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  • Adobe flash player not working with Amazon Prime

    - by Alex
    I have ubuntu 12.04 64bit using Google Chrome. I had chromium from the app center then today amazon prime video stopped working. It told me to update Flash. So I uninstalled chromium and installed Google Chrome. Didn't work. Then I downloaded flash for ubuntu via apt. That one gave me a "flash version isn't supported" message. The flash version was 11. Now I tried http://apt.ubuntu.com/p/flashplugin-installer It worked, but right in the middle of the video, it popped the error message again. Sorry we are unable to stream this video. This is likely because your Flash Player needs to be updated. So I don't know what happened.

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  • cannot play VTC video file (.mov) using VLC player

    - by varunit
    I have a training course contains .mov files which have video codec as apple graphics smc. I have googled and found out to add these options to play them link from where I got help But they are playing fine only in SMplayer. I want to configure similarly and play those files in VLC player. This is the error which I'm facing Running vlc with the default interface. Use 'cvlc' to use vlc without interface. [0xb0d03d20] blend blend error: no matching alpha blending routine (chroma: RGBA - RGBP) [0xb0d03d20] main blend error: blending RGBA to RGBP failed It is repeating... Thanks for any help...

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  • Installed Ubuntu in VMware Player, Black side bars / broken GUI

    - by Eric
    I recently installed Ubuntu 12.10 in VMware Player and have came up with a black sidebar, missing icons, a pretty broken GUI. Everything works just fine though. I am able to run Firefox and open termainal and all that good stuff just fine, it's just that I can SEE them on the sidebar. I have to open up a seperate window on Windows with a picture of the Ubuntu 12.10 desktop in order for me to know what to click on, but once I do click on it, it's pretty much smooth sailing from there(not counting closing Firefox and several other things). Again, everything works just fine, but when it comes to the sidebar, the GUI, the dashboard (get a completely black screen for when I open dash board), they come up as completely black, broken (visual tears and what not), and hoving over them just brings up a big black bar (assuming it's the "zooming" in of the icon, but it just shows a black bar of where the icon should be). I'm not exactly sure what so do to get this to work (to fix the GUI), any ideas as to what I may do to fix this?

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  • Embedding the Silverlight version of the Open Media Player

    Im working on a Video Portal Application and have selected the Open Video Player for embedded viewing of videos. There are many video players out there but I selected this one becuase there are SilverLight and Flash versions in the project. Embedding is EASY ! Code Snippet <%@ Page Title="Home Page" Language="C#" MasterPageFile="~/Site.master" AutoEventWireup="true" CodeBehind="Default.aspx.cs" Inherits="OpenPlayerSample._Default"...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Flash player (in Firefox) is unstable in 14.04

    - by henry
    For 13.10, I used this guide to get Intel iGPU-supported playback of flash videos in Firefox: http://www.webupd8.org/2013/09/adobe-flash-player-hardware.html All in all, Intel graphics acceleration for flash content was working just fine in 13.10, at least on my machine (with Xubuntu). I basically followed the guide to do the same for 14.04, but about 2-3 weeks ago flash videos started acting up. Whenever I have one instance of flash paused or stopped in one tab and go to the next tab to continue some song on Soundcloud or something, it's game over. I'm clueless as to what I can do here. Did anything change in the meantime?

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  • SFML: Monster following player on a straight line

    - by user3504658
    I've searched for this and found a few topics , usually they used a function normalize and using simple vector subtracting which is ok , but how should I do it in sfml ? Instead of using: Movement = p.position() - m.position(); p is the player and m is the monster I used something like this to move on a straight line: sf::Vector2f Tail(0,0); if((mPlayer.getPosition().y - mMonster.GetInstance().getPosition().y) >= (mPlayer.getPosition().x - mMonster.GetInstance().getPosition().x)){ //sf::Vector2f Tail(0,0); Tail.x = mPlayer.getPosition().x - mMonster.GetInstance().getPosition().x; } else if((mPlayer.getPosition().y - mMonster.GetInstance().getPosition().y) <= (mPlayer.getPosition().x - mMonster.GetInstance().getPosition().x)){ //sf::Vector2f Tail(0,0); Tail.y = mPlayer.getPosition().y - mMonster.GetInstance().getPosition().y; } if(!MonsterCollosion()) mMonster.Move(Tail * (TimePerFrame.asSeconds() * 1/2 ) ); It works ok if the the height = the width for the game window, although I think it's not the best looking game when it comes to a moving monster, since it starts fast and then it gets slower so what do you guys advise me to do ?

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  • unity player doesnt support my ubuntu so i cant play battalstar gallactica [closed]

    - by jrwhite3230
    ive been trying to install the unity player that supports battlestar gallactica online at big point.com /but then it is saying that my system (ubuntu) is not supported isnt there a patch by now because the game has been on for years now and there has been many people that i know running ubuntu who has the same difficulty ! also is there another program that would work with ubuntu and battlestar gallactica online?? there has to be a fix or ill just have to uninstall ubuntu/which is my next question how do i do that ??where is the control panel that allows you to uninstall programs within ubunty thank you very much for any support or advice [email protected]

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  • Handling player/background movements in 2D games

    - by lukeluke
    Suppose you have your animated character controlled by the player and a 2D world (like the old 2D side-scrolling games). When the user press right on the keyboard, the background is moved to the right. If the path is always horizontal, this is simple to do (incrementation/decrementation of the x-coordinate). But suppose that the path is instead a polygonal chain. My questions are: How do you move the background? How do you move the background if the game objects are managed with a physics engine like box2D?

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  • problem with .wax format

    - by Pranjal Singh
    I installed Ubuntu 10.4 onto a pc for an elderly woman. It was supposed to solve the problems she was having with windows, ie: she would constantly remove things, or try to fix problems herself. So I figured that Linux would solve those issues. However, what I didn't take into account was that she watches " http://www.shepherdschapel.com/broadband.htm " and when using Ubuntu, I can't seem to find a media player to make the files work. I am out of ideas. I tried kplayer, and it worked (sort of). The file that is downloaded from the site when you click the windows media player site one link is, .wax format. Which is an instruction file for windows media player. Is there anything I can do to make these videos work?

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  • Acceleration Based Player Movement

    - by Mike Sawayda
    Ok, so I am making a first person shooter game and I am currently working on movement that looks and feels good. I want to incorporate acceleration based movement for the player so that he has to accelerate to max speed and decelerate to minimum speed. Acceleration will happen when you have the key pressed and deceleration will happen when you let go of that key. The problem is that there are some instances where you switch from moving forward to moving backward where no deceleration is needed because you could potentially be moving at double speed in the reverse if you did. Does anyone have a good implementation of how to accomplish acceleration based movement that works well?

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  • Player rewards in games where you normally have nothing to purchase

    - by PeterK
    In many games there are rewards such as gold coins, points, etc. When these rewards can be used to purchase in-game items, it motivates the player to keep playing. Let's say we have an online game, poker, Yatzy etc. What type of reward would keep the players playing if there are few in-game items available to buy, or none at all? What I am looking for is a reward system that entices the players to play more in a game environment where there isn't that much to purchase. For example, there isn't much to buy in a poker or Yatzy game with the gold you win. I guess having some titles that are added to the userid is one way, or maybe purchasing a logo for the id... A leaderboard is another. Any thoughts on this?

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  • Adobe Flash Player Upgrade

    - by user211743
    I am running Lubuntu right now and I'm new to Linux. I went to youtube and it said I needed to upgrade Adobe Flash Player and litte window in the to left hand corner came up saying to install plugin needed so I pressed it and then it said no suitable plugins found. So then I Pressed download from Adobe and I just downloded the first thing which was Yum assuming thats the linux version of the plugin I needed. Then I opened the yum download and Archive Manager came up and now I don't know what to do. Help Please

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  • Test a simple multi-player (upto four players) Android game in single developer machine

    - by Kush
    I'm working on a multi-player Android game (very simple it is that it doesn't have any game-engine used). The game is based on Java Socket. Four devices will connect the game server and a new thread will manage their session. The game server will server many such sessions (having 4 players each). What I'm worried about is the testing of this game. I know it is possible to run multiple android emulators, but my development laptop is very limited in capabilities (3 GB RAM, 2 Ghz Intel Core2Duo and on-board Graphics). And I'm already using Ubuntu to develop the game so that I have more user memory available than I'd have with Windows. Hence, the laptop will burn-to-death on running 4 emulator instances. I don't have access to any android device, neither I have another machine with higher configuration. And I still have to develop and test this game. P.S. : I'm a CS student, and currently don't work anywhere, and this game is college project, so if there are any paid solutions, I cannot afford it. What can I do to test the app seamlessly? ability to test even only 4 clients (i.e. only 1 session) would suffice, its alright if I can't simulate real environment with some 10-20 active game sessions (having 4 players each).

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  • Flash player stops working in Firefox

    - by Alin
    First of all please be merciful as I am a 2 days ubuntu user. I've only used Windows OSs before. Hardware configuration -Quad Core Q6600 CPU -4 GB RAM -Geforce 8800GT 512 MB RAM -Seagate 320GB Harddisk I installed ubuntu x64 and everything went smooth. I had Adoble flash player installed from Ubuntu Software Center. The problem is that the flash videos on youtube (basically on all pages) looked pixelate. I use Firefox 3.6 that came with ubuntu by default. After reading around here I saw something about overriding hardware acceleration but that didn't work either. Or maybe I just didn't do it correctly. The problem was that if I opened 2-3 youtube tabs, when closing one of them, in 95% of the cases, the flash plugin would crash in remaining tabs and a black screen was instead of the video. After doing some more search I discovered the FlashAid extension for Firefox. I installed it and it made an update of flash plugin. Now the videos look good but now each time I watch a video, when switching to another one the flash plugin crashes and I can see insead of the vide the firefox message with Plugin has crasshed, refresh the page. Basically this is what I miss to have a complete pleasant ubuntu experience. Any ideas how to fix this? Thank you

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  • Player sprite moving slower on iPhone 4

    - by nvillec
    I just finished getting movement/jump animation for a player sprite in Xcode using Cocos2D. The basic movement algorithm is a timer that updates every 0.01 sec, changing the sprite position to (sprite.position.x + xVel, sprite.position.y + yVel). Each time a movement button is tapped, the appropriate velocity (initialized to 0) is changed to whatever speed I choose, then a stop movement button returns the velocity to 0. It's not an ideal solution but I'm very new at this and stoked to at least have that working with little help from the internet. So I may not have explained that perfectly, but it is in fact working to my satisfaction in Xcode's iPhone Simulator, however when I build it for my device and run it on my phone, the sprite's movement speed is noticeably slower than in Xcode. At first I thought it must have to do with the resolution of the iPhone 4, making the sprite's movement path twice as long, but I found that if I pull up the multitask bar, then return to the app the speed will sometimes jump back to normal. My second theory was that the code is just inefficient and is bogging the processes down, but I would see this reflected in the frame rate wouldn't I? It stays at 59-60 the whole time, and the spritesheet animation runs at the correct speed. Has anyone experienced this? Is this a really obvious issue that I'm completely missing? Any help (or tips for optimizing my approach to movement) would be much appreciated!

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  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; } // Negative zoom will flip image } public float Rotation { get { return _rotation; } set { _rotation = value; } } // Auxiliary function to move the camera public void Move(Vector2 amount) { _pos += amount; } // Get set position public Vector2 Pos { get { return _pos; } set { _pos = value; } } public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = // Thanks to o KB o for this solution Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } } }

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  • Ubuntu 12.04 hangs on install using VMware Player on Windows 7

    - by Beauness_Round
    At my job, we're migrating to Ubuntu 12.04 from 10.10 (we skipped a generation), so everyone needs to make one or more new Virtual Machines for 12.04 on their Windows 7 workstation. The problem is, only some have had success while most encounter a hang during install. I was tasked with researching this problem and here are my findings (while somewhat inconclusive) I have tried uninstalling and reinstalling VMware Player, using versions 4.0.2, 4.0.4, and 5.0.0 but every install hangs at "retrieving file 55 of 129." Additionally I have installed before updating the VMware tools, as well as after (one can pre-download them) with every install hanging at "retrieving file 55 of 129." The file i was using for the above two is called: ubuntu-12.04-desktop-amd64.iso I have burned a disc with ubuntu-12.04.1-desktop-amd64.iso and tried to install it, and later tried ubuntu-12.04.1-desktop-i386.iso (which is not what i want but i wanted to see if it would work), but both times I get "PXE-E53: No boot filename recieved PXE-M0F: Exiting Intel PXE ROM. Operating System not found" This is all in VMware and the goal is to find a settings recipe that will allow an unbroken 64bit Ubuntu 12.04 install from an .iso hosted on the Windows OS. Thank you in advance to anyone with ideas!

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  • VMware Player 4.04 on Ubuntu 12.04 will not compile

    - by stephen mew
    I installed VMware-Player-4.0.4-744019.i386.bundle onto Ubuntu 11.10. This worked fine. I then upgraded to Ubuntu 12.04 The upgrade appeared to be successful. I then tried to start VMware Player and I got a popup "VMware Kernel Module Updater" I accept the process (click Install) The updater process runs, the output of which is; Stopping VMWare Services [green tick] Virtual Machine Monitor [RED exclamation mark] Virtual Network Device [green tick] VMware Blocking Filesystem [green tick] Virtual Machine Communication Interface [green tick] VMCI Sockets Error popup; Unable to start services See log file /tmp/vmware-root/modconfig-11912.log" Looking in the log file It seems that these are the complaints. 2012-07-11T15:35:19.829Z| vthread-3| I120: Failed to find /lib/modules/preferred/build/include/linux/version.h 2012-07-11T15:35:19.829Z| vthread-3| I120: Failed version test: /lib/modules/preferred/build/include/linux/version.h 2012-07-11T15:35:49.683Z| vthread-3| I120: Failed to compile module vmnet! I tried the patch for 4.0.3 and it did not work. Can anyone point me in the right direction here ? log file; 2012-07-11T15:35:18.618Z| vthread-3| I120: Log for VMware Workstation pid=11912 version=8.0.4 build=build-744019 option=Release 2012-07-11T15:35:18.618Z| vthread-3| I120: The process is 32-bit. 2012-07-11T15:35:18.618Z| vthread-3| I120: Host codepage=UTF-8 encoding=UTF-8 2012-07-11T15:35:18.618Z| vthread-3| I120: Host is Linux 3.2.0-26-generic Ubuntu 12.04 LTS 2012-07-11T15:35:18.616Z| vthread-3| I120: Msg_Reset: 2012-07-11T15:35:18.616Z| vthread-3| I120: [msg.dictionary.load.openFailed] Cannot open file "/usr/lib/vmware/settings": No such file or directory. 2012-07-11T15:35:18.616Z| vthread-3| I120: ---------------------------------------- 2012-07-11T15:35:18.616Z| vthread-3| I120: PREF Optional preferences file not found at /usr/lib/vmware/settings. Using default values. 2012-07-11T15:35:18.617Z| vthread-3| I120: Msg_Reset: 2012-07-11T15:35:18.617Z| vthread-3| I120: [msg.dictionary.load.openFailed] Cannot open file "/root/.vmware/config": No such file or directory. 2012-07-11T15:35:18.617Z| vthread-3| I120: ---------------------------------------- 2012-07-11T15:35:18.617Z| vthread-3| I120: PREF Optional preferences file not found at /root/.vmware/config. Using default values. 2012-07-11T15:35:18.617Z| vthread-3| I120: Msg_Reset: 2012-07-11T15:35:18.617Z| vthread-3| I120: [msg.dictionary.load.openFailed] Cannot open file "/root/.vmware/preferences": No such file or directory. 2012-07-11T15:35:18.617Z| vthread-3| I120: ---------------------------------------- 2012-07-11T15:35:18.617Z| vthread-3| I120: PREF Failed to load user preferences. 2012-07-11T15:35:18.618Z| vthread-3| W110: Logging to /tmp/vmware-root/modconfig-11912.log 2012-07-11T15:35:19.054Z| vthread-3| I120: modconf query interface initialized 2012-07-11T15:35:19.056Z| vthread-3| I120: modconf library initialized 2012-07-11T15:35:19.158Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:19.168Z| vthread-3| I120: Validating path /lib/modules/preferred/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:35:19.168Z| vthread-3| I120: Failed to find /lib/modules/preferred/build/include/linux/version.h 2012-07-11T15:35:19.168Z| vthread-3| I120: Failed version test: /lib/modules/preferred/build/include/linux/version.h not found. 2012-07-11T15:35:19.168Z| vthread-3| I120: Validating path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:35:19.175Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:19.201Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:19.291Z| vthread-3| I120: Header path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic is valid. 2012-07-11T15:35:19.292Z| vthread-3| I120: Validating path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:35:19.296Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:19.326Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:19.417Z| vthread-3| I120: Header path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic is valid. 2012-07-11T15:35:19.480Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.489Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.498Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.507Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.517Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.566Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.575Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.584Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.593Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.602Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.606Z| vthread-3| I120: Validating path /lib/modules/preferred/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:35:19.606Z| vthread-3| I120: Failed to find /lib/modules/preferred/build/include/linux/version.h 2012-07-11T15:35:19.606Z| vthread-3| I120: Failed version test: /lib/modules/preferred/build/include/linux/version.h not found. 2012-07-11T15:35:19.606Z| vthread-3| I120: Validating path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:35:19.611Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:19.635Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:19.741Z| vthread-3| I120: Header path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic is valid. 2012-07-11T15:35:19.787Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.796Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.805Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.814Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.824Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:19.829Z| vthread-3| I120: Validating path /lib/modules/preferred/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:35:19.829Z| vthread-3| I120: Failed to find /lib/modules/preferred/build/include/linux/version.h 2012-07-11T15:35:19.829Z| vthread-3| I120: Failed version test: /lib/modules/preferred/build/include/linux/version.h not found. 2012-07-11T15:35:19.829Z| vthread-3| I120: Validating path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:35:19.834Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:19.857Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:19.945Z| vthread-3| I120: Header path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic is valid. 2012-07-11T15:35:25.503Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:25.514Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:25.523Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:25.533Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:25.542Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:26.338Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:26.338Z| vthread-3| I120: Validating path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:35:26.343Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:26.368Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:26.455Z| vthread-3| I120: Header path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic is valid. 2012-07-11T15:35:26.455Z| vthread-3| I120: Building module vmmon. 2012-07-11T15:35:26.455Z| vthread-3| I120: Extracting the sources of the vmmon module. 2012-07-11T15:35:26.484Z| vthread-3| I120: Building module with command: /usr/bin/make -j -C /tmp/vmware-root/modules/vmmon-only auto-build SUPPORT_SMP=1 HEADER_DIR=/lib/modules/3.2.0-26-generic/build/include CC=/usr/bin/gcc GREP=/usr/bin/make IS_GCC_3=no VMCCVER=4.6 2012-07-11T15:35:35.469Z| vthread-3| I120: Installing module vmmon from /tmp/vmware-root/modules/vmmon.o to /lib/modules/3.2.0-26-generic/misc. 2012-07-11T15:35:35.470Z| vthread-3| I120: Registering file: /usr/lib/vmware-installer/2.0/vmware-installer --register-file vmware-vmx regular /lib/modules/3.2.0-26-generic/misc/vmmon.ko 2012-07-11T15:35:39.713Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:39.713Z| vthread-3| I120: Validating path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:35:39.719Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:39.753Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:39.845Z| vthread-3| I120: Header path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic is valid. 2012-07-11T15:35:39.845Z| vthread-3| I120: Building module vmnet. 2012-07-11T15:35:39.846Z| vthread-3| I120: Extracting the sources of the vmnet module. 2012-07-11T15:35:39.913Z| vthread-3| I120: Building module with command: /usr/bin/make -j -C /tmp/vmware-root/modules/vmnet-only auto-build SUPPORT_SMP=1 HEADER_DIR=/lib/modules/3.2.0-26-generic/build/include CC=/usr/bin/gcc GREP=/usr/bin/make IS_GCC_3=no VMCCVER=4.6 2012-07-11T15:35:49.683Z| vthread-3| I120: Failed to compile module vmnet! 2012-07-11T15:35:49.704Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:35:49.705Z| vthread-3| I120: Validating path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:35:49.729Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:49.874Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:35:49.961Z| vthread-3| I120: Header path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic is valid. 2012-07-11T15:35:49.961Z| vthread-3| I120: Building module vmblock. 2012-07-11T15:35:49.961Z| vthread-3| I120: Extracting the sources of the vmblock module. 2012-07-11T15:35:50.159Z| vthread-3| I120: Building module with command: /usr/bin/make -j -C /tmp/vmware-root/modules/vmblock-only auto-build SUPPORT_SMP=1 HEADER_DIR=/lib/modules/3.2.0-26-generic/build/include CC=/usr/bin/gcc GREP=/usr/bin/make IS_GCC_3=no VMCCVER=4.6 2012-07-11T15:35:59.283Z| vthread-3| I120: Installing module vmblock from /tmp/vmware-root/modules/vmblock.o to /lib/modules/3.2.0-26-generic/misc. 2012-07-11T15:35:59.284Z| vthread-3| I120: Registering file: /usr/lib/vmware-installer/2.0/vmware-installer --register-file vmware-vmx regular /lib/modules/3.2.0-26-generic/misc/vmblock.ko 2012-07-11T15:36:04.318Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:36:04.319Z| vthread-3| I120: Validating path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:36:04.324Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:36:04.344Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:36:04.427Z| vthread-3| I120: Header path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic is valid. 2012-07-11T15:36:04.427Z| vthread-3| I120: Building module vmci. 2012-07-11T15:36:04.428Z| vthread-3| I120: Extracting the sources of the vmci module. 2012-07-11T15:36:04.456Z| vthread-3| I120: Building module with command: /usr/bin/make -j -C /tmp/vmware-root/modules/vmci-only auto-build SUPPORT_SMP=1 HEADER_DIR=/lib/modules/3.2.0-26-generic/build/include CC=/usr/bin/gcc GREP=/usr/bin/make IS_GCC_3=no VMCCVER=4.6 2012-07-11T15:36:15.728Z| vthread-3| I120: Installing module vmci from /tmp/vmware-root/modules/vmci.o to /lib/modules/3.2.0-26-generic/misc. 2012-07-11T15:36:15.730Z| vthread-3| I120: Registering file: /usr/lib/vmware-installer/2.0/vmware-installer --register-file vmware-vmx regular /lib/modules/3.2.0-26-generic/misc/vmci.ko 2012-07-11T15:36:20.349Z| vthread-3| I120: Trying to find a suitable PBM set for kernel 3.2.0-26-generic. 2012-07-11T15:36:20.350Z| vthread-3| I120: Validating path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic 2012-07-11T15:36:20.355Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:36:20.378Z| vthread-3| I120: Your GCC version: 4.6 2012-07-11T15:36:20.464Z| vthread-3| I120: Header path /lib/modules/3.2.0-26-generic/build/include for kernel release 3.2.0-26-generic is valid. 2012-07-11T15:36:20.464Z| vthread-3| I120: Building module vmci. 2012-07-11T15:36:20.464Z| vthread-3| I120: Extracting the sources of the vmci module. 2012-07-11T15:36:20.514Z| vthread-3| I120: Building module with command: /usr/bin/make -j -C /tmp/vmware-root/modules/vmci-only auto-build SUPPORT_SMP=1 HEADER_DIR=/lib/modules/3.2.0-26-generic/build/include CC=/usr/bin/gcc GREP=/usr/bin/make IS_GCC_3=no VMCCVER=4.6 2012-07-11T15:36:22.732Z| vthread-3| I120: Building module vsock. 2012-07-11T15:36:22.732Z| vthread-3| I120: Extracting the sources of the vsock module. 2012-07-11T15:36:22.783Z| vthread-3| I120: Building module with command: /usr/bin/make -j -C /tmp/vmware-root/modules/vsock-only auto-build SUPPORT_SMP=1 HEADER_DIR=/lib/modules/3.2.0-26-generic/build/include CC=/usr/bin/gcc GREP=/usr/bin/make IS_GCC_3=no VMCCVER=4.6 2012-07-11T15:36:33.825Z| vthread-3| I120: Installing module vsock from /tmp/vmware-root/modules/vsock.o to /lib/modules/3.2.0-26-generic/misc. 2012-07-11T15:36:33.826Z| vthread-3| I120: Registering file: /usr/lib/vmware-installer/2.0/vmware-installer --register-file vmware-vmx regular /lib/modules/3.2.0-26-generic/misc/vsock.ko

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  • VMWare player - how do I start VM on machine with lower RAM? [closed]

    - by katit
    I moved image from one machine to another. Problem is - I didn't shut down' instance, just suspended it. On machine #1 I have 32G and instance had 16Gb allocated. On machine #2 I have only 10G and instance won't resume (due to memory) But I can't lower amount of memory - I guess because machine in "suspended". Anyway to lower memory or "shut down" instance without powering? How do I start it on machine #2?

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  • How to read the statistics in Media Player Classic?

    - by netvope
    I understand that the two numbers under bitrate are the average bitrate and the current bitrate of the stream. But what are the two numbers under buffers? I suppose the second one is the amount of data loaded in memory, but what is the first number? The amount of data decoded? Also, why are there a jitter and a sync offset? (For your reference, here stream 0-6 are video, audio track 1, audio track 2, subtitle track 1 and subtitle track 2.)

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  • In a 2D platform game, how to ensure the player moves smoothly over sloping ground?

    - by Kovsa
    See image: http://i41.tinypic.com/huis13.jpg I'm developing a physics engine for a 2D platform game. I'm using the separating axis theorem for collision detection. The ground surface is constructed from oriented bounding boxes, with the player as an axis aligned bounding box. (Specifically, I'm using the algorithm from the book "Realtime Collision Detection" which performs swept collision detection for OBBs using SAT). I'm using a fairly small (close to zero) restitution coefficient in the collision response, to ensure that the dynamic objects don't penetrate the environment. The engine mostly works fine, it's just that I'm concerned about some edge cases that could possibly occur. For example, in the diagram, A, B and C are the ground surface. The player is heading left along B towards A. It seems to me that due to inaccuracy, the player box could be slightly below the box B as it continues up and left. When it reaches A, therefore, the bottom left corner of the player might then collide with the right side of A, which would be undesirable (as the intention is for the player to move smoothly over the top of A). It seems like a similar problem could happen when the player is on top of box C, moving left towards B - the most extreme point of B could collide with the left side of the player, instead of the player's bottom left corner sliding up and left above B. Box2D seems to handle this problem by storing connectivity information for its edge shapes, but I'm not really sure how it uses this information to solve the problem, and after looking at the code I don't really grasp what it's doing. Any suggestions would be greatly appreciated.

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  • Download lastfm tags into mp3 comment or genre tag

    - by Meng Tian
    for a long time I dream to have a songs lastfm tags in my music library, so I can use them to quickly generate playlists. There used to be a way to do that in amarok 1.4, but it never was stable. Than there is MusicBrainz Picard's lastfm/lastfmplus plugin. It is partially fine, but I cannot manage to make it look ONLY for the lastfm tags and put them into comments/genre/whatever but it always hast to tag everything. And it isn't particularly good with it, especially with small bands, songs without album etc. My music library is rather well organised. Most of the tags are correct. I also have quite some songs without an album. And I don't want it to find the albums for those songs, since it'd mess up my album view. So it must not touch the fields track name, track number, artist and album. All I want is that the most popular lastfm tags get into the genre or comments tag of the mp3, separated by semicolons, commas or whatever. I think I remember a script that did this job, but I cannot find. Does anybody know if there is anything like this? Would it be to hard to write this, for example as Banshee plugin? Thank you

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  • Rythmbox in Ubuntu 12.04 and Ipod touch

    - by leousa
    I don't know if anyone else is experiencing something similar to this. I have an Ipod touch bought 3.5 years ago. It received the last software update a year ago. After that update I had no problems syncing it in Ubuntu 11.04 and 11.10 (two different laptops). Transfer of music albums was flawless with banshee and it would even convert files to the right format automatically. Now, the same ipod touch, without any further software or firmware update does not work in Ubuntu 12.04 rythmbox. The device is mounted and recognized there, but when you drag/drop an album towards the device it does nothing. Before you guys tell me to do it, yes, I have tried with Banshee and gtkpod. The first also brings up an error message saying that the ipod does not support mp3 files, and gtkpod simply crashes all the time. The result is the same. What is going on here? Why a device that worked before does not work now in 12.04? I purchased some music in the Ubuntuone store, and would love to have it transferred to my ipod. Please no links to outdated online manuals with older versions of rythmbox or banshee (I've read them all). And again, nothing wrong with the ipod as it worked in 11.04 and 11.10 and it has not been updated since then. I would strongly appreciate any help provided. thank you

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  • Move a player to another team, with players stored in one arraylist and teams in another using java

    - by user1056758
    Basically I have a team class, which has an array list that store the players in. In the driver class theres an arraylist that stores the teams. Anyhow I've worked out how to add a player to a specific team and like wise remove a player from said team. Where I'm hitting problems is when I try to transfer one player to another. My understanding is to scan through the first team,and get the player. Then some how add this player to another, by scanning through the chosen team and add to it? I've tried this way but it seems to replace the original player with the new player in both teams. My other approach would be to somehow return the parameters of the player object, create another with the return parameters, remove the orignal then add the new instance in the other team? Really not quite generally how I can go about this, been trying all afternoon! If someone could offer me a general idea, then I can go off and apply the understanding to practice. Many thanks

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