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  • Want to show <embed> and <object> tags from YUI editor as a text rather then a video.

    - by user208678
    I am using YUI rich text editor on my website (php/mysql), so that a user may enter textual matter/articles through it. But if a user copies and paste some embed code in the textarea, from any video sites like youtube, it should get saved as a text block and not as a playing video when showing the text content on the browser. Now YUI automatically converts the characters into html entities which ever is needed. Please note that if I put a new line in the yui editor (by pressing "Enter" key), it will be converted into a "<br>" tag in the background and this will not get html entity encoded when passing the value to my backend PHP script. But If I copy and paste any embed tag or for that reason any valid html tags in the textarea, it will be html entity encoded by YUI. Now to support UTF-8 characters, I am using a function (DBVarConv) in my php script before saving it into my database. The code for the function is given below function DBVarConv($var,$isEncoded = false) { if($isEncoded) return addslashes(htmlentities($var, ENT_QUOTES, 'UTF-8', false)); else return htmlentities ($var, ENT_QUOTES, 'UTF-8', false); } $myeditorData = DBVarConv($myeditorData, true); // Save $myeditorData in database. While showing the data in the browser, I am using another function called "smart_html_entity_decode". The code is given below. function smart_html_entity_decode($text, $isAddslashesUsed = false) { if($isAddslashesUsed) $tmp = stripslashes(html_entity_decode($text, ENT_QUOTES, 'UTF-8')); else $tmp = html_entity_decode($text, ENT_QUOTES, 'UTF-8'); if ($tmp == $text) return $tmp; return smart_html_entity_decode($tmp, $isAddslashesUsed); } // Get $myData from database $myData=smart_html_entity_decode($myData, true); echo $myData; The problem is that in doing so, it is also decoding the embed and object tags from their html encoded entities and as a result my obejct tags are shown as a video and not as a simple text. Try using the text editor at tumblr.com. If you paste an embed code in the editor, it will be shown as a text block not as a video. I am trying to build the same functionality on my website with UTF-8 support. Any help will be highly appreciated.

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  • AVPlayer seeking to a different point after app resume

    - by CGuess
    I have an AVPlayer, the video in it is ~2 seconds long. After the video plays, if the app goes to the background and reenters the foreground I need the video to still be shown exactly as it was when the app was exited. The AVPlayer sticks around just fine, however when I reenter the app from the background the video appears to be seeked to the middle of the video. However, if I just play the video, it starts from the beginning, so it doesn't seem like it actually seeked and is just showing a preview image. I've tried to auto-seek the video to the end on relaunch but nothing happens . Nothing I can figure out or find in the docs would describe this behavior. Any tips on having the video launch either at the beginning or end?

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  • how to manage smooth playback in vb.net

    - by testkhan
    i am developing a video player for a local tv channel, which is working well but the main problem is a 1-2 seconds pause between changing one video to second video how can i control that pause so that the video comming next should be played right after the currnet video finished with not any pause or stoping or blank screen effect...... i am using windows media player in my vb.net form for video playback...

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  • How do I create a simple video editing filter for DirectShow or DMO?

    - by Ole Jak
    How do I create a simple video editing filter for DirectShow or DMO? What I need is simple - a tutorial or tutorials on how to create simple filter (like a brightness/contrast adjustment filter or any other pixel-per-pixel kind of filter) for filtering Direct Show Video astream (so I want to have a graph like "my Web Kamera" - "My photoshop like filter" - "rendering (or saving to file)".

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  • Media Information Extractor for Java

    - by eyazici
    I need a media information extraction library (pure Java or JNI wrapper) that can handle common media formats. I primarily use it for video files and I need at least these information: Video length (Runtime) Video bitrate Video framerate Video format and codec Video size (width X height) Audio channels Audio format Audio bitrate and sampling rate There are several libraries and tools around but I couldn't find for Java.

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  • How do I create a simple video effect filter for DirectShow or DMO?

    - by Ole Jak
    How do I create a simple video effect filter for DirectShow or DMO? What I need is simple - a tutorial or tutorials on how to create simple filter (like a brightness/contrast adjustment filter or any other pixel-per-pixel kind of filter) for filtering Direct Show Video astream (so I want to have a graph like "my Web Kamera" - "My photoshop like filter" - "rendering (or saving to file)".

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  • Java: Switch statements with methods involving arrays

    - by Shane
    Hi guys I'm currently creating a program that allows the user to create an array, search an array and delete an element from an array. Looking at the LibraryMenu Method, the first case where you create an array in the switch statement works fine, however the other ones create a "cannot find symbol error" when I try to compile. My question is I want the search and delete functions to refer to the first switch case - the create Library array. Any help is appreciated, even if its likely from a simple mistake. import java.util.*; public class EnterLibrary { public static void LibraryMenu() { java.util.Scanner scannerObject =new java.util.Scanner(System.in); LibraryMenu Menu = new LibraryMenu(); Menu.displayMenu(); switch (scannerObject.nextInt() ) { case '1': { System.out.println ("1 - Add Videos"); Library[] newLibrary; newLibrary = createLibrary(); } break; case '2': System.out.println ("2 - Search Videos"); searchLibrary(newLibrary); break; case '3': { System.out.println ("3 - Change Videos"); //Change video method TBA } break; case '4': System.out.println ("4 - Delete Videos"); deleteVideo(newLibrary); break; default: System.out.println ("Unrecognized option - please select options 1-3 "); break; } } public static Library[] createLibrary() { Library[] videos = new Library[4]; java.util.Scanner scannerObject =new java.util.Scanner(System.in); for (int i = 0; i < videos.length; i++) { //User enters values into set methods in Library class System.out.print("Enter video number: " + (i+1) + "\n"); String number = scannerObject.nextLine(); System.out.print("Enter video title: " + (i+1) + "\n"); String title = scannerObject.nextLine(); System.out.print("Enter video publisher: " + (i+1) + "\n"); String publisher = scannerObject.nextLine(); System.out.print("Enter video duration: " + (i+1) + "\n"); String duration = scannerObject.nextLine(); System.out.print("Enter video date: " + (i+1) + "\n"); String date= scannerObject.nextLine(); System.out.print("VIDEO " + (i+1) + " ENTRY ADDED " + "\n \n"); //Initialize arrays videos[i] = new Library (); videos[i].setVideo( number, title, publisher, duration, date ); } return videos; } public static void printVidLibrary( Library[] videos) { //Get methods to print results System.out.print("\n======VIDEO CATALOGUE====== \n"); for (int i = 0; i < videos.length; i++) { System.out.print("Video number " + (i+1) + ": \n" + videos[i].getNumber() + "\n "); System.out.print("Video title " + (i+1) + ": \n" + videos[i].getTitle() + "\n "); System.out.print("Video publisher " + (i+1) + ": \n" + videos[i].getPublisher() + "\n "); System.out.print("Video duration " + (i+1) + ": \n" + videos[i].getDuration() + "\n "); System.out.print("Video date " + (i+1) + ": \n" + videos[i].getDate() + "\n "); } } public static Library searchLibrary( Library[] videos) { //User enters values to setSearch Library titleResult = new Library(); java.util.Scanner scannerObject =new java.util.Scanner(System.in); for (int n = 0; n < videos.length; n++) { System.out.println("Search for video number:\n"); String newSearch = scannerObject.nextLine(); titleResult.getSearch( videos, newSearch); if (!titleResult.equals(-1)) { System.out.print("Match found!\n" + newSearch + "\n"); } else if (titleResult.equals(-1)) { System.out.print("Sorry, no matches found!\n"); } } return titleResult; } public static void deleteVideo( Library[] videos) { Library titleResult = new Library(); java.util.Scanner scannerObject =new java.util.Scanner(System.in); for (int n = 0; n < videos.length; n++) { System.out.println("Search for video number:\n"); String deleteSearch = scannerObject.nextLine(); titleResult.deleteVideo(videos, deleteSearch); System.out.print("Video deleted\n"); } } public static void main(String[] args) { Library[] newLibrary; new LibraryMenu(); } }

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  • referencing part of the composite primary key

    - by Zavael
    I have problems with setting the reference on database table. I have following structure: CREATE TABLE club( id INTEGER NOT NULL, name_short VARCHAR(30), name_full VARCHAR(70) NOT NULL ); CREATE UNIQUE INDEX club_uix ON club(id); ALTER TABLE club ADD CONSTRAINT club_pk PRIMARY KEY (id); CREATE TABLE team( id INTEGER NOT NULL, club_id INTEGER NOT NULL, team_name VARCHAR(30) ); CREATE UNIQUE INDEX team_uix ON team(id, club_id); ALTER TABLE team ADD CONSTRAINT team_pk PRIMARY KEY (id, club_id); ALTER TABLE team ADD FOREIGN KEY (club_id) REFERENCES club(id); CREATE TABLE person( id INTEGER NOT NULL, first_name VARCHAR(20), last_name VARCHAR(20) NOT NULL ); CREATE UNIQUE INDEX person_uix ON person(id); ALTER TABLE person ADD PRIMARY KEY (id); CREATE TABLE contract( person_id INTEGER NOT NULL, club_id INTEGER NOT NULL, wage INTEGER ); CREATE UNIQUE INDEX contract_uix on contract(person_id); ALTER TABLE contract ADD CONSTRAINT contract_pk PRIMARY KEY (person_id); ALTER TABLE contract ADD FOREIGN KEY (club_id) REFERENCES club(id); ALTER TABLE contract ADD FOREIGN KEY (person_id) REFERENCES person(id); CREATE TABLE player( person_id INTEGER NOT NULL, team_id INTEGER, height SMALLINT, weight SMALLINT ); CREATE UNIQUE INDEX player_uix on player(person_id); ALTER TABLE player ADD CONSTRAINT player_pk PRIMARY KEY (person_id); ALTER TABLE player ADD FOREIGN KEY (person_id) REFERENCES person(id); -- ALTER TABLE player ADD FOREIGN KEY (team_id) REFERENCES team(id); --this is not working It gives me this error: Error code -5529, SQL state 42529: a UNIQUE constraint does not exist on referenced columns: TEAM in statement [ALTER TABLE player ADD FOREIGN KEY (team_id) REFERENCES team(id)] As you can see, team table has composite primary key (club_id + id), the person references club through contract. Person has some common attributes for player and other staff types. One club can have multiple teams. Employed person has to have a contract with a club. Player (is the specification of person) - if emplyed - can be assigned to one of the club's teams. Is there better way to design my structure? I thought about excluding the club_id from team's primary key, but I would like to know if this is the only way. Thanks. UPDATE 1 I would like to have the id as team identification only within the club, so multiple teams can have equal id as long as they belong to different clubs. Is it possible? UPDATE 2 updated the naming convention as adviced by philip Some business rules to better understand the structure: One club can have 1..n teams (Main squad, Reserve squad, Youth squad or Team A, Team B... only team can play match, not club) One team belongs to one club only A player is type of person (other types (staff) are scouts, coaches etc so they do not need to belong to specific team, just to the club, if employed) Person can have 0..1 contract with 1 club (that means he is employed or unemployed) Player (if employed) belongs to one team of the club Now thinking about it - moving team_id from player to contract would solve my problem, and it could hold the condition "Player (if employed) belongs to one team of the club", but it would be redundant for other staff types. What do you think?

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  • downloading security related problem in php

    - by pareek-rohit
    hi i have to upload a video.but i want to gives permission only authenticate user to download .but i have a problem in that.because if any body type the video detail in browser.(ex http://sitename/folder_name/videoname) then browser download that video.but i don't want this .please suggest me how can i resolve this problem.either i should generate the video name randomly or make a temporary folder in which video reside only for specific time,after this video will be delete. Or if any other ideas you have please let me know Thanks in advance

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  • Drupal: Javascript + SWFObject: could you help me to understand why the video is not displaying in I

    - by Patrick
    hi, I cannot solve this issue with the video at this link: http://www.sanstitre.ch/drupal/portfolio?tid[0]=66 It displays correctly in all browsers but not in IE8 or IE7. The IE8 debugger doesn't give me any error message. If I'm not wrong the video object is not added in IE. So, for some reason the Drupal module, jQuery Media and the library SWFObject are not adding it in IE browsers... any tip ? thanks

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  • How to convert 3GP video for Android to view?

    - by RedNax
    Hi, I'm creating 3GP videos with the Android - however, when the 3GP files are posted on a site, the same Android phone cannot view it back. (The file works on the iPhone). What is right way to encode/resize the 3GP video so that the video player on Android can play it back? Thanks

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  • How to manage a multiplayer asynchronous environment in a game

    - by Phil
    I'm working on a game where players can setup villages, which can contain defending units. Any of these units (each on their own tiles) can be set to "campaign" which means they are no longer defending but can now be used to attack other villages. And each unit on a tile can have up to a 100 health. So far so good. Oh and it's all asynchronous so even though the server will be aware that your village is being attacked, you won't be until the attack is over. The issue I'm struggling with, is the following situation. Let's say a unit on a tile is being attacked by a player from another village. The other player see's your village and is attacking your units. You don't know this is happening though, so you set your unit to campaign and off you go to attack another village, with the unit which itself is actually being attacked by this other player. The other player stops attacking your village and leaves your unit with say a health of 1, which is then saved to the server. You however have this same unit are attacking another village with it, but now you discover that even though it started off with a 100 health, now mysteriously it only has 1... Solutions? Ideas? Edit The simplest solutions are often the best. I referred to Clash of clans below, well after a bit more digging it seems that in CoC you can only attack players that are offline! ha, that almost solves the problem. I say almost because there's still the situation where a players village could be in the process of being attacked when they come back online, still need to address that. Edit 2 A solution to the "What happens when a player is attacking your village and you come online" issue, could be the attacking player just get's kicked out of the village at that point and just get's whatever they had won up to that point, it's a bit of a fudge but it might work.

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  • Different methods of ammo resupply

    - by Chris Mantle
    I'm writing a small game at the moment. Presently, I have one or two design elements that aren't locked down yet, and I wanted to ask for input on one of these. For dramatic effect, the player's character in my game is immobilised, alone and has a supposedly limited amount of ammo for their weapons. However, I would like to periodically resupply the player with ammo (for the purpose of balancing the level of difficulty and to allow the player to continue if they're doing well). I'm trying to think of a method of resupply that's different to the more familiar strategies of making ammo magically appear or having the antagonists drop some when they die. I'd like to emphasise the notion of the player's isolation as much as possible, and finding a way of 'sneaking' ammo to the player without removing too much of that emphasis is basically what I'm trying to think of (it's definitely a valid argument that resupplying the player removes it anyway) I have considered a sort of simple in-game 'store', where kills get you points that you can spend on ammo for your favourite weapon. This might work well, and may also be good for supporting a simple micro-transaction business model within the game. However, you'd have to pause the game often to make purchases, which would interrupt the action, and it works against the notion of isolation. Any thoughts?

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  • help installing some java and flash

    - by william
    ok so i have git now and some other stuff but ive looked around and all and i dont get very help full info Instructions 1 Download the latest version of Flash Player from the Adobe Website. Click on "Download the Latest Player," and choose ".deb for Ubuntu" from the drop down list. 2 Choose "Save File" from the pop up window. Sponsored Links Google Cloud Hosting Build And Run Your App Using Google App Engine cloud.google.com/appengine 3 Open a terminal window. The terminal window will be found under Applications - Utilities. 4 Change to the directory where your downloaded file was saved. cd Download 5 Install the libcurl3 library. sudo apt-get install libcurl3 6 Install the Flash Player. sudo dpkg --install install_flash_player__linux.deb Replace with the latest version number. 7 Restart Firefox. 8 Check that Flash Player was installed. Type about:plugins in a browser window, and look for the flash player MIME type. Read more: http://www.ehow.com/how_5068467_install-flash-player-ubuntu.html#ixzz2ixPj47qS what i dont is how the heck i change the directory and all that crap witch they say every one know

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  • Blank Screen at boot Ubuntu 12.04 - nvidia-current - Macbook Air 3,2

    - by soulnafein
    I've installed nvidia-current using the Additional Drivers application in Ubuntu 12.04. I need those drivers so I can use accelerated WebGL. After installing the drivers, and rebooting X fails to start and I have a frozen system/dark screen. Below is the content of Xorg.0.log How can I fix this problem? [ 4.666] X.Org X Server 1.11.3 Release Date: 2011-12-16 [ 4.666] X Protocol Version 11, Revision 0 [ 4.666] Build Operating System: Linux 2.6.42-23-generic x86_64 Ubuntu [ 4.666] Current Operating System: Linux david-macbook-air 3.2.0-34-generic #53-Ubuntu SMP Thu Nov 15 10:48:16 UTC 2012 x86_64 [ 4.666] Kernel command line: BOOT_IMAGE=/boot/vmlinuz-3.2.0-34-generic root=UUID=b3d5ae2a-72af-4ef9-b775-0d40b5f80f9b ro quiet splash vt.handoff=7 [ 4.666] Build Date: 29 August 2012 12:12:33AM [ 4.666] xorg-server 2:1.11.4-0ubuntu10.8 (For technical support please see http://www.ubuntu.com/support) [ 4.666] Current version of pixman: 0.24.4 [ 4.666] Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. [ 4.666] Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. [ 4.666] (==) Log file: "/var/log/Xorg.0.log", Time: Thu Dec 13 10:18:02 2012 [ 4.668] (==) Using system config directory "/usr/share/X11/xorg.conf.d" [ 4.668] (==) No Layout section. Using the first Screen section. [ 4.668] (==) No screen section available. Using defaults. [ 4.668] (**) |-->Screen "Default Screen Section" (0) [ 4.668] (**) | |-->Monitor "<default monitor>" [ 4.668] (==) No monitor specified for screen "Default Screen Section". Using a default monitor configuration. [ 4.668] (==) Automatically adding devices [ 4.668] (==) Automatically enabling devices [ 4.668] (WW) The directory "/usr/share/fonts/X11/cyrillic" does not exist. [ 4.668] Entry deleted from font path. [ 4.668] (WW) The directory "/usr/share/fonts/X11/100dpi/" does not exist. [ 4.668] Entry deleted from font path. [ 4.669] (WW) The directory "/usr/share/fonts/X11/75dpi/" does not exist. [ 4.669] Entry deleted from font path. [ 4.669] (WW) The directory "/usr/share/fonts/X11/100dpi" does not exist. [ 4.669] Entry deleted from font path. [ 4.669] (WW) The directory "/usr/share/fonts/X11/75dpi" does not exist. [ 4.669] Entry deleted from font path. [ 4.669] (WW) The directory "/var/lib/defoma/x-ttcidfont-conf.d/dirs/TrueType" does not exist. [ 4.669] Entry deleted from font path. [ 4.669] (==) FontPath set to: /usr/share/fonts/X11/misc, /usr/share/fonts/X11/Type1, built-ins [ 4.669] (==) ModulePath set to "/usr/lib/x86_64-linux-gnu/xorg/extra-modules,/usr/lib/xorg/extra-modules,/usr/lib/xorg/modules" [ 4.669] (II) The server relies on udev to provide the list of input devices. If no devices become available, reconfigure udev or disable AutoAddDevices. [ 4.669] (II) Loader magic: 0x7f6222467b00 [ 4.669] (II) Module ABI versions: [ 4.669] X.Org ANSI C Emulation: 0.4 [ 4.669] X.Org Video Driver: 11.0 [ 4.669] X.Org XInput driver : 16.0 [ 4.669] X.Org Server Extension : 6.0 [ 4.670] (--) PCI:*(0:2:0:0) 10de:08a3:106b:00d3 rev 162, Mem @ 0x92000000/16777216, 0x80000000/268435456, 0x90000000/33554432, I/O @ 0x00001000/128, BIOS @ 0x????????/131072 [ 4.670] (II) Open ACPI successful (/var/run/acpid.socket) [ 4.670] (II) LoadModule: "extmod" [ 4.671] (II) Loading /usr/lib/xorg/modules/extensions/libextmod.so [ 4.671] (II) Module extmod: vendor="X.Org Foundation" [ 4.671] compiled for 1.11.3, module version = 1.0.0 [ 4.671] Module class: X.Org Server Extension [ 4.671] ABI class: X.Org Server Extension, version 6.0 [ 4.671] (II) Loading extension MIT-SCREEN-SAVER [ 4.671] (II) Loading extension XFree86-VidModeExtension [ 4.671] (II) Loading extension XFree86-DGA [ 4.671] (II) Loading extension DPMS [ 4.671] (II) Loading extension XVideo [ 4.671] (II) Loading extension XVideo-MotionCompensation [ 4.671] (II) Loading extension X-Resource [ 4.671] (II) LoadModule: "dbe" [ 4.671] (II) Loading /usr/lib/xorg/modules/extensions/libdbe.so [ 4.671] (II) Module dbe: vendor="X.Org Foundation" [ 4.671] compiled for 1.11.3, module version = 1.0.0 [ 4.671] Module class: X.Org Server Extension [ 4.671] ABI class: X.Org Server Extension, version 6.0 [ 4.671] (II) Loading extension DOUBLE-BUFFER [ 4.671] (II) LoadModule: "glx" [ 4.671] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/libglx.so [ 4.869] (II) Module glx: vendor="NVIDIA Corporation" [ 4.869] compiled for 4.0.2, module version = 1.0.0 [ 4.869] Module class: X.Org Server Extension [ 4.869] (II) NVIDIA GLX Module 295.40 Thu Apr 5 21:57:38 PDT 2012 [ 4.869] (II) Loading extension GLX [ 4.869] (II) LoadModule: "record" [ 4.870] (II) Loading /usr/lib/xorg/modules/extensions/librecord.so [ 4.870] (II) Module record: vendor="X.Org Foundation" [ 4.870] compiled for 1.11.3, module version = 1.13.0 [ 4.870] Module class: X.Org Server Extension [ 4.870] ABI class: X.Org Server Extension, version 6.0 [ 4.870] (II) Loading extension RECORD [ 4.870] (II) LoadModule: "dri" [ 4.870] (II) Loading /usr/lib/xorg/modules/extensions/libdri.so [ 4.870] (II) Module dri: vendor="X.Org Foundation" [ 4.870] compiled for 1.11.3, module version = 1.0.0 [ 4.870] ABI class: X.Org Server Extension, version 6.0 [ 4.870] (II) Loading extension XFree86-DRI [ 4.870] (II) LoadModule: "dri2" [ 4.871] (II) Loading /usr/lib/xorg/modules/extensions/libdri2.so [ 4.871] (II) Module dri2: vendor="X.Org Foundation" [ 4.871] compiled for 1.11.3, module version = 1.2.0 [ 4.871] ABI class: X.Org Server Extension, version 6.0 [ 4.871] (II) Loading extension DRI2 [ 4.871] (==) Matched nvidia as autoconfigured driver 0 [ 4.871] (==) Matched nouveau as autoconfigured driver 1 [ 4.871] (==) Matched nv as autoconfigured driver 2 [ 4.871] (==) Matched vesa as autoconfigured driver 3 [ 4.871] (==) Matched fbdev as autoconfigured driver 4 [ 4.871] (==) Assigned the driver to the xf86ConfigLayout [ 4.871] (II) LoadModule: "nvidia" [ 4.871] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/nvidia_drv.so [ 4.887] (II) Module nvidia: vendor="NVIDIA Corporation" [ 4.887] compiled for 4.0.2, module version = 1.0.0 [ 4.887] Module class: X.Org Video Driver [ 4.892] (II) LoadModule: "nouveau" [ 4.894] (II) Loading /usr/lib/xorg/modules/drivers/nouveau_drv.so [ 4.894] (II) Module nouveau: vendor="X.Org Foundation" [ 4.894] compiled for 1.11.3, module version = 1.0.2 [ 4.894] Module class: X.Org Video Driver [ 4.894] ABI class: X.Org Video Driver, version 11.0 [ 4.894] (II) LoadModule: "nv" [ 4.895] (WW) Warning, couldn't open module nv [ 4.895] (II) UnloadModule: "nv" [ 4.895] (II) Unloading nv [ 4.895] (EE) Failed to load module "nv" (module does not exist, 0) [ 4.895] (II) LoadModule: "vesa" [ 4.895] (II) Loading /usr/lib/xorg/modules/drivers/vesa_drv.so [ 4.896] (II) Module vesa: vendor="X.Org Foundation" [ 4.896] compiled for 1.11.3, module version = 2.3.0 [ 4.896] Module class: X.Org Video Driver [ 4.896] ABI class: X.Org Video Driver, version 11.0 [ 4.896] (II) LoadModule: "fbdev" [ 4.896] (II) Loading /usr/lib/xorg/modules/drivers/fbdev_drv.so [ 4.896] (II) Module fbdev: vendor="X.Org Foundation" [ 4.896] compiled for 1.11.3, module version = 0.4.2 [ 4.896] ABI class: X.Org Video Driver, version 11.0 [ 4.896] (==) Matched nvidia as autoconfigured driver 0 [ 4.896] (==) Matched nouveau as autoconfigured driver 1 [ 4.896] (==) Matched nv as autoconfigured driver 2 [ 4.896] (==) Matched vesa as autoconfigured driver 3 [ 4.896] (==) Matched fbdev as autoconfigured driver 4 [ 4.896] (==) Assigned the driver to the xf86ConfigLayout [ 4.896] (II) LoadModule: "nvidia" [ 4.896] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/nvidia_drv.so [ 4.896] (II) Module nvidia: vendor="NVIDIA Corporation" [ 4.896] compiled for 4.0.2, module version = 1.0.0 [ 4.896] Module class: X.Org Video Driver [ 4.896] (II) UnloadModule: "nvidia" [ 4.896] (II) Unloading nvidia [ 4.896] (II) Failed to load module "nvidia" (already loaded, 32610) [ 4.896] (II) LoadModule: "nouveau" [ 4.897] (II) Loading /usr/lib/xorg/modules/drivers/nouveau_drv.so [ 4.897] (II) Module nouveau: vendor="X.Org Foundation" [ 4.897] compiled for 1.11.3, module version = 1.0.2 [ 4.897] Module class: X.Org Video Driver [ 4.897] ABI class: X.Org Video Driver, version 11.0 [ 4.897] (II) UnloadModule: "nouveau" [ 4.897] (II) Unloading nouveau [ 4.897] (II) Failed to load module "nouveau" (already loaded, 32610) [ 4.897] (II) LoadModule: "nv" [ 4.897] (WW) Warning, couldn't open module nv [ 4.897] (II) UnloadModule: "nv" [ 4.897] (II) Unloading nv [ 4.897] (EE) Failed to load module "nv" (module does not exist, 0) [ 4.897] (II) LoadModule: "vesa" [ 4.898] (II) Loading /usr/lib/xorg/modules/drivers/vesa_drv.so [ 4.898] (II) Module vesa: vendor="X.Org Foundation" [ 4.898] compiled for 1.11.3, module version = 2.3.0 [ 4.898] Module class: X.Org Video Driver [ 4.898] ABI class: X.Org Video Driver, version 11.0 [ 4.898] (II) UnloadModule: "vesa" [ 4.898] (II) Unloading vesa [ 4.898] (II) Failed to load module "vesa" (already loaded, 0) [ 4.898] (II) LoadModule: "fbdev" [ 4.898] (II) Loading /usr/lib/xorg/modules/drivers/fbdev_drv.so [ 4.898] (II) Module fbdev: vendor="X.Org Foundation" [ 4.898] compiled for 1.11.3, module version = 0.4.2 [ 4.898] ABI class: X.Org Video Driver, version 11.0 [ 4.898] (II) UnloadModule: "fbdev" [ 4.898] (II) Unloading fbdev [ 4.899] (II) Failed to load module "fbdev" (already loaded, 0) [ 4.899] (II) NVIDIA dlloader X Driver 295.40 Thu Apr 5 21:38:35 PDT 2012 [ 4.899] (II) NVIDIA Unified Driver for all Supported NVIDIA GPUs [ 4.899] (II) NOUVEAU driver Date: Wed Sep 12 13:42:43 2012 +0200 [ 4.899] (II) NOUVEAU driver for NVIDIA chipset families : [ 4.899] RIVA TNT (NV04) [ 4.899] RIVA TNT2 (NV05) [ 4.899] GeForce 256 (NV10) [ 4.899] GeForce 2 (NV11, NV15) [ 4.899] GeForce 4MX (NV17, NV18) [ 4.899] GeForce 3 (NV20) [ 4.900] GeForce 4Ti (NV25, NV28) [ 4.900] GeForce FX (NV3x) [ 4.900] GeForce 6 (NV4x) [ 4.900] GeForce 7 (G7x) [ 4.900] GeForce 8 (G8x) [ 4.900] GeForce GTX 200 (NVA0) [ 4.900] GeForce GTX 400 (NVC0) [ 4.900] (II) VESA: driver for VESA chipsets: vesa [ 4.900] (II) FBDEV: driver for framebuffer: fbdev [ 4.900] (++) using VT number 7 [ 4.902] (II) Loading sub module "fb" [ 4.902] (II) LoadModule: "fb" [ 4.902] (II) Loading /usr/lib/xorg/modules/libfb.so [ 4.902] (II) Module fb: vendor="X.Org Foundation" [ 4.902] compiled for 1.11.3, module version = 1.0.0 [ 4.902] ABI class: X.Org ANSI C Emulation, version 0.4 [ 4.902] (II) Loading sub module "wfb" [ 4.902] (II) LoadModule: "wfb" [ 4.903] (II) Loading /usr/lib/xorg/modules/libwfb.so [ 4.905] (II) Module wfb: vendor="X.Org Foundation" [ 4.905] compiled for 1.11.3, module version = 1.0.0 [ 4.905] ABI class: X.Org ANSI C Emulation, version 0.4 [ 4.905] (II) Loading sub module "ramdac" [ 4.905] (II) LoadModule: "ramdac" [ 4.905] (II) Module "ramdac" already built-in [ 4.907] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/nvidia_drv.so [ 4.907] (II) Loading /usr/lib/xorg/modules/libwfb.so [ 4.907] (II) Loading /usr/lib/xorg/modules/libfb.so [ 4.912] (WW) Falling back to old probe method for vesa [ 4.912] (WW) Falling back to old probe method for fbdev [ 4.912] (II) Loading sub module "fbdevhw" [ 4.912] (II) LoadModule: "fbdevhw" [ 4.912] (II) Loading /usr/lib/xorg/modules/libfbdevhw.so [ 4.912] (II) Module fbdevhw: vendor="X.Org Foundation" [ 4.912] compiled for 1.11.3, module version = 0.0.2 [ 4.912] ABI class: X.Org Video Driver, version 11.0 [ 4.912] (II) NVIDIA(0): Creating default Display subsection in Screen section "Default Screen Section" for depth/fbbpp 24/32 [ 4.912] (==) NVIDIA(0): Depth 24, (==) framebuffer bpp 32 [ 4.912] (==) NVIDIA(0): RGB weight 888 [ 4.912] (==) NVIDIA(0): Default visual is TrueColor [ 4.912] (==) NVIDIA(0): Using gamma correction (1.0, 1.0, 1.0) [ 4.912] (**) NVIDIA(0): Enabling 2D acceleration [ 5.442] (EE) NVIDIA(0): Failed to initialize the display subsystem for the NVIDIA [ 5.442] (EE) NVIDIA(0): graphics device! [ 5.442] (EE) NVIDIA(0): Failed to get supported display device(s) [ 5.442] (EE) NVIDIA(0): Failed to initialize dac HAL [ 5.442] (II) UnloadModule: "nvidia" [ 5.442] (II) Unloading nvidia [ 5.442] (II) UnloadModule: "wfb" [ 5.442] (II) Unloading wfb [ 5.442] (II) UnloadModule: "fb" [ 5.443] (II) Unloading fb [ 5.443] (EE) Screen(s) found, but none have a usable configuration. [ 5.443] Fatal server error: [ 5.443] no screens found [ 5.443] Please consult the The X.Org Foundation support at http://wiki.x.org for help. [ 5.443] Please also check the log file at "/var/log/Xorg.0.log" for additional information. [ 5.443] [ 5.447] ddxSigGiveUp: Closing log [ 5.447] Server terminated with error (1). Closing log file.

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Negamax implementation doesn't appear to work with tic-tac-toe

    - by George Jiglau
    I've implemented Negamax as it can be found on wikipedia, which includes alpha/beta pruning. However, it seems to favor a losing move, which should be an invalid result. The game is Tic-Tac-Toe, I've abstracted most of the game play so it should be rather easy to spot an error within the algorithm. Here is the code, nextMove, negamax or evaluate are probably the functions that contain the fault: #include <list> #include <climits> #include <iostream> //#define DEBUG 1 using namespace std; struct Move { int row, col; Move(int row, int col) : row(row), col(col) { } Move(const Move& m) { row = m.row; col = m.col; } }; struct Board { char player; char opponent; char board[3][3]; Board() { } void read(istream& stream) { stream >> player; opponent = player == 'X' ? 'O' : 'X'; for(int row = 0; row < 3; row++) { for(int col = 0; col < 3; col++) { char playa; stream >> playa; board[row][col] = playa == '_' ? 0 : playa == player ? 1 : -1; } } } void print(ostream& stream) { for(int row = 0; row < 3; row++) { for(int col = 0; col < 3; col++) { switch(board[row][col]) { case -1: stream << opponent; break; case 0: stream << '_'; break; case 1: stream << player; break; } } stream << endl; } } void do_move(const Move& move, int player) { board[move.row][move.col] = player; } void undo_move(const Move& move) { board[move.row][move.col] = 0; } bool isWon() { if (board[0][0] != 0) { if (board[0][0] == board[0][1] && board[0][1] == board[0][2]) return true; if (board[0][0] == board[1][0] && board[1][0] == board[2][0]) return true; } if (board[2][2] != 0) { if (board[2][0] == board[2][1] && board[2][1] == board[2][2]) return true; if (board[0][2] == board[1][2] && board[1][2] == board[2][2]) return true; } if (board[1][1] != 0) { if (board[0][1] == board[1][1] && board[1][1] == board[2][1]) return true; if (board[1][0] == board[1][1] && board[1][1] == board[1][2]) return true; if (board[0][0] == board[1][1] && board[1][1] == board[2][2]) return true; if (board[0][2] == board [1][1] && board[1][1] == board[2][0]) return true; } return false; } list<Move> getMoves() { list<Move> moveList; for(int row = 0; row < 3; row++) for(int col = 0; col < 3; col++) if (board[row][col] == 0) moveList.push_back(Move(row, col)); return moveList; } }; ostream& operator<< (ostream& stream, Board& board) { board.print(stream); return stream; } istream& operator>> (istream& stream, Board& board) { board.read(stream); return stream; } int evaluate(Board& board) { int score = board.isWon() ? 100 : 0; for(int row = 0; row < 3; row++) for(int col = 0; col < 3; col++) if (board.board[row][col] == 0) score += 1; return score; } int negamax(Board& board, int depth, int player, int alpha, int beta) { if (board.isWon() || depth <= 0) { #if DEBUG > 1 cout << "Found winner board at depth " << depth << endl; cout << board << endl; #endif return player * evaluate(board); } list<Move> allMoves = board.getMoves(); if (allMoves.size() == 0) return player * evaluate(board); for(list<Move>::iterator it = allMoves.begin(); it != allMoves.end(); it++) { board.do_move(*it, -player); int val = -negamax(board, depth - 1, -player, -beta, -alpha); board.undo_move(*it); if (val >= beta) return val; if (val > alpha) alpha = val; } return alpha; } void nextMove(Board& board) { list<Move> allMoves = board.getMoves(); Move* bestMove = NULL; int bestScore = INT_MIN; for(list<Move>::iterator it = allMoves.begin(); it != allMoves.end(); it++) { board.do_move(*it, 1); int score = -negamax(board, 100, 1, INT_MIN + 1, INT_MAX); board.undo_move(*it); #if DEBUG cout << it->row << ' ' << it->col << " = " << score << endl; #endif if (score > bestScore) { bestMove = &*it; bestScore = score; } } if (!bestMove) return; cout << bestMove->row << ' ' << bestMove->col << endl; #if DEBUG board.do_move(*bestMove, 1); cout << board; #endif } int main() { Board board; cin >> board; #if DEBUG cout << "Starting board:" << endl; cout << board; #endif nextMove(board); return 0; } Giving this input: O X__ ___ ___ The algorithm chooses to place a piece at 0, 1, causing a guaranteed loss, do to this trap(nothing can be done to win or end in a draw): XO_ X__ ___ Perhaps it has something to do with the evaluation function? If so, how could I fix it?

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  • Synchronous vs. asynchronous for publish subscribe communication between JavaScript objects

    - by natlee75
    I implemented the publish subscribe pattern in a JavaScript module to be used by entirely client-side oriented JavaScript objects. This module has nothing to do with client-server communications in any way, shape or form. My question is whether it's better for the publish method in such a module to be synchronous or asynchronous, and why. As a very simplified example let's say I'm building a custom UI for an HTML5 video player widget: One of my modules is the "video" module that contains the VIDEO element and handles the various features and events associated with that element. This would probably have a namespace something like "widgets.player.video." Another is the "controls" module that has the various buttons - play, pause, volume, scrub, fullscreen, etc. This might have a namespace along the lines of "widgets.player.controls." These two modules are children of a parent "player" module ("widgets.player" ??), and as such would have no inherent knowledge of each other when instantiated as children of the "player" object. The "controls" elements would obviously need to be able to effect some changes on the video (click "Play" and the video should play), and vice versa (video's "timeUpdate" event fires and the visual display of the current time in the controls should update). I could tightly couple these modules and pass references to each other, but I'd rather take a more loosely coupled approach by setting up a pubsub type module that both can subscribe to and publish from. SO (thanks for bearing with me) in this kind of a scenario is there an advantage one way or another for synchronous publication versus asynchronous publication? I've seen some solutions posted online that allow for either/or with a boolean flag whereas others automatically do it asynchronously. I haven't personally seen an implementation that just automatically goes with synchronous publication... is this because there's no advantage to it? I know that I can accomplish this with features provided by jQuery, but it seems that there may be too much overhead involved here. The publish subscribe pattern can be implemented with relatively lightweight code designed specifically for this particular purpose so I'd rather go with that then a more general purpose eventing system like jQuery's (which I'll use for more general eventing needs :-).

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  • A* Start path finding in HTML5 Canvas

    - by gyhgowvi
    I'm trying implement A* Start path finding in my games(which are written with JavaScript, HTML5 Canvas). Library for A* Start found this - http://46dogs.blogspot.com/2009/10/star-pathroute-finding-javascript-code.html and now I'm using this library for path finding. And with this library, I'm trying write a simple test, but stuck with one problem. I'm now done when in HTML5 canvas screen click with mouse show path until my mouse.x and mouse.y. Here is a screenshot - http://oi46.tinypic.com/14qxrl.jpg (Pink square: Player, Orange squares: path until my mouse.x/mouse.y) Code how I'm drawing the orange squares until my mouse.x/mouse.y is: 'http://pastebin.com/bfq74ybc (Sorry I do not understand how upload code in my post) My problem is I do not understand how to move my player until path goal. I've tried: 'http://pastebin.com/nVW3mhUM But with this code my player is not beung drawn.(When I run the code, player.x and player.y are equals to 0 and when I click with the mouse I get the path player blink and disappear) Maybe anyone know how to solve this problem? And I'm very very very sorry for my bad English language. :)

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  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

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  • How to shift a vector based on the rotation of another vector?

    - by bpierre
    I’m learning 2D programming, so excuse my approximations, and please, don’t hesitate to correct me. I am just trying to fire a bullet from a player. I’m using HTML canvas (top left origin). Here is a representation of my problem: The black vector represent the position of the player (the grey square). The green vector represent its direction. The red disc represents the target. The red vector represents the direction of a bullet, which will move in the direction of the target (red and dotted line). The blue cross represents the point from where I really want to fire the bullet (and the blue and dotted line represents its movement). This is how I draw the player (this is the player object. Position, direction and dimensions are 2D vectors): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.drawImage(this.image, Math.round(-this.dimensions.x/2), Math.round(-this.dimensions.y/2), this.dimensions.x, this.dimensions.y); ctx.restore(); This is how I instanciate a new bullet: var bulletPosition = playerPosition.clone(); // Copy of the player position var bulletDirection = Vector2D.substract(targetPosition, playerPosition).normalize(); // Difference between the player and the target, normalized new Bullet(bulletPosition, bulletDirection); This is how I move the bullet (this is the bullet object): var speed = 5; this.position.add(Vector2D.multiply(this.direction, speed)); And this is how I draw the bullet (this is the bullet object): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.fillRect(0, 0, 3, 3); ctx.restore(); How can I change the direction and position vectors of the bullet to ensure it is on the blue dotted line? I think I should represent the shift with a vector, but I can’t see how to use it.

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