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  • ListView created programmatically - emptyView doesn't show

    - by Yorick
    I've created custom ListView programmatically, and set view to show when ListAdapter is empty but nothing shows on the screen in that case, what can be wrong? public PlayerList(Context context, Activity activity) { super(context); mParent = activity; setOnItemClickListener( new OnItemClickListener() { public void onItemClick(AdapterView<?> parent, View view, int position, long id) { ... } }; List<PlayerInfo> players; players = getPlayerList(); // here size of players == 0 setAdapter(new PlayersAdapter(this.getContext(), R.id.player_name, players)); LayoutInflater vi = (LayoutInflater)mParent.getSystemService(Context.LAYOUT_INFLATER_SERVICE); emptyView = vi.inflate(R.layout.empty_view, null); // emptyView is View, and member of PlayerList this.setEmptyView(emptyView); }

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  • Can you call Directory.GetFiles() with multiple filters?

    - by Jason Z
    I am trying to use the Directory.GetFiles() method to retrieve a list of files of multiple types, such as mp3's and jpg's. I have tried both of the following with no luck: Directory.GetFiles("C:\\path", "*.mp3|*.jpg", SearchOption.AllDirectories); Directory.GetFiles("C:\\path", "*.mp3;*.jpg", SearchOption.AllDirectories); Is there a way to do this in one call?

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  • How to break a loop when inputting unspecified raw_input?

    - by user1874510
    I want to write an interface using a while loop and raw_input. My code looks like this: while True: n = raw_input("'p' = pause, 'u' = unpause, 'p' = play 's' = stop, 'q' = quit) if n.strip() == 'p': mp3.pause() if n.strip() == 'u': mp3.unpause() if n.strip() == 'p': mp3.play() if n.strip() == 's': mp3.stop() if n.strip() == 'q': break But I want it to break if I input anything that isn't specified in the raw_input. if not raw_input: break Returns and IndentationError: unindent does not match any outer indentation level. if not raw_input: break Does not return any error but doesn't work as I want it to. As far as I know, it does nothing at all. Also, if there's a cleaner way to write my loop, I love to hear it.

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  • Insert a row and avoiding race condition (PHP/MySQL)

    - by justkevin
    I'm working on a multiplayer game which has a lobby-like area where players select "sectors" to enter. The lobby gateway is powered by PHP, while actual gameplay is handled by one or more Java servers. The datastore is MySQL. The happy path: A player chooses a sector and tells the lobby he'd like to enter. The lobby checks whether this is okay, including checking whether there are too many players in the sector (compares the entry count in sector assignments for that sector against the sector's max_players value). The player is added to the sector_assignments table pairing him with the sector. The player client receives a passkey that will let him connect to the appropriate game server. The race condition: If two players request access to the same sector at close to same time, I can envision a case where they are both added because there was one space free when their check was started and max players gets exceeded. Is the best solution LOCK TABLE on sector_assignments? Is there another option?

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  • Where'd My Data Go? (and/or...How Do I Get Rid of It?)

    - by David Paquette
    Want to get a better idea of how cascade deletes work in Entity Framework Code First scenarios? Want to see it in action? Stick with us as we quickly demystify what happens when you tell your data context to nuke a parent entity. This post is authored by Calgary .NET User Group Leader David Paquette with help from Microsoft MVP in Asp.Net James Chambers. We got to spend a great week back in March at Prairie Dev Con West, chalk full of sessions, presentations, workshops, conversations and, of course, questions.  One of the questions that came up during my session: "How does Entity Framework Code First deal with cascading deletes?". James and I had different thoughts on what the default was, if it was different from SQL server, if it was the same as EF proper and if there was a way to override whatever the default was.  So we built a set of examples and figured out that the answer is simple: it depends.  (Download Samples) Consider the example of a hockey league. You have several different entities in the league including games, teams that play the games and players that make up the teams. Each team also has a mascot.  If you delete a team, we need a couple of things to happen: The team, games and mascot will be deleted, and The players for that team will remain in the league (and therefore the database) but they should no longer be assigned to a team. So, let's make this start to come together with a look at the default behaviour in SQL when using an EDMX-driven project. The Reference – Understanding EF's Behaviour with an EDMX/DB First Approach First up let’s take a look at the DB first approach.  In the database, we defined 4 tables: Teams, Players, Mascots, and Games.  We also defined 4 foreign keys as follows: Players.Team_Id (NULL) –> Teams.Id Mascots.Id (NOT NULL) –> Teams.Id (ON DELETE CASCADE) Games.HomeTeam_Id (NOT NULL) –> Teams.Id Games.AwayTeam_Id (NOT NULL) –> Teams.Id Note that by specifying ON DELETE CASCADE for the Mascots –> Teams foreign key, the database will automatically delete the team’s mascot when the team is deleted.  While we want the same behaviour for the Games –> Teams foreign keys, it is not possible to accomplish this using ON DELETE CASCADE in SQL Server.  Specifying a ON DELETE CASCADE on these foreign keys would cause a circular reference error: The series of cascading referential actions triggered by a single DELETE or UPDATE must form a tree that contains no circular references. No table can appear more than one time in the list of all cascading referential actions that result from the DELETE or UPDATE – MSDN When we create an entity data model from the above database, we get the following:   In order to get the Games to be deleted when the Team is deleted, we need to specify End1 OnDelete action of Cascade for the HomeGames and AwayGames associations.   Now, we have an Entity Data Model that accomplishes what we set out to do.  One caveat here is that Entity Framework will only properly handle the cascading delete when the the players and games for the team have been loaded into memory.  For a more detailed look at Cascade Delete in EF Database First, take a look at this blog post by Alex James.   Building The Same Sample with EF Code First Next, we're going to build up the model with the code first approach.  EF Code First is defined on the Ado.Net team blog as such: Code First allows you to define your model using C# or VB.Net classes, optionally additional configuration can be performed using attributes on your classes and properties or by using a Fluent API. Your model can be used to generate a database schema or to map to an existing database. Entity Framework Code First follows some conventions to determine when to cascade delete on a relationship.  More details can be found on MSDN: If a foreign key on the dependent entity is not nullable, then Code First sets cascade delete on the relationship. If a foreign key on the dependent entity is nullable, Code First does not set cascade delete on the relationship, and when the principal is deleted the foreign key will be set to null. The multiplicity and cascade delete behavior detected by convention can be overridden by using the fluent API. For more information, see Configuring Relationships with Fluent API (Code First). Our DbContext consists of 4 DbSets: public DbSet<Team> Teams { get; set; } public DbSet<Player> Players { get; set; } public DbSet<Mascot> Mascots { get; set; } public DbSet<Game> Games { get; set; } When we set the Mascot –> Team relationship to required, Entity Framework will automatically delete the Mascot when the Team is deleted.  This can be done either using the [Required] data annotation attribute, or by overriding the OnModelCreating method of your DbContext and using the fluent API. Data Annotations: public class Mascot { public int Id { get; set; } public string Name { get; set; } [Required] public virtual Team Team { get; set; } } Fluent API: protected override void OnModelCreating(DbModelBuilder modelBuilder) { modelBuilder.Entity<Mascot>().HasRequired(m => m.Team); } The Player –> Team relationship is automatically handled by the Code First conventions. When a Team is deleted, the Team property for all the players on that team will be set to null.  No additional configuration is required, however all the Player entities must be loaded into memory for the cascading to work properly. The Game –> Team relationship causes some grief in our Code First example.  If we try setting the HomeTeam and AwayTeam relationships to required, Entity Framework will attempt to set On Cascade Delete for the HomeTeam and AwayTeam foreign keys when creating the database tables.  As we saw in the database first example, this causes a circular reference error and throws the following SqlException: Introducing FOREIGN KEY constraint 'FK_Games_Teams_AwayTeam_Id' on table 'Games' may cause cycles or multiple cascade paths. Specify ON DELETE NO ACTION or ON UPDATE NO ACTION, or modify other FOREIGN KEY constraints. Could not create constraint. To solve this problem, we need to disable the default cascade delete behaviour using the fluent API: protected override void OnModelCreating(DbModelBuilder modelBuilder) { modelBuilder.Entity<Mascot>().HasRequired(m => m.Team); modelBuilder.Entity<Team>() .HasMany(t => t.HomeGames) .WithRequired(g => g.HomeTeam) .WillCascadeOnDelete(false); modelBuilder.Entity<Team>() .HasMany(t => t.AwayGames) .WithRequired(g => g.AwayTeam) .WillCascadeOnDelete(false); base.OnModelCreating(modelBuilder); } Unfortunately, this means we need to manually manage the cascade delete behaviour.  When a Team is deleted, we need to manually delete all the home and away Games for that Team. foreach (Game awayGame in jets.AwayGames.ToArray()) { entities.Games.Remove(awayGame); } foreach (Game homeGame in homeGames) { entities.Games.Remove(homeGame); } entities.Teams.Remove(jets); entities.SaveChanges();   Overriding the Defaults – When and How To As you have seen, the default behaviour of Entity Framework Code First can be overridden using the fluent API.  This can be done by overriding the OnModelCreating method of your DbContext, or by creating separate model override files for each entity.  More information is available on MSDN.   Going Further These were simple examples but they helped us illustrate a couple of points. First of all, we were able to demonstrate the default behaviour of Entity Framework when dealing with cascading deletes, specifically how entity relationships affect the outcome. Secondly, we showed you how to modify the code and control the behaviour to get the outcome you're looking for. Finally, we showed you how easy it is to explore this kind of thing, and we're hoping that you get a chance to experiment even further. For example, did you know that: Entity Framework Code First also works seamlessly with SQL Azure (MSDN) Database creation defaults can be overridden using a variety of IDatabaseInitializers  (Understanding Database Initializers) You can use Code Based migrations to manage database upgrades as your model continues to evolve (MSDN) Next Steps There's no time like the present to start the learning, so here's what you need to do: Get up-to-date in Visual Studio 2010 (VS2010 | SP1) or Visual Studio 2012 (VS2012) Build yourself a project to try these concepts out (or download the sample project) Get into the community and ask questions! There are a ton of great resources out there and community members willing to help you out (like these two guys!). Good luck! About the Authors David Paquette works as a lead developer at P2 Energy Solutions in Calgary, Alberta where he builds commercial software products for the energy industry.  Outside of work, David enjoys outdoor camping, fishing, and skiing. David is also active in the software community giving presentations both locally and at conferences. David also serves as the President of Calgary .Net User Group. James Chambers crafts software awesomeness with an incredible team at LogiSense Corp, based in Cambridge, Ontario. A husband, father and humanitarian, he is currently residing in the province of Manitoba where he resists the urge to cheer for the Jets and maintains he allegiance to the Calgary Flames. When he's not active with the family, outdoors or volunteering, you can find James speaking at conferences and user groups across the country about web development and related technologies.

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  • Challenges in multi-player Android Game Server with RESTful Nature

    - by Kush
    I'm working on an Android Game based on Contract Bridge, as a part of my college Summer Internship project. The game will be multi-player such that 4 Android devices can play it, so there's no BOT or CPU player to be developed. At the time of getting project, I realized that most of the students had already worked on the project but none of their works is reusable now (for variety of reasons like, undocumented code and design architecture, different platform implementation). I have experience working on several open source projects and hence I emphasis to work out on this project such that components I make become reusable as much as possible. Now, as the game is multi-player and entire game progress will be handled on server, I'm currently working on Server's design, since I wanted to make game server reusable such that any client platform can use it, I was previously confused in selecting Socket or REST for Game Server's design, but later finalized to work on REST APIs for the server. Now, since I have to keep all players in-sync while they make movements in game, on server I've planned to use Database which will keep all players' progress, specific for each table (in Bridge, 4 players play on single table, and server will handle many such game tables). I don't know if its an appropriate decision to use database as shared medium to track progress of each game table (let me know if there's an appropriate or better option). Obviously, when game is completed for the table, data for that table on server's database is discarded. Now the problem is that, access to REST service is an HTTP call, so as long as client doesn't make any request, server will remain idle, and consider a situation where A player has played a card on his device and the device requests to apply this change on the server. Now, I need to let rest of the three devices know that the player has played a card, and also update view on their device. AFAIK, REST cannot provide a sort-of Push-notification system, since the connection to the server is not persistent. One solution that I thought was to make each device constantly poll the server for any change (like every 56 ms) and when changes are found, reflect it on the device. But I feel this is not an elegant way, as every HTTP request is expensive. (and I choose REST to make game play experience robust since, a mobile device tends to get disconnected from Internet, and if there's Socket-like persistent connection then entire game progress is subject to lost. Also, portability on client-end is important) Also, imagining a situation where 10 game tables are in progress and 40 players are playing, a server must be capable to handle flooded HTTP requests from all the devices which make it every 56 ms. So I wonder if the situation is assumed as DoS attack. So, explaining the situation, am I going on the right track for the server design? I wanted to be sure before I proceed much further with the code.

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  • Download Mp3Sharp to decode MP3s

    - by Editor
    Mp3Sharp decodes MP3 files natively in .NET using a managed application written in C#. Mp3Sharp is a C# port of JavaLayer, an MP3 decoder for Java written by the JavaZoom team. Tested with a variety of MP3s. Download Mp3Sharp.

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  • How do I find and delete duplicate music tracks?

    - by John McKean Pruitt
    My issue is that for some reason I have duplicates of some music tracks. However they are not named identically. For instance: Music/Prefuse 73/One Word Extinguisher/07. Detchibe.mp3 & Music/Prefuse 73/One Word Extinguisher/07 - Detchibe.mp3 Notice they are duplicate songs but the 07*.* & the 07 - is tricking duplicate file finders that search based on file names. Any suggestions?

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  • Non-intentional hosting of material that is protected by copyright law

    - by spacemonkey
    I am interested how copyright law works in the case of Rapidshare, Youtube and etc. Just hypothetically speaking, what if I create a website for uploading and sharing MP3 files, and some users start uploading songs in MP3 format that are protected by copyright laws. Can I get sued for this? Knowing that it wasn't me who uploaded that content? Thanks! PS. also maybe there is some good source where I could read about law cavities related to copyright material?

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  • Has a multi player graphic adventure* ever been made?

    - by Petruza
    By graphic adventure, I mean point & click LucasArts-type games. Those games have a mostly linear structure in nature, and usually don't offer as many variants as other games types like action, rpg, strategy, which makes this genre difficult to implement a multi-player feature. I'd like to know if there has been any attempts on doing such a thing, and if it would be viable, as players going offline or leaving a game in the middle would affect significantly the other players' game.

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  • How should bots be recognised in a game?

    - by Bane
    I'm interested in how bots are usually written. Here's my situation: I plan to make an online 2D mecha game in HTML5, and the server-side will be done with node. It is intended to be multiplayer, but I also want to make bots in case there aren't enough players. How does my game logic see them, as players or as bots? Is there a standard by which I should make them? Also, any general tips and hints will be OK.

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  • Real-Time Multi-User Gaming Platform

    - by Victor Engel
    I asked this question at Stack Overflow but was told it's more appropriate here, so I'm posting it again here. I'm considering developing a real-time multi-user game, and I want to gather some information about possibilities before I do some real development. I've thought about how best to ask the question, and for simplicity, the best way that occurred to me was to make an analogy to the field (or playground) game darebase. In the field game of darebase, there are two or more bases. To start, there is one team on each base. The game is a fancy game of tag. When two people meet out in the field, the person who left his base most recently timewise captures the other person. They then return to that person's base. Play continues until everyone is part of the same team. So, analogizing this to an online computer game, let's suppose there are an indefinite number of bases. When a person starts up the game, he has a team that is located at, for example, his current GPS coordinates. It could be a virtual world, but for sake of argument, let's suppose the virtual world corresponds to the player's actual GPS coordinates. The game software then consults the database to see where the closest other base is that is online, and the two teams play their game of virtual tag. Note that the user of the other base could have a different base than the one run by the current user as the closest base to him, in which case, he would be in two simultaneous battles, one with each base. When they go offline, the state of their players is saved on a server somewhere. Game logic calls for the players to have some automaton-logic of some sort, so they can fend for themselves in a limited way using basic rules, until their user goes online again. The user doesn't control the players' movements directly, but issues general directives that influence the players' movement logic. I think this analogy is good enough to frame my question. What sort of platforms are available to develop this sort of game? I've been looking at smartfoxserver, but I'm not convinced yet that it is the best option or even that it will work at all. One possibility, of course, would be to roll out my own web server, but I'd rather not do that if there is an existing service out there already that I could tap into. I will be developing for iOS devices at first. So any suggestions would be greatly appreciated. I think I need to establish the architecture first before proceeding with this project. Note that darbase is not the game I intend to implement, but, upon reflection, that might not be a bad idea either.

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  • Find directories that DON'T contain a file but YES another one

    - by muixca
    I have quite a large music collection and would like to find the directories in which I still have compressed files (*.rar) unprocessed. Hence looking for a command that lists directories in which i do NOT have *.flac or *.mp3 but YES *.rar present. Working off found examples in this post: Find directories that DON'T contain a file I tried: comm -3 \ <(find ~/Music/ -iname "*.rar" -not -iname "*.flac" -not -iname "*.mp3" -printf '%h\n' | sort -u) \ <(find ~/Music/ -maxdepth 5 -mindepth 2 -type d | sort) \ | sed 's/^.*Music\///' but don' work.

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  • Can't sync music on Nexus 4 with rhythmbox

    - by luca992
    My LG Nexus 4 phone running Andriod 4.4.3 will not sync music with rhythmbox, banshee, or clementine with my laptop running Ubuntu 14.04. When attached via USB2 or USB3 I can mount the file system on the phone without issue and can manually transfer files but attempting to sync my nexus with any of the three music players I listed causes them to crash. I realize it is probably some mtp issue. But I cannot figure out why the music players cannot connect to my nexus and nautilus has no problem doing so.

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  • Programming bots in games

    - by Bane
    I'm interested in how bots are usually written. Here's my situation: I plan to make an online 2D mecha game in HTML5, and the server-side will be done with node. It is intended to be multiplayer, but I also want to make bots in case there aren't enough players. How does my game logic see them, as players or as bots? Is there a standard by which I should make them? Also, any general tips and hints will be OK.

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  • Has a multi player graphic adventure* ever been made?

    - by Petruza
    By graphic adventure, I mean point & click LucasArts-type games. Those games have a mostly linear structure in nature, and usually don't offer as many variants as other games types like action, rpg, strategy, which makes this genre difficult to implement a multi-player feature. I'd like to know if there has been any attempts on doing such a thing, and if it would be viable, as players going offline or leaving a game in the middle would affect significantly the other players' game.

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  • How to rewrite a TCP MMOG server designed to run in a single machine, in a distributed way?

    - by Dokkat
    I have a MMOG server running on C++, using winsockets. My server won't support more than 200 players. I had the idea of redesigning it so it will use multiple servers instead of one, so, maybe, for example, each server could take care of a number of players, and, if it was too laggy, it could transfer the responsability of that player to other server. I'm not sure of how to program a consistent game logic like that, though. Are there techniques for this?

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  • Converting Degrees to X and Y Coordinate change

    - by gopgop
    I am using a float positioning system in my game. IE float x,y,z now I want to get the location of the mouse, then to fire an arrow to it. X0 = the players X location X1 = the mouse X location Y0 = the players Y location Y1 = the mouse Y location I want to make a method that the parameters are Degrees and it sets my Yspeed and my Xspeed accordingly to get to the mouse xy starting at player xy How do would I accomplish this?

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  • Client-side prediction for FPS

    - by newprogrammer
    People that understand client-side prediction and client-side interpolation, I have a question: When I play the game Team Fortress 2, and type cl_predict 1 into the developer's console, it enables client-side prediction. The also says "6 predictable entities reinitialized". It says this regardless of how many players are on the server, which makes sense, because other players are not predictable entities. I thought client-side prediction was only for the movement of the player. Are there other entities that the client can provide prediction for?

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  • Are there software options (preferabbly .NET) for doing distance and speed analysis of footballers moving on video?

    - by Anonymous Type
    Editing Question for Clarity Thanks for feedback so far, very insightful. I'm not sure how far along this part of the software community is, and what if any libraries exist for me to leverage from. Heres what I'm trying to do. Problem: Take an existing video of a game of rugby league. The Rugby League field is 100 metres long, 70 metres wide, and has white line markings every 10 metres running along the width of the field, as well as along the sidelines. Each side has 13 players on the field. Players on each team have identical jerseys that normally constrast strongly against background colours (green/brown field colour) and the referee's colour (usually yellow) and the designated water runner (orange). All players have a unique number in thick white lettering on their backs for identification. Video is taken with a high definition camera. Currently only one camera is used (2D) and existing video does not contain a foreground object of fixed spatial dimensions (as suggested in one answer for comparision measurements, however I could add this to future filming sessions if it is worthwhile). The player's do not run in a straight line 50% of the time but will go sideways on on a diagonal to the play the ball. The distance measured always starts from the spot of the previous "tackle", which ends where the player stops forward movement. It is not always possible to determine the players number from the video (facing other direction, sunlight, others standing in the way of the camera). But this isn't important as the software could allow for manual inputting of unknown "runs" at a later point after analysis. Determine the distance between two points (i.e. where the player started his "run" and where he finished it). I'm guessing that this would be quite doable if I manually marked the start and end point in the video. But how would I use landmarks in the background to determine the distance (assuming the person taking the video has kept it from jerking around). Question: Do software packages or libraries exist that are specialised enough to assist with writing analysis software to determine a sports persons distance travelled based on video taken of the performance?

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  • Finding out if a FLAC or WAVPACK audio file is NOT originally encoded from a lossy source

    - by cornel
    Is there a way of checking that the so-called FLAC or WAVPACK audio file was originally encoded from a lossless source (WAV, CDA, APE, etc.) instead of a lossy source (MP3, AAC, ATRAC, etc.)? Say I have a lossy MP3 audio file (5.17Mb, 87% compressed from its original, source unknown). I then encode it to another lossless format, say FLAC or WAVPACK. The size increases (23.14Mb, 39% compressed from its original, source MP3)! ID tags, etc, remain the same and there's no way of checking the integrity of its origin. How do I go about doing that?

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  • What tool can record multiple parallel stream to files of defined size?

    - by Hauke
    I would like to record record multiple audio web streams like this one in parallel to an mp3 or wma file for a duration of several days. I would like to be able to limit the file size or the duration stored in each file. The tool can be for any operating system. I do not need anything fancy like song recognition, metadata or silence detection. I haven't been able to find such a piece of software so far. Example: Tap channel "News" results in: News-090902-0000-0100.mp3, News-090902-0100-0200.mp3, etc... Who knows what tool can do this? It can be commercial software. Link in fulltext: 88.84.145.116:8000/listen.pls

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  • How can I force Windows 7 to REindex a folder?

    - by Claudiu
    I asked Windows 7 to index my entire "Media" folder. After it was done it'd find anything in there, no problem. Then I reorganized it a bit and moved some folders around, and now it doesn't find things inside those folders anymore. For example, I'm looking at a folder with the files: 01. Ferry Corsten - Shelter Me.mp3 02. Ferry Corsten - Black Velvet.mp3 ... 05. Ferry Corsten - Made Of Love.mp3 ... I type in "Love" in the search box for the current folder, and it doesn't find anything. I checked in "Indexing Options", and this very folder is checked off in there. It seems I just messed up its indexing feature. Any ideas how fix?

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  • Accessing local files through an http:// address

    - by RexE
    I would like to access a folder of mp3 files on my local Windows machine through http:// addresses. For example, typing http://localhost:9999/songs/test.mp3 into my browser would play test.mp3, which sits in a specified folder on my C: drive. What is the very simplest way to do this? (Background: a program I'm using wants me to enter the URLs of these files, but assumes they are remote and accessed over http. It doesn't accept URLs of the form file://C/Users.... So, I'd like to give these local files addresses that makes them "look" remote.)

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  • Obtaining list of files from php script?

    - by SenorSputnik
    Naenara/KCCKP offers a catalog of hundreds of mp3 files that can only be downloaded in small amounts at a time. Clicking on a song title invokes mp3player.php and downloads a plaintext link to the mp3 file: http://www.kcckp.net/mp3player.php?e+8 Going directly to mp3player.php will display Korean error messages and send you back 1 page in your history. Is there any way to parse/coax mp3player.php into dumping a full list of mp3 links? I am sorry if this is a painfully easy or impossible task, I have not even begun to delve into php. </newbiewhining>

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