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  • OUYA and Unity set up problems

    - by Atkobeau
    I'm having trouble with the Unity / OUYA plugin. I'm using Unity 4 with the latest update on a Windows 7 machine. When I open the starter kit and try to compile the plugin I get the following error: Picked up _JAVA_OPTIONS: -Xmx512M And if I try to Build and Run I get this error: Error building Player: ArgumentException: Illegal characters in path. I'm stumped, I've gone through lots of forum posts here and on stackoverflow and I can't seem to resolve it. My environment variables look like this: PATH - C:\Users\dave\Documents\adt-bundle-windows-x86_64-20130219\sdk\tools; C:\Users\dave\Documents\adt-bundle-windows-x86_64-20130219\sdk\platform-tools\ JAVA_HOME - C:\Program Files (x86)\Java\jdk1.6.0_45\ Everything in the OUYA Panel is white Any ideas?

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  • have a missing file, and cant run ubuntu upon start up, and hasnt the flash drive i used didnt work either, any help?

    - by trent
    when I first downloaded Ubuntu to install it, it downloaded quick and caused no problems to my laptop. but then when it came time to install it as one of my operating systems, it wouldn't run because it said a file was missing or damaged. so then I uninstalled it and re-installed it but I still had that same problem. so I tried a flash-drive version but that didn't work either because it wouldn't boot from that, nor would it detect my flash drive, (in this case, an old 4 GB mp3 player). any help or tips and ideas would be great, I just need a decent operating system because windows is getting to be terrible at the moment, just note I wanna run Ubuntu along side windows 8.1

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  • Why OpenGL ES texture mapping is very slow?

    - by Cinar
    I have an Android application that displays VGA (640x480) frames using OpenGL ES. The application reads each frame from a movie file and updates the texture accordingly. My problem is that, it is taking almost 30 ms. to draw each frame using OpenGL. Similar test using the Canvas/drawBitmap was around 6 ms on the same device. I'm following the same OpenGL calls that VLC Media Player is using, so I'm assuming that those are optimized for this purpose. I just wanted to hear your thoughts and ideas about it?

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  • How To Send eBooks & Other Documents To Your Kindle

    - by Chris Hoffman
    Send to Kindle for PC makes it easy to put content on your Kindle, whether it’s a free ebook or a Word document. You can also email files to @Kindle.com or transfer them over USB, the old-fashioned way. Any documents you transfer over are stored in your Kindle Personal Documents online. When you buy a new Kindle, they’ll be automatically restored. You can also access your personal documents from Kindle apps on other platforms. The Best Free Portable Apps for Your Flash Drive Toolkit How to Own Your Own Website (Even If You Can’t Build One) Pt 3 How to Sync Your Media Across Your Entire House with XBMC

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  • slow speed transfering files to a local network device

    - by F. Ariel Jung
    I'm having troubles copying files from my pc(ubuntu 13.04 64 bits) to a Media Center(WDTV Live: with an SATA2 HDD attached) through the local network. the speed is to slow, it's up to 2.0 MB/s image: http://s11.postimg.org/g1nuai92b/Captura_de_pantalla_de_2013_06_24_07_46_55.png (I don't use image tag because it is a big image) my PC has a wifi network card Tp Link TL-WN951N and it is connected to a TP Link TL-WDR3500 router via wifi, and the WDTV Live is connected via LAN here is a iwconfig: eth0 no wireless extensions. lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:"TL-WDR3500" Mode:Managed Frequency:2.462 GHz Access Point: A0:F3:C1:6C:3B:F1 Bit Rate=39 Mb/s Tx-Power=20 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off Link Quality=62/70 Signal level=-48 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:33521 Invalid misc:2245290 Missed beacon:0 if more data is required I'll post it as needed. I can't figure this out, needed help. please

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  • Given a RGB color x, how to find the most contrasting color y?

    - by Arthur Wulf White
    I have to mark a certain item in a way that will make it stick-out in the background. I need it to be surrounded with the color that contrasts the background as much as possible so it will pop out and easily noticeable by the player. Lets say I know the background is color 'x', how do I find 'y' such that it will be very contrasting to 'x' and easy to notice in a background where 'x' is a dominant color? I first thought about inverting color 'x' and then I noticed that when 'x' is a medium shade of gray, if I invert 'x' to get 'y', then 'y' is also a medium shade of gray which does not work.

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  • Target tracking with a small delay (actionscript 3.0)

    - by John Dodson
    I'm having trouble thinking of a good method to track my character with an enemy attack. Of course, I don't want the attack to track my character's current position; I want it to track where the character was about 1 second before (so you can move around and make the attack miss and loop around you sort of a thing). The general structure of my game uses a timer to update all of my events. I have a timer going off every 25 milliseconds that updates everything, including my player's position and the enemies position. Right now I just have the enemy attack directly targeting my character....which works fine except that it's impossible to escape =p. Let me know if I didn't supply enough details. My approach was going to basically be get my character's position from about 1 second ago, then have the enemy target that position, the only problem is I can't think of a good way to get my character's position from previous times. Thanks for the help!

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  • Pattern for performing game actions

    - by Arkiliknam
    Is there a generally accepted pattern for performing various actions within a game? A way a player can perform actions and also that an AI might perform actions, such as move, attack, self-destruct, etc. I currently have an abstract BaseAction which uses .NET generics to specify the different objects that get returned by the various actions. This is all implemented in a pattern similar to the Command, where each action is responsible for itself and does all that it needs. My reasoning for being abstract is so that I may have a single ActionHandler, and AI can just queue up different action implementing the baseAction. And the reason it is generic is so that the different actions can return result information relevant to the action (as different actions can have totally different outcomes in the game), along with some common beforeAction and afterAction implementations. So... is there a more accepted way of doing this, or does this sound alright?

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  • What technology should I concentrate on for mobile development? [closed]

    - by Rob2211
    Firstly, I have many years experience with C# & .NET and some with Java. But, rather than committing to Java and developing native applications for Andriod I have been researching cross-platform deployment technologies. Currently, the most powerful cross-platform technology seems to be Flash, using Adobe AIR to package software as native applications. But given Adobe's announcement that it will discontinue support for the Flash Player on mobile devices it seems foolish (at this late stage) to invest in Flash and ActionScript as a developer. There has been speculation that Microsoft are also planning their exit strategy for Silverlight in favour of HTML5. So, my questions are; What is the most appropriate technology to invest in and learn in order to build cross-platform mobile applications / games while future proofing my skills as a developer? Is HTML5 mature enough to fill the 'Flash void' and be used to start building cross-platform, rich, interactive, networked mobile applications / games now? N.B. For HTML5 read (HTML5/CSS3/JavaScript)

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  • How do I prevent useless content load on the page in responsive design?

    - by Ícaro Leandro
    In responsive design, elements are hidden in the page with @media queries and display: none in CSS. Ok. In my design however browsers that have less than 800px in width should avoid loading some content at all. When accessed with on a device with more than 800px of screen, the page loads fully. In mobile devices or even on desktop with less than 800px of width some content is hidden. I want to make the page load faster for low-resolution devices and avoid loading chunks of content that the user will never see. How can I go about this?

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  • mount old ATA disk to USB adapter

    - by 213441265152351
    I am trying to recover data from an old Linux that was installed in a computer on an ATA hard drive. I found a ScanLogic USB-IDE, an ATA adapter to USB 1.0 similar to the one in the picture: and after switching it on, I plugged it into a laptop with Ubuntu 12.04. I am used to the drives being automatically mounted, but this one doesn't show up in /media. After doing a dmesg, all I got is this: [215298.671924] usb 2-1.1: new full-speed USB device number 5 using ehci_hcd [215298.767330] scsi19 : usb-storage 2-1.1:1.0 [215299.841701] usb 2-1.1: reset full-speed USB device number 5 using ehci_hcd [215300.017258] usb 2-1.1: reset full-speed USB device number 5 using ehci_hcd [215300.197050] usb 2-1.1: reset full-speed USB device number 5 using ehci_hcd [215300.372730] usb 2-1.1: reset full-speed USB device number 5 using ehci_hcd I tried plugging in the adapter to the three different USB ports in my laptop (one of them USB 3.0), but got no luck with any of them. Any ideas?

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  • What makes puzzle games addictive?

    - by Bryan Denny
    I'm currently developing a puzzle game for Android that is sort of along the lines of Alchemy. I was wondering what makes games like Alchemy or Bejeweled so addicting? How do I keep players interested in the game to want to play it over and over? Is it the scores? Level advancement? The challenges? What should I be doing to try and keep a player engaged with a puzzle game since they are often quite repetitive?

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  • Guide to particulars in customizing Ubuntu Installer

    - by Oxwivi
    I've tried reading through guides for preseeding and customization, but I did not understand how and where to modify which options. I can only comfortably learn through practical examples, for which I ask this question. I am looking into preseeding and customizing solution to just do a few specific tasks: Completely rewrite the packages installed by default, much like minimal installs and with the --no-install-recommends flag of apt-get. Add a few proprietary applications to the default install list Automatically install and mount proprietary drivers on install and live session Edit the default configuration files for applications installed by default Specify partitions along with permission Modify the package pool in the installer media (CD/DVD/USB), preferably using command line tools similar to apt-get and aptitude. Can anyone please tell me how to configure preseed option to only do the above? NB I do not understand the GPG part after adding/removing packages in the pool. PS The third point is of particular importance.

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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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  • Automatically zoom out the camera to show all players

    - by user36159
    I am building a game in XNA that takes place in a rectangular arena. The game is multiplayer and each player may go where they like within the arena. The camera is a perspective camera that looks directly downwards. The camera should be automatically repositioned based on the game state. Currently, the xy position is a weighted sum of the xy positions of important entities. I would like the camera's z position to be calculated from the xy coordinates so that it zooms out to the point where all important entities are visible. My current approach is to: hw = the greatest x distance from the camera to an important entity hh = the greatest y distance from the camera to an important entity Calculate z = max(hw / tan(FoVx), hh / tan(FoVy)) My code seems to almost work as it should, but the resulting z values are always too low by a factor of about 4. Any ideas?

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  • vector collision on polygon in 3d space detection/testing?

    - by LRFLEW
    In the 3d fps in java I'm working on, I need a bullet to be fired and to tell if it hit someone. All visual objects in the game are defined through OpenGL, so the object it can be colliding with can be any drawable polygon (although they will most likely be triangles and rectangles anyways). The bullet is not an object, but will be treated as a vector that instantaneously moves all the way across the map (like the snipper riffle in Halo). What's the best way to detect/test collisions with the polygon and the vector. I have access to OpenCL, however I have absolutely no experience with it. I am very early in the developmental stage, so if you think there's a better way of going about this, feel free to tell me (I barley have a player model to collide with anyways, so I'm flexible with it). Thanks

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  • Generating grammatically correct MUD-style attack descriptions

    - by Extrakun
    I am currently working on a text based game, where the outcome of a combat round goes something like this %attacker% inflicts a serious wound (12 points damage) on %defender% Right now, I just swap %attacker% with the name of the attacker, and %defender% for the name of the defender. However, the description works, but don't read correctly. Since the game is just all text, I don't want to resort to generic descriptions (Such as "You use Attack on Goblin for 5 damage", which arguably solve the problem) How do I generate correct descriptions for cases where %attacker% refers to "You", the player? "You inflicts..." is wrong "Bees", or other plural? I need somehow to know I should prefix the name with a "The " If %attacker% is a generic noun, such as "Goblin", it will read weird as opposed to %attacker% being a name. Compare "Goblin inflicts..." vs. "Aldraic Swordbringer inflicts...." How does text-based games usually resolve such issues?

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  • WWW.yoursite.com or HTTP://yoursite.com which one is futureproof?

    - by Sam
    http://yoursite.com www.yoursite.com http://www.yoursite.com yoursite.com Which of these would you choose as your favourite to work with, if you were to make a site for 2011 and beyond, which domainname would you provide to clients, websites linking to you, your letterhead, contact cards. Why one OR other? Which to avoid? Thinking of the following aspects: validity, correctly loading URL audience, most geeks know http://, most seniors/clients don't easiest to remember / URL as a brand misspellings by user input (in mobile phone or desktop browser) browsers not understanding protocol-less links total length of chars for easy user input method of peferance by major search engines/social media sites consistency sothat links dont fragment but all point to the same

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • Have you downloaded the All-In-One Code Framework?

    - by Eric Nelson
    The Microsoft All-In-One Code Framework is a free, centralized code sample library provided by the Microsoft Community team. It aims to provide typical code samples for all Microsoft development technologies. The team listens to developers’ pains in MSDN forums, social media and various developer communities and write code samples based on developers’ frequently asked programming tasks. Additionally, our team offers a free code sample request service. Awesome?! I think so. Have also just added it to 99 technical resources for developers and architects inside ISVs – also worth checking out. Check it out on codeplex

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  • Play audio in javascript with a good performance

    - by João
    I'm developing a browser game where the player can shoot. Everytime he shoots it play a sound. Currently i'm using this code to play sounds in JavaScript: var audio = document.createElement("audio"); audio.src = "my_sound.mp3"; audio.play(); I'm worried about performance here. Will 10 simultaneous sounds impact my game performance too much? Will all audio objects stay in memory even after they are played?

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  • Can't install Ubuntu on a HP DV6 Laptop

    - by EApubs
    I just bought a HP DV6 6011tx (link) Laptop. I formated the disk through Windows and prepared for installing Ubuntu. But when I inserted the live CD, it showed the Ubuntu start screen and then everything went black. There was no cursor, everything just stayed black like the screen was switched off (but the system is running). When I tried to install from the USB, it said Live media is not found. Sometimes it also gave me a black screen like the CD. Does anyone have any idea how to fix this? Thanks!

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  • Samsung 700Z broken by Precise install

    - by Eric
    I tried to install Precise from DVD media and got to the point where the Ubuntu logo is on screen indicating the the installer is loading. At that point the screen went dark. After some time I rebooted the machine. To my dismay the machine would no longer start (Powers on but but no bios start up screen, I can hear initial hard drive spin which soon dies). This is a new machine (less than 2 months) and I have had no previous indications of defects before this incident. In other words, I am convinced the Ubuntu install had something to do with the failure of the machine. Has anyone else had this problem with this model machine? Is this known to happen with precise or other versions of Ubuntu?

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  • Automatically zoom out the camera to show all players (XNA)

    - by user36159
    I am building a game in XNA that takes place in a rectangular arena. The game is multiplayer and each player may go where they like within the arena. The camera is a persepective camera that looks directly downwards. The camera should be automatically repositioned based on the game state. Currently, the xy position is a weighted sum of the xy positions of important entities. I would like the camera's z position to be calculated from the xy coordinates so that it zooms out to the point where all important entities are visible. My current approach is to: hw = the greatest x distance from the camera to an important entity hh = the greatest y distance from the camera to an important entity Calculate z = max(hw / tan(FoVx), hh / tan(FoVy)) My code seems to almost work as it should, but the resulting z values are always too low by a factor of about 4. Any ideas?

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  • Physics from other games

    - by Carlosrdz1
    I'm making a platform engine with XNA Game Studio, and I've solved almost everything about colliding stuff. But now, I'm searching for good physics for the player, I'm trying to emulate characters from other games like Mario from Super Mario World, or MegaMan X... do you know a website or something, where the physics from that games are revealed? I remember seen a page with something like that. Or what's the process you think is the best to emulate physics from other games? Just trial and error? Thank you.

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