild it's vertexbuffers? Or is there some other way? Any ideas?

    Read the article

  • Multiple Audio listeners in Scene

    - by Kevin Jensen Petersen
    THIS IS UNITY Im trying to make a FPS game over networking, it works fine. But now, when im trying to implement sound, it won't work. My guess would be, to add a Audio listener to the prefab, that gets instansiated whenever a player connects to the server, however the problem about this is that each player's audiolistener have been switched out which the other player(s), so the AudioSource won't play at the player, but at someone else in the game. Any suggestions ?

    Read the article

  • UDK game Prisoners/Guards

    - by RR_1990
    For school I need to make a little game with UDK, the concept of the game is: The player is the headguard, he will have some other guard (bots) who will follow him. Between the other guards and the player are some prisoners who need to evade the other guards. It needs to look like this My idea was to let the guard bots follow the player at a certain distance and let the prisoners bots in the middle try to evade the guard bots. Now is the problem i'm new to Unreal Script and the school doesn't support me that well. Untill now I have only was able to make the guard bots follow me. I hope you guys can help me or make me something that will make this game work. Here is the class i'm using to let te bots follow me: class ChaseControllerAI extends AIController; var Pawn player; var float minimalDistance; var float speed; var float distanceToPlayer; var vector selfToPlayer; auto state Idle { function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); } event SeePlayer(Pawn p) { player = p; GotoState('Chase'); } Begin: player = none; self.Pawn.Velocity.x = 0.0; self.Pawn.Velocity.Y = 0.0; self.Pawn.Velocity.Z = 0.0; } state Chase { function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); } event PlayerOutOfReach() { `Log("ChaseControllerAI CHASE Player out of reach."); GotoState('Idle'); } // class ChaseController extends AIController; CONTINUED // State Chase (continued) event Tick(float deltaTime) { `Log("ChaseControllerAI in Event Tick."); selfToPlayer = self.player.Location - self.Pawn.Location; distanceToPlayer = Abs(VSize(selfToPlayer)); if (distanceToPlayer > minimalDistance) { PlayerOutOfReach(); } else { self.Pawn.Velocity = Normal(selfToPlayer) * speed; //self.Pawn.Acceleration = Normal(selfToPlayer) * speed; self.Pawn.SetRotation(rotator(selfToPlayer)); self.Pawn.Move(self.Pawn.Velocity*0.001); // or *deltaTime } } Begin: `Log("Current state Chase:Begin: " @GetStateName()@""); } defaultproperties { bAdjustFromWalls=true; bIsPlayer= true; minimalDistance = 1024; //org 1024 speed = 500; }

    Read the article

  • MiniMax function throws null pointer exception

    - by Sven
    I'm working on a school project, I have to build a tic tac toe game with the AI based on the MiniMax algorithm. The two player mode works like it should. I followed the code example on http://ethangunderson.com/blog/minimax-algorithm-in-c/. The only thing is that I get a NullPointer Exception when I run the code. And I can't wrap my finger around it. I placed a comment in the code where the exception is thrown. The recursive call is returning a null pointer, what is very strange because it can't.. When I place a breakpoint on the null return with the help of a if statement, then I see that there ARE still 2 to 3 empty places.. I probably overlooking something. Hope someone can tell me what I'm doing wrong. Here is the MiniMax code (the tic tac toe code is not important): /* * To change this template, choose Tools | Templates * and open the template in the editor. */ package MiniMax; import Game.Block; import Game.Board; import java.util.ArrayList; public class MiniMax { public static Place getBestMove(Board gameBoard, Block.TYPE player) { Place bestPlace = null; ArrayList<Place> emptyPlaces = gameBoard.getEmptyPlaces(); Board newBoard; //loop trough all the empty places for(Place emptyPlace : emptyPlaces) { newBoard = gameBoard.clone(); newBoard.setBlock(emptyPlace.getRow(), emptyPlace.getCell(), player); //no game won and still room to move if(newBoard.getWinner() == Block.TYPE.NONE && newBoard.getEmptyPlaces().size() > 0) { //is an node (has children) Place tempPlace = getBestMove(newBoard, invertPlayer(player)); //ERROR is thrown here! tempPlace is null. emptyPlace.setScore(tempPlace.getScore()); } else { //is an leaf if(newBoard.getWinner() == Block.TYPE.NONE) { emptyPlace.setScore(0); } else if(newBoard.getWinner() == Block.TYPE.X) { emptyPlace.setScore(-1); } else if(newBoard.getWinner() == Block.TYPE.O) { emptyPlace.setScore(1); } //if this move is better then our prev move, take it! if((bestPlace == null) || (player == Block.TYPE.X && emptyPlace.getScore() < bestPlace.getScore()) || (player == Block.TYPE.O && emptyPlace.getScore() > bestPlace.getScore())) { bestPlace = emptyPlace; } } } //This should never be null, but it does.. return bestPlace; } private static Block.TYPE invertPlayer(Block.TYPE player) { if(player == Block.TYPE.X) { return Block.TYPE.O; } return Block.TYPE.X; } }

    Read the article

  • I need a js function that can sort state from Dropbox and gave me a phone number to call [on hold]

    - by User584
    AL West AR West CT EAST DC EAST Il West MN East player one groupe A player tow Groupe B player zero Groupe D if the Group is A and the State is AL then Phone = 0762154852 if the Group is B and the State is AR then phone = 2145632541 if the group is D and the state is MN then phone = 2589632541 if i player from a dropbox and then i select State from a dropbox I want the Field phone Show the right number

    Read the article

  • How can I clear explosions in my function?

    - by hustlerinc
    Hi I have a function to place bombs, and a for loop that places explosions on the tiles where possible. My problem is that I can't remove the explosions after a while. I've tried everything I can come up with so now I turn here as a last resort. The function looks like this: function Bomb(){ var placebomb = false; if(placeBomb && player.bombs != 0){ map[player.Y][player.X].object = 2; var bombX = player.X; var bombY = player.Y; placeBomb = false; player.bombs--; setTimeout(explode, 3000); } function explode(){ var explodeNorth = true; var explodeEast = true; var explodeSouth = true; var explodeWest = true; map[bombY][bombX].explosion = 1; delete map[bombY][bombX].object; for(i=0;i<=player.bombRadius;i++){ if(explodeNorth && map[bombY-i][bombX]){ if(!map[bombY-i][bombX].wall){ if(!map[bombY-i][bombX].object){ map[bombY-i][bombX].explosion = 1; } else var explodeNorth = false; delete map[bombY-i][bombX].object; map[bombY-i][bombX].explosion = 1; } else var explodeNorth = false; } if(explodeEast && map[bombY][bombX+i]){ if(!map[bombY][bombX+i].wall){ if(!map[bombY][bombX+i].object){ map[bombY][bombX+i].explosion = 1; } else var explodeEast = false; delete map[bombY][bombX+i].object; map[bombY][bombX+i].explosion = 1; } else var explodeEast = false; } if(explodeSouth && map[bombY+i][bombX]){ if(!map[bombY+i][bombX].wall){ if(!map[bombY+i][bombX].object){ map[bombY+i][bombX].explosion = 1; } else var explodeSouth = false; delete map[bombY+i][bombX].object; map[bombY+i][bombX].explosion = 1; } else var explodeSouth = false; } if(explodeWest && map[bombY][bombX-i]){ if(!map[bombY][bombX-i].wall){ if(!map[bombY][bombX-i].object){ map[bombY][bombX-i].explosion = 1; } else var explodeWest = false; delete map[bombY][bombX-i].object; map[bombY][bombX-i].explosion = 1; } else var explodeWest = false; } } player.bombs++; } } If anyone can think of a good way to remove the explosion after a delay please help.

    Read the article

  • 3D collision physics. Response when hitting wall, floor or roof

    - by GlamCasvaluir
    I am having problem with the most basic physic response when the player collide with static wall, floor or roof. I have a simple 3D maze, true means solid while false means air: bool bMap[100][100][100]; The player is a sphere. I have keys for moving x++, x--, y++, y-- and diagonal at speed 0.1f (0.1 * ftime). The player can also jump. And there is gravity pulling the player down. Relative movement is saved in: relx, rely and relz. One solid cube on the map is exactly 1.0f width, height and depth. The problem I have is to adjust the player position when colliding with solids, I don't want it to bounce or anything like that, just stop. But if moving diagonal left/up and hitting solid up, the player should continue moving left, sliding along the wall. Before moving the player I save the old player position: oxpos = xpos; oypos = ypos; ozpos = zpos; vec3 direction; direction = vec3(relx, rely, relz); xpos += direction.x*ftime; ypos += direction.y*ftime; zpos += direction.z*ftime; gx = floor(xpos+0.25); gy = floor(ypos+0.25); gz = floor(zpos+0.25); if (bMap[gx][gy][gz] == true) { vec3 normal = vec3(0.0, 0.0, 1.0); // <- Problem. vec3 invNormal = vec3(-normal.x, -normal.y, -normal.z) * length(direction * normal); vec3 wallDir = direction - invNormal; xpos = oxpos + wallDir.x; ypos = oypos + wallDir.y; zpos = ozpos + wallDir.z; } The problem with my version is that I do not know how to chose the correct normal for the cube side. I only have the bool array to look at, nothing else. One theory I have is to use old values of gx, gy and gz, but I do not know have to use them to calculate the correct cube side normal.

    Read the article

  • Why does Mass Effect 1 run so slow on my machine if I have an XFX NVidia 9400GT video card? [closed]

    - by Papuccino1
    I so sick and tired of having my components pass the minimum requirements of a game and then I get 15 FPS on the game on everything low. Should't PC developers say 'use at least this video card for a smooth 30 FPS'? Here are my specs: Windows 7 2GB DDR2 RAM XFX Nvidia 9400gt Intel Pentium D Dual Core 2.8ghz I should be at LEAST getting 30 FPS on everything low right? Please tell me what I can do to make games run as they should, or is my video card not good for these games? Here are the recommended requirements from the official site: Recommended System Requirements for Mass Effect on the PC Operating System: Windows XP or Vista Processor: 2.6+GHZ Intel or 2.4+GHZ AMD Memory: 2 Gigabyte Ram Video Card: NVIDIA GeForce 7900 GTX or higher. ATI X1800 XL series or higher Hard Drive Space: 12 Gigabytes Sound Card: DirectX 9.0c compatible sound card and drivers – 5.1 sound card recommended My videocard is 9400GT, how is that worse than a 7900GTX? :S Edit 2: I should note, that I get poor frames when running the game in absolute BOTTOM specs. lowest resolution, no particles, etc. etc. Absolute ZERO and getting poor framerates.

    Read the article

  • How to fix Quicktime video color problems on nVidia chipset and Windows XP?

    - by Matthew Glidden
    My laptop frequently plays video as if in very low-color mode. Though the sound remains clear, it looks terrible, showing only a few shades of red, blue, or yellow. (It's even worse than 8-bit color.) The problem doesn't happen consistently, so I'm looking for troubleshooting advice or known solutions. I use a Dell Latitude D620 laptop with Windows XP, on-board nVidia video chipset, Quicktime, and multiple monitors (laptop screen + VGA-connected LCD). Color problems happen in each application I tried, iTunes, a browser, and the Quicktime standalone player. It doesn't happen right after reboot, so could be from a sleep-wake cycle, or at least being on for an extended period. Google results suggest reinstalling nVidia drivers, which I've done several times with no change. I have found 2 workarounds. Reboot, sacrificing significant time and disrupting work In nVidia control panel, change color to 16-bit, and then back to 32-bit This happens with all video playback, so it's definitely not one corrupt file. I use workaround #2 consistently, but would love a longer-term solution.

    Read the article

  • How do I convert a video to GIF using ffmpeg, with reasonable quality?

    - by Kamil Hismatullin
    I'm converting .flv movie to .gif file with ffmpeg. ffmpeg -i input.flv -ss 00:00:00.000 -pix_fmt rgb24 -r 10 -s 320x240 -t 00:00:10.000 output.gif It works great, but output gif file has a very law quality. Any ideas how can I improve quality of converted gif? Output of command: $ ffmpeg -i input.flv -ss 00:00:00.000 -pix_fmt rgb24 -r 10 -s 320x240 -t 00:00:10.000 output.gif ffmpeg version 0.8.5-6:0.8.5-0ubuntu0.12.10.1, Copyright (c) 2000-2012 the Libav developers built on Jan 24 2013 14:52:53 with gcc 4.7.2 *** THIS PROGRAM IS DEPRECATED *** This program is only provided for compatibility and will be removed in a future release. Please use avconv instead. Input #0, mov,mp4,m4a,3gp,3g2,mj2, from 'input.flv': Metadata: major_brand : mp42 minor_version : 0 compatible_brands: isommp42 creation_time : 2013-02-14 04:00:07 Duration: 00:00:18.85, start: 0.000000, bitrate: 3098 kb/s Stream #0.0(und): Video: h264 (High), yuv420p, 1280x720, 2905 kb/s, 25 fps, 25 tbr, 50 tbn, 50 tbc Metadata: creation_time : 1970-01-01 00:00:00 Stream #0.1(und): Audio: aac, 44100 Hz, stereo, s16, 192 kb/s Metadata: creation_time : 2013-02-14 04:00:07 [buffer @ 0x92a8ea0] w:1280 h:720 pixfmt:yuv420p [scale @ 0x9215100] w:1280 h:720 fmt:yuv420p -> w:320 h:240 fmt:rgb24 flags:0x4 Output #0, gif, to 'output.gif': Metadata: major_brand : mp42 minor_version : 0 compatible_brands: isommp42 creation_time : 2013-02-14 04:00:07 encoder : Lavf53.21.1 Stream #0.0(und): Video: rawvideo, rgb24, 320x240, q=2-31, 200 kb/s, 90k tbn, 10 tbc Metadata: creation_time : 1970-01-01 00:00:00 Stream mapping: Stream #0.0 -> #0.0 Press ctrl-c to stop encoding frame= 101 fps= 32 q=0.0 Lsize= 8686kB time=10.10 bitrate=7045.0kbits/s dup=0 drop=149 video:22725kB audio:0kB global headers:0kB muxing overhead -61.778676% Thanks.

    Read the article

< Previous Page | 169 170 171 172 173 174 175 176 177 178 179 180  | Next Page >