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  • having problems in running my java program..

    - by Tarun
    I'm a beginner in java so this question might seem a little stupid, my jdk and jre are installed in C:\program files, I write my program and save it in in my folder G:\start, now my program compiles without any error(the .class file is also generated), but when i run my program it says "unable to locate G:\lib\amd64\jvm.cfg", so i copy the 'lib' folder from my jdk folder and paste it in G:, again program compiles without any error, but when i run it,it gives my a new error saying "unable to locate G:\bin\server\jvm.dll",so i copy the 'bin' folder to g:, but now when i run, it gives me the same error again "unable to locate G:\bin\server\jvm.dll",where am I going wrong?

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  • CCSpriteHole in cocos2d 2.0?

    - by rakkarage
    i was using this cocos2d class CCSpriteHole in cocos2d 1.0 fine... http://jpsarda.tumblr.com/post/15779708304/new-cocos2d-iphone-extensions-a-progress-bar-and-a i am trying to convert it to cocos2d 2.0... i got it to compile by changing glVertexPointer to glVertexAttribPointer like in the 2.0 version of CCSpriteScale9 here http://jpsarda.tumblr.com/post/9162433577/scale9grid-for-cocos2d and changing contentSizeInPixels_ to contentSize_... -(id) init { if( (self=[super init]) ) { opacityModifyRGB_ = YES; opacity_ = 255; color_ = colorUnmodified_ = ccWHITE; capSize=capSizeInPixels=CGSizeZero; //Not used blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; // update texture (calls updateBlendFunc) [self setTexture:nil]; // default transform anchor anchorPoint_ = ccp(0.5f, 0.5f); vertexDataCount=24; vertexData = (ccV2F_C4F_T2F*) malloc(vertexDataCount * sizeof(ccV2F_C4F_T2F)); [self setTextureRectInPixels:CGRectZero untrimmedSize:CGSizeZero]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture rect:(CGRect)rect { NSAssert(texture!=nil, @"Invalid texture for sprite"); // IMPORTANT: [self init] and not [super init]; if( (self = [self init]) ) { [self setTexture:texture]; [self setTextureRect:rect]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture { NSAssert(texture!=nil, @"Invalid texture for sprite"); CGRect rect = CGRectZero; rect.size = texture.contentSize; return [self initWithTexture:texture rect:rect]; } -(id) initWithFile:(NSString*)filename { NSAssert(filename!=nil, @"Invalid filename for sprite"); CCTexture2D *texture = [[CCTextureCache sharedTextureCache] addImage: filename]; if( texture ) return [self initWithTexture:texture]; return nil; } +(id)spriteWithFile:(NSString*)f { return [[self alloc] initWithFile:f]; } - (void) dealloc { if (vertexData) free(vertexData); } -(void) updateColor { ccColor4F color4; color4.r=(float)color_.r/255.0f; color4.g=(float)color_.g/255.0f; color4.b=(float)color_.b/255.0f; color4.a=(float)opacity_/255.0f; for (int i=0; i<vertexDataCount; i++) { vertexData[i].colors=color4; } } -(void)updateTextureCoords:(CGRect)rect { CCTexture2D *tex = texture_; if(!tex) return; float atlasWidth = (float)tex.pixelsWide; float atlasHeight = (float)tex.pixelsHigh; float left,right,top,bottom; left = rect.origin.x/atlasWidth; right = left + rect.size.width/atlasWidth; top = rect.origin.y/atlasHeight; bottom = top + rect.size.height/atlasHeight; // // |/|/|/| // CGSize capTexCoordsSize=CGSizeMake(capSizeInPixels.width/atlasWidth, capSizeInPixels.height/atlasHeight); // From left to right //Top band // Left vertexData[0].texCoords=(ccTex2F){left,top}; vertexData[1].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[2].texCoords=(ccTex2F){left+capTexCoordsSize.width,top}; vertexData[3].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[4].texCoords=(ccTex2F){right-capTexCoordsSize.width,top}; vertexData[5].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[6].texCoords=(ccTex2F){right,top}; vertexData[7].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Center band // Left vertexData[8].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[9].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[10].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[11].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[12].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[13].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[14].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; vertexData[15].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Bottom band //Left vertexData[16].texCoords=(ccTex2F){left,bottom}; vertexData[17].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[18].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom}; vertexData[19].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Center vertexData[20].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom}; vertexData[21].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Right vertexData[22].texCoords=(ccTex2F){right,bottom}; vertexData[23].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; } -(void) updateVertices { float left=0; //-spriteSizeInPixels.width*0.5f; float right=left+contentSize_.width; float bottom=0; //-spriteSizeInPixels.height*0.5f; float top=bottom+contentSize_.height; float holeLeft=holeRect.origin.x*CC_CONTENT_SCALE_FACTOR(); float holeRight=holeLeft+holeRect.size.width*CC_CONTENT_SCALE_FACTOR(); float holeBottom=holeRect.origin.y*CC_CONTENT_SCALE_FACTOR(); float holeTop=holeBottom+holeRect.size.height*CC_CONTENT_SCALE_FACTOR(); // // |/|/|/| // // From left to right //Top band // Left vertexData[0].vertices=(ccVertex2F){left,top}; vertexData[1].vertices=(ccVertex2F){left,holeTop}; vertexData[2].vertices=(ccVertex2F){holeLeft,top}; vertexData[3].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[4].vertices=(ccVertex2F){holeRight,top}; vertexData[5].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[6].vertices=(ccVertex2F){right,top}; vertexData[7].vertices=(ccVertex2F){right,holeTop}; //Center band // Left vertexData[8].vertices=(ccVertex2F){left,holeBottom}; vertexData[9].vertices=(ccVertex2F){left,holeTop}; vertexData[10].vertices=(ccVertex2F){holeLeft,holeBottom}; vertexData[11].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[12].vertices=(ccVertex2F){holeRight,holeBottom}; vertexData[13].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[14].vertices=(ccVertex2F){right,holeBottom}; vertexData[15].vertices=(ccVertex2F){right,holeTop}; //Bottom band //Left vertexData[16].vertices=(ccVertex2F){left,bottom}; vertexData[17].vertices=(ccVertex2F){left,holeBottom}; vertexData[18].vertices=(ccVertex2F){holeLeft,bottom}; vertexData[19].vertices=(ccVertex2F){holeLeft,holeBottom}; // Center vertexData[20].vertices=(ccVertex2F){holeRight,bottom}; vertexData[21].vertices=(ccVertex2F){holeRight,holeBottom}; // Right vertexData[22].vertices=(ccVertex2F){right,bottom}; vertexData[23].vertices=(ccVertex2F){right,holeBottom}; } -(void) setHole:(CGRect)r inRect:(CGRect)totalSurface { holeRect=r; self.contentSize=totalSurface.size; holeRect.origin=ccpSub(holeRect.origin,totalSurface.origin); CGPoint holeCenter=ccp(holeRect.origin.x+holeRect.size.width*0.5f,holeRect.origin.y+holeRect.size.height*0.5f); self.anchorPoint=ccp(holeCenter.x/contentSize_.width,holeCenter.y/contentSize_.height); //[self updateTextureCoords:rectInPixels_]; [self updateVertices]; [self updateColor]; } -(void) draw { BOOL newBlend = NO; if( blendFunc_.src != CC_BLEND_SRC || blendFunc_.dst != CC_BLEND_DST ) { newBlend = YES; glBlendFunc( blendFunc_.src, blendFunc_.dst ); } glBindTexture(GL_TEXTURE_2D, [texture_ name]); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); if( newBlend ) glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST); } -(void)setTextureRectInPixels:(CGRect)rect untrimmedSize:(CGSize)untrimmedSize { rectInPixels_ = rect; rect_ = CC_RECT_PIXELS_TO_POINTS( rect ); //[self setContentSizeInPixels:untrimmedSize]; [self updateTextureCoords:rectInPixels_]; } -(void)setTextureRect:(CGRect)rect { CGRect rectInPixels = CC_RECT_POINTS_TO_PIXELS( rect ); [self setTextureRectInPixels:rectInPixels untrimmedSize:rectInPixels.size]; } // // RGBA protocol // #pragma mark CCSpriteHole - RGBA protocol -(GLubyte) opacity { return opacity_; } -(void) setOpacity:(GLubyte) anOpacity { opacity_ = anOpacity; // special opacity for premultiplied textures if( opacityModifyRGB_ ) [self setColor: (opacityModifyRGB_ ? colorUnmodified_ : color_ )]; [self updateColor]; } - (ccColor3B) color { if(opacityModifyRGB_){ return colorUnmodified_; } return color_; } -(void) setColor:(ccColor3B)color3 { color_ = colorUnmodified_ = color3; if( opacityModifyRGB_ ){ color_.r = color3.r * opacity_/255; color_.g = color3.g * opacity_/255; color_.b = color3.b * opacity_/255; } [self updateColor]; } -(void) setOpacityModifyRGB:(BOOL)modify { ccColor3B oldColor = self.color; opacityModifyRGB_ = modify; self.color = oldColor; } -(BOOL) doesOpacityModifyRGB { return opacityModifyRGB_; } #pragma mark CCSpriteHole - CocosNodeTexture protocol -(void) updateBlendFunc { if( !texture_ || ! [texture_ hasPremultipliedAlpha] ) { blendFunc_.src = GL_SRC_ALPHA; blendFunc_.dst = GL_ONE_MINUS_SRC_ALPHA; [self setOpacityModifyRGB:NO]; } else { blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; [self setOpacityModifyRGB:YES]; } } -(void) setTexture:(CCTexture2D*)texture { // accept texture==nil as argument NSAssert( !texture || [texture isKindOfClass:[CCTexture2D class]], @"setTexture expects a CCTexture2D. Invalid argument"); texture_ = texture; [self updateBlendFunc]; } -(CCTexture2D*) texture { return texture_; } @end but now positioning and scaling seem to not work? and it starts in the wrong position... but changing the opacity still works. so i was wondering if anyone can see why my 2.0 version is not working? or if maybe there is a better way to do a sprite hole with cocos2d/opengl 2.0? shaders? thanks

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  • "The binary you uploaded was invalid. the file was not a valid zip file" Error message uploading app

    - by Keith Loughnane
    Hi, I'm trying to upload an iPhone app binary to iTunesConnect and keep getting the following error message "The binary you upload was invalid. the file was not a valid zip file". I had an app upload ok recently but this app is having problems. So after a while I carefully went through the following steps trying to make sure everything was ok. Any help is appreciated. The steps: renamed the project (Project-Rename... enter name into Rename project to:) to release name making sure the name has no spaces. Cleaned project Make sure references in build setting reflect new app name Create new app ID matching project name in iPhone Provisioning Portal Destroyed old developer and distributer provisioning profiles in Provisioning Portal, in XCode and on iPhone. Create new development provisioning profile using new app name. Install development provisioning profile into XCode 8) Build (Release) for iPhone OS 3.1.3 (highest my phone will upgrade to, I'm assuming current released version) Builds, Installs and Runs on actual iPhone: To me this implys App and developer ID's are OK. Create a distributor provisioning profile using existing Distributer ID. Install distributer ID into XCode Clean Checked that "Code Signing Identity" and "Any iPhone OS Device" lines in Build settings are set to Distributor ID Build for release for OS 3.1.3 Check Build results to make sure code is signed with Distributor Profile Reveal .app file and compress (alt click Compress "appName.app") Upload to iTunes connect Gives "The binary you uploaded was invalid. The file was not a valid zip file"

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  • What exactly does entitlemets.plist do ?

    - by sagar
    To execute my application in iPhone first of all I have to add provisioning profile in to my iPhone. Good. But I don't understand the reason behind adding a entitlements.plist in iphone application in xCode under resources. What does that entitlements.plist file do actually ? Why that .plist file have only single Boolean in it ? (get-task-allow) Can't we add that Boolean variable to application-info.plist ? I mean, I can't find the reason behind storing a single Boolean variable in separate plist file. Instead application-info.plist already contains many many application settings. Can't we just add this Boolean variable to application-info.plist. Ok, any way. I know - it won't be possible. Because we have to follow - what apple says. But, here main intention behind all these was "what is the basic need of entitlements.plist ?" or "what is the functionality of entitlements.plist ?" "How provisioning profile, entitlements.plist, application-info.plist & iPhone application compile all together & make verification on iPhone & execute it on iPhone ? "

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  • Day 1: iPhone Web Development

    - by BizTalk Visionary
    Preamble: In an attempt to keep an ageing mind alive I have decided to write an iPhone web app. The app will pull together a whole host of disciplines and should be a challenge. The App: Over the last month or so I have been playing around with Google maps and Instead (see InstaMapper.com) so decided the app must build on this learning. Looking to create an Uber-where’s Tigger! Framework: After an exhaustive research period I’m going with JQTouch. tPhone Simulator:   MobiOne More to follow later……

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  • A simple trick to play YouTube videos in background on iPhone/iPad running on iOS 7

    - by Gopinath
    YouTube is not only the best source of videos, but also for great music. Most of the Indian movie music albums are officially released on YouTube with high quality. I hear a lot of music on YouTube instead of streaming from dedicated music streaming websites as their quality is no match to YouTube. While it is possible to run YouTube in the background on desktop, it is not possible on smartphones and tablets as they stop the background YouTube app automatically. But a simple trick from tech guru labnol let you play YouTube videos on the background on iPhone/iPads running on the latest iOS 7. Here is a video demonstration of the trick Read detailed explanation of the trick at labnol and don’t miss to browse through hundreds of useful tips and tricks listed on the blog.

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  • "Développer pour l'iPhone, c'est servir un propriétaire terrien", déclare l'inventeur du XML : posit

    Mise à jour du 16/02/10 "Ceux qui créent des applications pour l'iPhone servent la volonté d'un propriétaire terrien" Déclare le créateur du XML : y-a-t-il une fronde des développeurs contre Apple ? Pour ne pas travailler pour Oracle, le co-inventeur du XML vient de quitter Sun pour rejoindre Google où il s'en prend à... Apple. Allez comprendre. "La vision [d'Apple] du futur de l'Internet mobile exclut la controverse, le sexe et la liberté, mais elle pose des limites strictes pour contrôler qui peut savoir quoi et qui peut dire quoi. C'est un jardin aseptisé à la Disneyland, entouré de murs eu...

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  • Develop 3d game for iphone & android in single code

    - by lajpat
    I have to make a 3d game on the lines of this app 3D Chess I want to make this app for both android & iphone by writing a single code. Of course little native code will be required to be done. I want to ensure that entire logic & animation code is written only once. What software does one suggest to achieve this since I am not a tight schedule. I came across Corona but I am not sure if such game can be made using it. Others I found Unity & Shiva. I am not experience in 3D game so please if someone can help Thanks Lajpat

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  • Netflix Rolls Out Polished New iPhone and Android Apps [Video]

    - by Jason Fitzpatrick
    If you’re a Netflix subscriber, you’ve got a brand spanking new mobile interface to take for a spin. Last week Netflix released a brand new iOS interface, this week it’s a brand new Android interface. The above video showcases the new iOS interface for mobile playback on devices like the iPhone and iPad. The slick new layout makes it even easier to browser new content and resume watching content you’ve paused at home or on the go. For a peek at the new (and similar) Android interface, check out the video below: For more information about the respective apps, visit their download pages to read up and grab a copy. Netflix for Android / iOS How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • Webinar on Cross Platform Development with MonoTouch for the iPhone and Mono for Android on Wednesday

    - by Wallym
    The iPhone and Android are dominant in the marketplace. The two platforms currently have 85% of the smartphone marketplace and are continuing to grow that marketshare. Developers are being tasked with targeting these two platforms. In this session, we’ll take a high level look at how we can use c# and .NET knowledge to share code between iOS and and Android. We’ll look at linked files, using the Xamarin Mobile API, the challenges of running across platforms and frameworks, as well as other features of Visual Studio, Monotouch, MonoDevelop, and Mono for Android that allows us to write as much code that can run on both platforms.Here is the registration link: https://www302.livemeeting.com/lrs/8001676474/Registration.aspx?pageName=2w197495hzh0t56g

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  • Painfully Slow iPhone Backup?

    - by Christopher House
    And now for something completely different... For the past couple of weeks, I've not been able to sync my iPhone.  What happens is that I plug it in to my computer, start the sync and two hours later, iTunes shows it's about 75% complete.  After some googling, I tried a few things like deleting old backups, changing some settings, etc, but nothing seemed to help.  Tonight I decided I'd try deleting all the photos and videos on my phone.  Sure enough, that did the trick.  I'm now able to successfully sync in a reasonable amount of time.

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  • Building iPhone Interfaces for Oracle E-Business Suite

    - by Shay Shmeltzer
    Over on his blog Juan has been showing you how simple it is to develop a rich Web user interface with ADF accessing Oracle E-Business Suite data and even exposing it on an iPad. In this entry I'm starting from his sample application and I'm showing how easy it is to build an interface that will look great on an iPhone (or other mobile devices) using Oracle ADF Mobile Browser. For those of you who are just using ADF and never tried ADF Mobile Browser - you'll find that the development experience is quite familiar and similar to your normal Web application development. In the latest version of JDeveloper (11.1.2.1) which I'm usingin this demo we have a built-in skin that will give your application the native iOS look and feel. In the demo I achieve this by setting the styleclass of a tr:panelHeader component to af_m_toolbar to get this. For more on this styling read the doc. Check out this quick demo:

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  • Relation between " lines of the longest working program " in a language and familiarity with it?

    - by Tim
    In some computer master program online application, it says: Please list the programming languages in which you have written programs. For each language, indicate the length in lines of the longest working program you have written in that language. You may approximate, but only count those parts of the program that you wrote yourself. I don't quite remember that, and I have never counted the lines of each program. Do programmers always know approximately how many lines in each of his programs, and keep record of them? What is the relation between " lines of the longest working program " in a language and familiarity with it? Typically, how many lines will indicate the programmer being excellent, good, fair, or unfamiliar with the language? Is knowing "lines of the longest working program" really helpful?

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  • Drawing map tiles for iPhone game

    - by user17778
    I'm working on a turn-based strategy game for the iPhone that has a hexagon-grid based map in it. I'm in the process of drawing up the actual tiles for the different landscapes (i.e. forest, grassland, etc.) and was wondering what program to draw the tile images in. I would assume Adobe Illustrator since a vector-based image may allow for smooth images even when the user is zoomed in really close. Is this right? Thanks!

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  • Options for 2D Web/iPhone/Android, with Test Framework

    - by ashes999
    I would like to make a 2D game with one codebase that runs on iPhone, Android, and web (any flavour of web -- HTML5, Flash, Silverlight, etc.) What are my options? I should be able to write my code once, and run it anywhere. I also absolutely need the ability to write unit tests (or write a unit-testing framework) -- I cannot make sizable games without testing. Unity is good, but unity is 3d; even with hacks, the graphical assets will still be 3d. I'm after 2d, not 3d. (If you need a Mac or separate licensing for the Mac part, that's okay.)

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  • How to debug a program as admin within Visual Studio

    - by brian
    I'm running VS2K8 in Win7 64-bit. I'm logged in as admin and I'm running it as admin, but the program I'm working on fails with access denied when I call a restricted API. If run the program from Explorer with "Run as Administrator" it works. I was under the belief that VS2K8 debugs programs with whatever rights VS2K8 itself is running with. As it stands I can't debug my application due to this and I'm at a loss as to what's going on.

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  • Choose Default Program does not work (is broken) on Windows

    - by Piotr Dobrogost
    For some time now when I click Open with...|Choose Default Program from Windows Explorer's context menu I'm getting this error This file does not have a program associated with it to perform this action. Create an association in the Set Associations control panel. I'm getting this error no matter what the extension of the selected file is. Any ideas how to fix this?

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  • Subtitle program for DVD on Mac

    - by nocturnal
    I like the looks of Belle Nuit Subtitler, even though the price is a bit high. Does anyone know any other program like it that can add subtitles to a video stream while watching the stream itself? I want this to translate DVD's, in case that matters. I'm willing to purchase it if the program can deliver what i need but would like to see alternatives to Belle Nuit.

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  • Program to write for you?

    - by Richard Morton
    I need a program that can write what you input in it, and "writing" it back on another process, letter by letter, not copying and pasting it back. Basically, I have a insanely huge file that would take me about a month of non-stop keyboard typing and I can't simply control-C to the other program because it doesn't allow pasting text (go figure). I do realize it's quite an unusual question, but I need this to be done by a machine and not myself. Is there any way to be done?

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