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  • How should I show shared resources during a Shared Resource game in the Galaxy Editor?

    - by Mag Roader
    One of my favorite ways to play the original StarCraft was in a "Team" game. In this game type, multiple players on the same "team" would share control, resources, supply, and even the same starting location. It was like playing as 1 player, only 2 humans were controlling it. It was a lot of fun. I want to do something very similar in StarCraft 2, but I need to create a custom map in the Galaxy Editor to do it. I found the editor can quite easily emulate this behavior. There is a Trigger action "Set Alliance for Player Group" to "...treat each other as Ally With Shared Vision, Control, And Spending." To use this, I create units for only 1 of the players, and then set all players to be allied with each other in this way. All the other players get no units and no resources. This makes it so 1 player is the actual owner of all the units and everyone else is tagging along with full control. This nearly works! The problem is that if I am not the actual owning player, I can't actually see how many minerals/gas/supply the team has. This makes it pretty difficult to build stuff. What would be the best way to display to the other players how many Minerals/Gas/Supply the team has?

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  • Elo system behaves oddly in program I've created

    - by adc
    Alright, so I'm looking to build a small program (C# and XAML) that, essentially, does this: Generate array of players. Each player has a current rating and a true rating. I set current rating to 1200 as a starting point right now; I've also tried setting it to true rating and the average of the two. True rating is what their skill level actually is. Their true rating is calculated based on percentages from the current League of Legends rating system; generating an array of 970 thousand generates results very similar to the data from here: (removed due to URL limit - but trust me, the results are very similar). This array is of length specified by the user. If need be, sort the array from smallest to largest. Play X number of games, again specified by the user. This is done by taking the array of players (which is sorted by Current Rating after being created) and running through it in groups of 10. The first five are on team one, the second five are on team two. It then takes the True Rating of these players and calculates an expected chance to win using the Elo system. It generates a random double and compares it to the expected chance to win; if the number is lower, team one wins - otherwise team two wins. I then update the rating of the players via, again, the Elo system - giving the winning team a score of 1 and the losing team a score of 0. I use a K value of 36 (but have tried 12, 24, and even higher ones) and an F value of 400. After going through the entire loop of players (which I have conveniently forced to be a multiple of ten), it sorts the array - again via current rating. This, if my understanding of the Elo system is correct, runs properly. However, it doesn't seem to work. I have a running test telling me how many players of the full array are within 100 current rating of their true rating. I would expect some portion of the population to be outside this range (as probability is not always going to go in their favor), but a full 40-45% of the population is outside of this range. I also have it outputting the maximum difference between true and current rating - and I have never seen this drop below 500! It hovers between 550-600, occasionally going over or under. I'm at a loss as to what to change - I've fiddled with the K and F values, where I start all the players, etc. but nothing changes the fact that eventually a good 40% of the population is outside the range. And it isn't that I have it playing too few games - it's now run through over 60 thousand games and the problem never disappears or really fluctuates. The full C# code, including everything except the XAML file and the Player class (pastebin is being very slow and I can only post two links, so I can't link to the XAML file): http://pastebin.com/rFcZRL84 The Player class: http://pastebin.com/4cJTdTRu I guess my question is did I do anything wrong? Is there a problem with the way I implemented the system, or is it just that Riot uses a significantly modified Elo system? I don't think it's the latter, as that still wouldn't explain the massive true and current rating differences to me, however.

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  • Victory rewards in digital CCG

    - by Nils Munch
    I am currently polishing a digital CCG where people can play against friend and random opponents in a classical Magic the Gathering-like duel CCG. I plan to award the players with 20 ingame currency units (lets call them gold) for each hour they are playing, 50 for each day they are playing and X for each victory. Now, the X is what I am trying to calculate here, since I would prefer keeping the currency to a certain value, but also with to entice the players to battle. I could go with a solid figure, say 25, for beating up an opponent. But that would result in experienced players only beating up newly started players, making the experience lame for both. I could also make a laddered tier, where you start at level 1, and raise in level as you defeat your opponents, where winning over a player awards you his level x 2 in gold. Which would you prefer if you were playing a game like this. There is no gold-based scoreboard, but the gold is used to purchase new cards along the way.

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  • Cannot play windows WMA lossless files on Rhythmbox

    - by sr71
    I have installed Ubuntu 10.10 with all its updates (without Windows) on it’s own drive and everything is working fine. I want to play WMA audio files, also mp3 files. The mp3 files play fine. The WMA files do not play. Used "Rhythmbox Music Player" with and without "Ubuntu-restricted" -extras. Still does not play the lossless windows audio files. I am frustrated with searching to play a WMA file ("download this converter"), but one cannot use this until one "deletes this". I have done everything but it still does not play my windows lossless files that I made from all my CD’s. I am looking for a music player that I can use to play mp3’s and WMA lossless music files and automatically put the album cover on and update the info if one exists. Installation should be as simple as possible. Right now I am back to the original virgin Ubuntu 10.10 with all the recent updates. This computer will do nothing but play music (mp3 and WMA) through a stereo system. I also use Internet to update album info for the music. I do not care what bells and whistles the music player program has, as long as it is an easy install and just plays my mp3 and wma lossless music files. Any help would be appreciated.

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  • CLI program to download album art

    - by John Baber
    I'd like to be able to do this: $ pwd /home/$USER/music/ripped_music/Monty_Python-Instant_Record_Collection $ ls 01.The_Executive_Intro.mp3 ... 16.The_Lumberjack_Song.mp3 $ mystery_command_or_script . $ ls 01.The_Executive_Intro.mp3 ... 16.The_Lumberjack_Song.mp3 album_cover.jpg $ Somewhere in the guts of Rhythmbox, totem, etc. this is being done. I'd like to be able to do it myself. I don't need help actually writing a script. I'd really just like to know if there's something like CDDB for album covers. (Scraping albumart.org is the current working solution.)

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  • Cleaning Up Online Games with Positive Enforcement

    - by Jason Fitzpatrick
    Anyone who has played online multiplayer games, especially those focused on combat, can attest to how caustic other players can be. League of Legends creators are fighting that, rather successfully, with a positive-reinforcement honor system. The Mary Sue reports: Here’s the background: Six months ago, Riot established Team Player Behavior — affectionately called Team PB&J — a group of experts in psychology, neuroscience, and statistics (already, I am impressed). At the helm is Jeffrey Lin, better known as Dr. Lyte, Riot’s lead designer of social systems. As quoted in a recent article at Polygon: We want to show other companies and other games that it is possible to tackle player behavior, and with certain systems and game design tools, we can shape players to be more positive. Which brings us to the Honor system. Honor is a way for players to reward each other for good behavior. This is divvied up into four categories: Friendly, Helpful, Teamwork, and Honorable Opponent. At the end of a match, players can hand out points to those they deem worthy. These points are reflected on players’ profiles, but do not result in any in-game bonuses or rewards (though this may change in the future). All Honor does is show that you played nicely. 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8

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  • How to download a url as a file?

    - by Michelle
    A website url has "hidden" some mp3 files by embedding them as shockwave files, as follows: <span class="caption"><!-- Odeo player --><embed src="http://odeo.com/flash/audio_player_tiny_gray.swf"quality="high" name="audio_player_tiny_gray" align="middle" allowScriptAccess="always" wmode="transparent" type="application/x-shockwave-flash" flashvars="valid_sample_rate=true external_url=http://podcast.cbc.ca/mp3/sundayeditionstream_20081125_9524.mp3" pluginspage="http://www.macromedia.com/go/getflashplayer"></embed></span> How can I download the files for off-line listening? I've found two methods: 1. The StackOverflow Method Create a new local html file with just the links eg <a href="http://podcast.cbc.ca/mp3/sundayeditionstream_20081125_9524.mp3">Sunday Edition 25Nov2008</a> Open the file in the browser, right click the link and File Save Link As. 2. The SuperUser Method Install the Firefox addin Iget. (Be sure to use the right version for your Firefox version.) Tools Downloads Enter url in field. Are there any other ways?

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  • Expiring timed actions a good idea?

    - by Bart van Heukelom
    We have an online game where players sometimes have to wait a while (say 30 minutes) before a process they intiated completes. This encourages them to come back later. An example of this is growing crops in Farmville or basically any action in the Sims Play4Free. Now, however, there is the idea to let these processes expire, so if the player doesn't 'reap' them in time (e.g. within 4 hours) they are aborted. I'm a bit sceptical about this. How will this make players come back more often? Is not the reward of reaping the process enough for that? Can we expect players to fit their daily schedule around our game, maybe even set the alarm clock at night? Won't this just cause players to give up on starting these processes in the first place? I realise this may be too subjective for this site, so I'll end with a concrete question: Do (m)any other online free-to-play games employ this technique?

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  • Google indexed the same page under two URLs (despite rel-canonical)

    - by unor
    The Super User question "Playing mp3 in quodlibet displays “GStreamer output pipeline could not be initialized” error" is indexed under two URLs in Google: http://superuser.com/questions/651591/playing-mp3-in-quodlibet-displays-gstreamer-output-pipeline-could-not-be-initia http://superuser.com/questions/651591/playing-mp3-in-quodlibet-displays-gstreamer-output-pipeline-could-not-be-initia/652058 The first one is the canonical one; the corresponding rel-canonical is included in both pages: <link rel="canonical" href="http://superuser.com/questions/651591/playing-mp3-in-quodlibet-displays-gstreamer-output-pipeline-could-not-be-initia" /> Google also indexed http://superuser.com/a/652058, which redirects to the answer: http://superuser.com/questions/651591/playing-mp3-in-quodlibet-displays-gstreamer-output-pipeline-could-not-be-initia/652058#652058 Now, the second URL from above is the same as this one minus the fragment #652058. So Google seems to strip the fragment, which results in exactly the same page under another URL (= containing the answer ID /652058 as suffix), and indexes it, too -- despite rel-canonical and duplicate content. Shouldn’t Google recognize this and only index the canonical variant? And what could be the reason why Stack Exchange includes the answer ID in the URL path, and not only in the fragment (resulting in various URL variants for the same page)?

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  • ideas on multiplayer games which include lots of collaboration?

    - by user494461
    For my master thesis I wanted to design a small multiplayer game which includes more than one player(maybe 5), has 2-3 players collaborating at a time to achieve some task. The most important thing is realistic simulation of the movable objects in the scene which more than one player should simultaneously interact with. I would also prefer large virtual environments (VEs) like mmogs where groups of players are interacting in different areas of the VE. tasks for players should include 2-3 players touching movable objects at same time. e,g, a very basic task can be users lifting a cube together and pushing it through a hole I am not new to designing virtual environments with openGL, but have never designed games before and rarely play other than few of my favorite ones like Fifa. I wanted some ideas on what kind of games should I look at which should help me with ideas for my tasks for the users to gain points and win in games? any current indie games which might inspire me?

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  • VLC - Play two mp3s simultaneously from command line

    - by raoulcousins
    I'm using VLC 2.0.8 on Windows 7. How do I play two mp3s simultaneously from the command line (command line because to write a batch script that launches the mp3s)? I've tried vlc 1.mp3 2.mp3 and vlc 1.mp3 --input-slave 2.mp3 (I've seen the second one as a way to play a video file and a separate audio file simultaneously). Both of these just launch 1.mp3. Not important, but if you're wondering, the mp3s are respectively cafe sounds and rain sounds, so I can play sounds similar to those found at http://rainycafe.com/ without having to launch a browser.

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  • How to download a URL as a file?

    - by Michelle
    A website URL has "hidden" some MP3 files by embedding them as Shockwave files, as follows. <span class="caption"><!-- Odeo player --><embed src="http://odeo.com/flash/audio_player_tiny_gray.swf"quality="high" name="audio_player_tiny_gray" align="middle" allowScriptAccess="always" wmode="transparent" type="application/x-shockwave-flash" flashvars="valid_sample_rate=true external_url=http://podcast.cbc.ca/mp3/sundayeditionstream_20081125_9524.mp3" pluginspage="http://www.macromedia.com/go/getflashplayer"></embed></span> How can I download the files for off-line listening? I've found two methods: 1. The Stack Overflow Method Create a new local HTML file with just the links, for example: <a href="http://podcast.cbc.ca/mp3/sundayeditionstream_20081125_9524.mp3">Sunday Edition 25Nov2008</a> Open the file in the browser, right click the link and File Save Link As. 2. The Super User Method Install the Firefox addin Iget. (Be sure to use the right version for your Firefox version.) Tools Downloads Enter URL in the field. Are there any other ways?

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  • What is the best free service to host images and mp3 files?

    - by Edward Tanguay
    I am making an educational social software silverlight application. I would like users to be able to point the application to a URL with text, images, and audio files which they have created. Many users will not have their own website to do this, so we are looking for a free service they can use to upload, and manage their own text/image/audio content. What is the best free service for non-technical users to upload and make available text, images and audio? For instance, sites.google.com allows you to upload pictures and access them via http so that would work, but that is more about making a website. For this purpose we just need the ability to upload files, without the website creation tools.

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  • How to compare mp3, flac audio data in a file, ignoring header data (ID3 tag) etc.?

    - by Rob
    I've backed up some audio files up in 2 places and added ID3 tags into one backup but not the other, since time has passed my own memory has faded on whether the backups are actually the same, but now one has ID3 data and the other doesn't, basic binary compare will fail and inspection will be cumbersome. Is there a tool to compare just the audio data (not the header, ID3) in mp3s, flac files, and other files using header data such as ID3. started a thread on beyond compare here: http://www.scootersoftware.com/vbulletin/showthread.php?t=7413 would consider other comparison software that does this task

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  • Is an Adnroid-based Phone a Suitable MP3 Player for Music Streamed over the Internet?

    - by James McFarland
    I am considering getting an HTC phone running Android from Verizon Wireless when I next upgrade my phone. I also have an online account with a music vendor, where I have rights to listen to my collection, but not download the MP3s. Further, I have an unlimited data plan and Wi-Fi, so I have full access to bandwidth volume without any concerns. I am especially interested in mounting my phone in a car kit, and streaming my online music to my car's sound system while driving. If you are experienced in this scenario, or have tried this scenario - Is is reasonable to expect my HTC Android phone to provide me with streaming music via my cell data plan anywhere I get cell service?

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  • Linux depends hell when installing a small mp3 player...

    - by smwikipedia
    I try to install a small audio player named "Audacious" with the following command: sudo apt-get install audacious and it tells me that it depends audacious-plugins, so I try to install the audacious-plugins, one thing leads to another, there're numerous depends and it is just impossible to install all of them manually... Is it even possible to install a software on ubuntu linux? Is there a way to auto install all the depends? (I have never seen such a stupid software manager.) Many thanks.

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  • How do I model teams and gameplay in this scorekeeping application?

    - by Eric Hill
    I'm writing a scorekeeping application for card game that has a few possibly-interesting constraints. The application accepts user registrations for players, then lets them check-in to a particular game (modeled as Event). After the final player registers, the app should generate teams, singles or doubles, depending on the preference of the person running the game and some validations (can't do doubles if there's an odd number checked in). There are @event.teams.count rounds in the game. To sum up: An event consists of `@event.teams.count` rounds; Teams can have 1 or more players Events have n or n/2 teams (depending on whether it's singles or doubles) Users will be members of different teams at different events Currently I have a rat's nest of associations: class User < ActiveRecord::Base has_many :teams, :through => :players has_many :events, :through => :teams class Event < ActiveRecord::Base has_many :rounds has_many :teams has_many :players, :through => :teams class Player < ActiveRecord::Base belongs_to :user belongs_to :team end class Team < ActiveRecord::Base has_many :players belongs_to :event end class Round < ActiveRecord::Base belongs_to :event belongs_to :user end The sticky part is team generation. I have basically a "start game" button that should freeze the registrations and pair up teams either singly or doubly, and render to Round#new so that the first (and subsequent) matches can be scored. Currently I'm implementing this as a check on Round#new that calls Event#generate_teams and displays the view: # Event#generate_teams def generate_teams # User has_many :events, :through => :registrations # self.doubles is a boolean denoting 2 players per team registrations.in_groups_of(self.doubles ? 2 : 1, nil).each do |side| self.teams << Player.create(self,side) end end Which doesn't work. Should there maybe be a Game model that ties everything together rather than (my current method) defining the game as an abstraction via the relationships between Events, Users, and Rounds (and Teams and Players and etc.)? My head is swimming.

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  • Increment part of a string in Ruby

    - by Rik
    I have a method in a Ruby script that is attempting to rename files before they are saved. It looks like this: def increment (path) if path[-3,2] == "_#" print " Incremented file with that name already exists, renaming\n" count = path[-1].chr.to_i + 1 return path.chop! << count.to_s else print " A file with that name already exists, renaming\n" return path << "_#1" end end Say you have 3 files with the same name being saved to a directory, we'll say the file is called example.mp3. The idea is that the first will be saved as example.mp3 (since it won't be caught by if File.exists?("#{file_path}.mp3") elsewhere in the script), the second will be saved as example_#1.mp3 (since it is caught by the else part of the above method) and the third as example_#2.mp3 (since it is caught by the if part of the above method). The problem I have is twofold. 1) if path[-3,2] == "_#" won't work for files with an integer of more than one digit (example_#11.mp3 for example) since the character placement will be wrong (you'd need it to be path[-4,2] but then that doesn't cope with 3 digit numbers etc). 2) I'm never reaching problem 1) since the method doesn't reliably catch file names. At the moment it will rename the first to example_#1.mp3 but the second gets renamed to the same thing (causing it to overwrite the previously saved file). This is possibly too vague for Stack Overflow but I can't find anything that addresses the issue of incrementing a certain part of a string. Thanks in advance!

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  • How to get to the key name of a referenced entity property from an entity instance without a datastore read in google app engine?

    - by Sumeet Pareek
    Consider I have the following models - class Team(db.Model): # say I have just 5 teams name = db.StringProperty() class Player(db.Model): # say I have thousands of players name = db.StringProperty() team = db.ReferenceProperty(Team, collection_name="player_set") Key name for each Team entity = 'team_' , and for each Player entity = 'player_' By some prior arrangement I have a Team entity's (key_name, name) mapping available to me. For example (team_01, United States Of America), (team_02, Russia) etc I have to show all the players and their teams on a page. One way of doing this would be - players = Player.all().fetch(1000) # This is 1 DB read for player in players: # This will iterate 1000 times self.response.out.write(player.name) # This is obviously not a DB read self.response.out.write(player.team.name) #This is a total of 1x1000 = 1000 DB reads That is a 1001 DB reads for a silly thing. The interesting part is that when I do a db.to_dict() on players, it shows that for every player in that list there is 'name' of the player and there is the 'key_name' of the team available too. So how can I do the below ?? players = Player.all().fetch(1000) # This is 1 DB read for player in players: # This will iterate 1000 times self.response.out.write(player.name) # This is obviously not a DB read self.response.out.write(team_list[player.<SOME WAY OF GETTING TEAM KEY NAME>]) # Here 'team_list' already has (key_name, name) for all 5 teams I have been struggling with this for a long time. Have read every available documentation. I could just hug the person that can help me here :-) Disclaimer: The above problem description is not a real scenario. It is a simplified arrangement that represents my problem exactly. I have run into it in a rater complex and big GAE appication.

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  • Rails: bi-directional has_many :through relationship

    - by Chris
    I have three models in a Rails application: Game represents an instance of a game being played. Player represents an instance of a participant in a game. User represents a registered person who can participate in games. Each Game can have many Players, and each User can have many Players (a single person can participate in multiple games at once); but each Player is in precisely one Game, and represents precisely one User. Hence, my relationships are as follows at present. class Game has_many :players end class User has_many :players end class Player belongs_to :game belongs_to :user end ... where naturally the players table has game_id and user_id columns, but games and users have no foreign keys. I would also like to represent the fact that each Game has many Users playing in it; and each User has many Games in which they are playing. How do I do this? Is it enough to add class Game has_many :users, :through => :players end class User has_many :games, :through => :players end

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  • Blackjack game reshuffling problem-edited

    - by Jam
    I am trying to make a blackjack game where before each new round, the program checks to make sure that the deck has 7 cards per player. And if it doesn't, the deck clears, repopulates, and reshuffles. I have most of the problem down, but for some reason at the start of every deal it reshuffles the deck more than once, and I can't figure out why. Help, please. Here's what I have so far: (P.S. the imported cards and games modules aren't part of the problem, I'm fairly sure my problem lies in the deal() function of my BJ_Deck class.) import cards, games class BJ_Card(cards.Card): """ A Blackjack Card. """ ACE_VALUE = 1 def get_value(self): if self.is_face_up: value = BJ_Card.RANKS.index(self.rank) + 1 if value > 10: value = 10 else: value = None return value value = property(get_value) class BJ_Deck(cards.Deck): """ A Blackjack Deck. """ def populate(self): for suit in BJ_Card.SUITS: for rank in BJ_Card.RANKS: self.cards.append(BJ_Card(rank, suit)) def deal(self, hands, per_hand=1): for rounds in range(per_hand): if len(self.cards)>=7*(len(hands)): print "Reshuffling the deck." self.cards=[] self.populate() self.shuffle() for hand in hands: top_card=self.cards[0] self.give(top_card, hand) class BJ_Hand(cards.Hand): """ A Blackjack Hand. """ def __init__(self, name): super(BJ_Hand, self).__init__() self.name = name def __str__(self): rep = self.name + ":\t" + super(BJ_Hand, self).__str__() if self.total: rep += "(" + str(self.total) + ")" return rep def get_total(self): # if a card in the hand has value of None, then total is None for card in self.cards: if not card.value: return None # add up card values, treat each Ace as 1 total = 0 for card in self.cards: total += card.value # determine if hand contains an Ace contains_ace = False for card in self.cards: if card.value == BJ_Card.ACE_VALUE: contains_ace = True # if hand contains Ace and total is low enough, treat Ace as 11 if contains_ace and total <= 11: # add only 10 since we've already added 1 for the Ace total += 10 return total total = property(get_total) def is_busted(self): return self.total > 21 class BJ_Player(BJ_Hand): """ A Blackjack Player. """ def is_hitting(self): response = games.ask_yes_no("\n" + self.name + ", do you want a hit? (Y/N): ") return response == "y" def bust(self): print self.name, "busts." self.lose() def lose(self): print self.name, "loses." def win(self): print self.name, "wins." def push(self): print self.name, "pushes." class BJ_Dealer(BJ_Hand): """ A Blackjack Dealer. """ def is_hitting(self): return self.total < 17 def bust(self): print self.name, "busts." def flip_first_card(self): first_card = self.cards[0] first_card.flip() class BJ_Game(object): """ A Blackjack Game. """ def __init__(self, names): self.players = [] for name in names: player = BJ_Player(name) self.players.append(player) self.dealer = BJ_Dealer("Dealer") self.deck = BJ_Deck() self.deck.populate() self.deck.shuffle() def get_still_playing(self): remaining = [] for player in self.players: if not player.is_busted(): remaining.append(player) return remaining # list of players still playing (not busted) this round still_playing = property(get_still_playing) def __additional_cards(self, player): while not player.is_busted() and player.is_hitting(): self.deck.deal([player]) print player if player.is_busted(): player.bust() def play(self): # deal initial 2 cards to everyone self.deck.deal(self.players + [self.dealer], per_hand = 2) self.dealer.flip_first_card() # hide dealer's first card for player in self.players: print player print self.dealer # deal additional cards to players for player in self.players: self.__additional_cards(player) self.dealer.flip_first_card() # reveal dealer's first if not self.still_playing: # since all players have busted, just show the dealer's hand print self.dealer else: # deal additional cards to dealer print self.dealer self.__additional_cards(self.dealer) if self.dealer.is_busted(): # everyone still playing wins for player in self.still_playing: player.win() else: # compare each player still playing to dealer for player in self.still_playing: if player.total > self.dealer.total: player.win() elif player.total < self.dealer.total: player.lose() else: player.push() # remove everyone's cards for player in self.players: player.clear() self.dealer.clear() def main(): print "\t\tWelcome to Blackjack!\n" names = [] number = games.ask_number("How many players? (1 - 7): ", low = 1, high = 8) for i in range(number): name = raw_input("Enter player name: ") names.append(name) print game = BJ_Game(names) again = None while again != "n": game.play() again = games.ask_yes_no("\nDo you want to play again?: ") main() raw_input("\n\nPress the enter key to exit.") Since someone decided to call this 'psychic-debugging', I'll go ahead and tell you what the modules are then. Here's the cards module: class Card(object): """ A playing card. """ RANKS = ["A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"] SUITS = ["c", "d", "h", "s"] def __init__(self, rank, suit, face_up = True): self.rank = rank self.suit = suit self.is_face_up = face_up def __str__(self): if self.is_face_up: rep = self.rank + self.suit else: rep = "XX" return rep def flip(self): self.is_face_up = not self.is_face_up class Hand(object): """ A hand of playing cards. """ def init(self): self.cards = [] def __str__(self): if self.cards: rep = "" for card in self.cards: rep += str(card) + "\t" else: rep = "<empty>" return rep def clear(self): self.cards = [] def add(self, card): self.cards.append(card) def give(self, card, other_hand): self.cards.remove(card) other_hand.add(card) class Deck(Hand): """ A deck of playing cards. """ def populate(self): for suit in Card.SUITS: for rank in Card.RANKS: self.add(Card(rank, suit)) def shuffle(self): import random random.shuffle(self.cards) def deal(self, hands, per_hand = 1): for rounds in range(per_hand): for hand in hands: if self.cards: top_card = self.cards[0] self.give(top_card, hand) else: print "Can't continue deal. Out of cards!" if name == "main": print "This is a module with classes for playing cards." raw_input("\n\nPress the enter key to exit.") And here's the games module: class Player(object): """ A player for a game. """ def __init__(self, name, score = 0): self.name = name self.score = score def __str__(self): rep = self.name + ":\t" + str(self.score) return rep def ask_yes_no(question): """Ask a yes or no question.""" response = None while response not in ("y", "n"): response = raw_input(question).lower() return response def ask_number(question, low, high): """Ask for a number within a range.""" response = None while response not in range(low, high): response = int(raw_input(question)) return response if name == "main": print "You ran this module directly (and did not 'import' it)." raw_input("\n\nPress the enter key to exit.")

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  • Compare-Object gives false differences

    - by Andy
    I have some problem with Compare-Object. My task is to get difference between two directory snapshots made at different times. First snapshot is taken like this: ls -recurse d:\dir | export-clixml dir-20100129.xml Then, later, I get second snapshot and load both of them: $b = (import-clixml dir-20100130.xml) $a = (import-clixml dir-20100129.xml) Next, I'm trying to compare with Compare-Object, like that: diff $a $b What I get is in some places files that were added to $b since $a, but in some -- files that were in both snapshots, and some files, that were added to $b, are not given in Compare-Object output. Puzzling, but $b.count - $a.count is EXACTLY the same as (diff $a $b).count. Why is that? Ok, Compare-Object has -property param. I try to use that: diff -property fullname $a $b And I get the whole mess of differences: it shows me ALL the files. For example, say $a contains: A\1.txt A\2.txt A\3.txt And $b contains: X\2.mp3 X\3.mp3 X\4.mp3 A\1.txt A\2.txt A\3.txt diff output is something like that: X\2.mp3 => A\1.txt <= X\3.mp3 => A\2.txt <= X\4.mp3 => A\3.txt <= A\1.txt => A\2.txt => A\3.txt => Weird. I think I don't understand something crucial about Compare- Object usage, and manuals are scarce... Please, help me to get the DIFFERENCE between two directory snapshots. Thanks in advance UPDATE: I've saved data as plain strings like that: > import-clixml dir-20100129.xml | % { $_.fullname } | out-file -enc utf8 a.txt And results are the same. Here're excerpts of both snapshots (top 100-something lines, a.txt and b.txt), output of compare-object, and output of UNIX diff (unified). All files are UTF-8: http://dl.dropbox.com/u/2873752/compare-object-problem.zip

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  • Using sound forge 6.0 what will be the need to upgrade to latest version

    - by Jayapal Chandran
    I had been using sound forge 6.0 not recently but long back. I edit mp3 files for my purpose and some more filters like flange, pan, fade in out, recording, line in recording, extracting sound from video files (mpg, avi(divx), etc...), increasing the default volume, editing treble and bass effects, and etc... I am not going to use it professionally. I use it just like that. Now when i checked i could see Sound Forge Audio Studio 10 is the latest version for my purpose. Others are too high i think. Besides, i had been using Gold Wave version 4 very extensively just to edit sound files mostly mp3. and here is the reason for me to change to sound forge. It is when we edit mp3 files it deflashes(making it raw i think) before editing. after editing if i save it asks for the format to save and i will choose mp3. At this point it again applies the compression process which makes the sound file lossy. When i did the same with sound forge it did not deflash. It just edited the file as mp3. May be i dont know whether gold wave has the same option. So, please suggest. oh i had asked a question already like this... here it is goldwave vs sound forge in editing mp3 files

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  • Using nginx's proxy_redirect when the response location's domain varies

    - by Chalky
    I am making an web app using SoundCloud's API. Requesting an MP3 to stream involves two requests. I'll give an example. Firstly: http://api.soundcloud.com/tracks/59815100/stream This returns a 302 with a temporary link to the actual MP3 (which varies each time), for example: http://ec-media.soundcloud.com/xYZk0lr2TeQf.128.mp3?ff61182e3c2ecefa438cd02102d0e385713f0c1faf3b0339595667fd0907ea1074840971e6330e82d1d6e15dd660317b237a59b15dd687c7c4215ca64124f80381e8bb3cb5&AWSAccessKeyId=AKIAJ4IAZE5EOI7PA7VQ&Expires=1347621419&Signature=Usd%2BqsuO9wGyn5%2BrFjIQDSrZVRY%3D The issue I had was that I am attempting to load the MP3 via JavaScript's XMLHTTPRequest, and for security reasons the browser can't follow the 302, as ec-media.soundcloud.com does not set a header saying it is safe for the browser to access via XMLHTTPRequest. So instead of using the SoundCloud URL, I set up two locations in nginx, so the browser only interacts with the server my app is hosted on and no security errors come up: location /soundcloud/tracks/ { # rewrite URL to match api.soundcloud.com's URL structure rewrite \/soundcloud\/tracks\/(\d*) /tracks/$1/stream break; proxy_set_header Host api.soundcloud.com; proxy_pass http://api.soundcloud.com; # the 302 will redirect to /soundcloud/media instead of the original domain proxy_redirect http://ec-media.soundcloud.com /soundcloud/media; } location /soundcloud/media/ { rewrite \/soundcloud\/media\/(.*) /$1 break; proxy_set_header Host ec-media.soundcloud.com; proxy_pass http://ec-media.soundcloud.com; } So myserver/soundcloud/tracks/59815100 returns a 302 to /myserver/soundcloud/media/xYZk0lr2TeQf.128.mp3...etc, which then forwards the MP3 on. This works! However, I have hit a snag. Sometimes the 302 location is not ec-media.soundcloud.com, it's ak-media.soundcloud.com. There are possibly even more servers out there and presumably more could appear at any time. Is there any way I can handle an arbitrary 302 location without having to manually enter each possible variation? Or is it possible for nginx to handle the redirect and return the response of the second step? So myserver/soundcloud/tracks/59815100 follows the 302 behind the scenes and returns the MP3? The browser automatically follows the redirect, so I can't do anything with the initial response on the client side. I am new to nginx and in a bit over my head so apologies if I've missed something obvious, or it's beyond the scope of nginx. Thanks a lot for reading.

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  • MediaElement.js setSrc() Loading The File But Not Changing pluginType

    - by doubleJ
    I'm working on a page that uses mediaelement.js to play mp3/mp4/wmv (yes, we have a lot of wmv). I have a list of links and those links should change the player. My effort is to make the changes to the player through javascript so that the page doesn't refresh. This code is working, but it refreshes every time. See a live demo of the non-ajax version. <?php $file = null; $file = $_GET["file"]; $format = null; if (preg_match("/mp4/i", $file)) $format = "mp4"; if (preg_match("/webm/i", $file)) $format = "webm"; if (preg_match("/wmv/i", $file)) $format = "wmv"; if (preg_match("/mp3/i", $file)) $format = "mp3"; if (preg_match("/ogg/i", $file)) $format = "ogg"; $mime = null; if ($format == "mp4") $mime = "video/mp4"; if ($format == "webm") $mime = "video/webm"; if ($format == "wmv") $mime = "video/wmv"; if ($format == "mp3") $mime = "audio/mp3"; if ($format == "ogg") $mime = "audio/ogg"; $element = "video"; if ($format == "mp3" || $format == "ogg") $element = "audio"; // you have to escape (\) the escape (\) character (hehehe...) $poster = "media\\120701Video.jpg"; $height = "360"; if ($format == "mp3") $height = "30"; ?> <!doctype html> <html> <head> <meta charset="utf-8"> <title>Embed</title> <link rel="stylesheet" href="include/johndyer-mediaelement-b090320/build/mediaelementplayer.min.css"> <style> audio {width:640px; height:30px;} video {width:640px; height:360px;} </style> <script src="include/johndyer-mediaelement-b090320/build/jquery.js"></script> <script src="include/johndyer-mediaelement-b090320/build/mediaelement-and-player.js"></script> </head> <body> <ul> <li><a href="embed.php">Reset</a></li> <li><a href="?file=media/120701Video-AnyVideoConverter.mp4">Alternative (mp4)</a></li> <li><a href="?file=media/120701Video-Ffmpeg-Defaults.webm">Alternative (webm)</a></li> <li><a href="?file=media/AreYouHurting-Death.wmv">Alternative (wmv)</a><li> <li><a href="?file=media/AreYouHurting-Death.mp3">Alternative (mp3)</a></li> </ul> <?php if ($file) { ?> <video src="<?php echo $file; ?>" controls poster="<?php echo $poster; ?>" width="640" height="360"></video> <div id="type"></div> <script> var video = document.getElementsByTagName("video")[0]; var player = new MediaElementPlayer(video, { success: function(player) { $('#type').html(player.pluginType); } }); <?php } ?> </script> </body> </html> This code requires <video> to be loaded, initially and with a file, so that the player mode (pluginType) is set. It will, then, only play formats that the pre-established mode supports (firefox in native mode won't play mp4). See a live demo of the ajax version. <!doctype html> <html> <head> <meta charset="utf-8"> <title>Embed</title> <link rel="stylesheet" href="http://www.mediaelementjs.com/js/mejs-2.9.2/mediaelementplayer.min.css"> <script src="//ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.min.js"></script> <script src="http://www.mediaelementjs.com/js/mejs-2.9.2/mediaelement-and-player.js"></script> </head> <body> <ul> <li><a href="javascript:player.pause(); player.setSrc('media/120701Video-AnyVideoConverter.mp4'); player.load(); player.play();">Alternative (mp4)</a></li> <li><a href="javascript:player.pause(); player.setSrc('media/120701Video-Ffmpeg-Defaults.webm'); player.load(); player.play();">Alternative (webm)</a></li> <li><a href="javascript:player.pause(); player.setSrc('media/AreYouHurting-Death.wmv'); player.load(); player.play();">Alternative (wmv)</a></li> <li><a href="javascript:player.pause(); player.setSrc('media/AreYouHurting-Death.mp3'); player.load(); player.play();">Alternative (mp3)</a></li> </ul> <video controls src="media/WordProductionCenter.mp4"></video> <div id="type"></div> <script> var video = document.getElementsByTagName("video")[0]; var player = new MediaElementPlayer(video, { success: function(player) { $('#type').html(player.pluginType); } }); </script> </body> </html> It seems like I need something like setType(), but I see no such option. I've read a couple pages that referenced refreshing the DOM after the javascript runs, but I haven't been able to successfully do it (I know enough about javascript to hack things around and get stuff working, but not enough to create whole new things). It is worth noting that Silverlight doesn't work with Internet Explorer 8 or Safari (not sure if it's my code, mejs, or the browsers). Also, neither Silverlight nor Flash play mp3 or webm (again, not sure where the problem lies). Is there a way to dynamically load different types of files into mediaelement?

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