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  • Moving Computer Player in Xcode

    - by user1631497
    I am working on a 2d game using xcode and objective-c. I am trying to make my enemy player move left if I am left of him, until he is touching my character. The same will go when I am right of him. Basically just trying to get him to move towards me. But my code to do so is not working. So I have my code that says the following -(void)moveTowardsCharacter { enemyLeftTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(goEnemyLeft) userInfo:nil repeats:YES]; if (enemyLeftTimer == nil){ enemyLeftTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(goEnemyLeft) userInfo:nil repeats:YES]; } } -(IBAction)enemyStopLeft { if (CGRectIntersectsRect(bluebox.frame, redbox.frame)) { [enemyLeftTimer invalidate]; enemyLeftTimer = nil; } } -(void)goEnemyLeft { if (redbox.center.x + [self getRedboxWidthLeft] > bluebox.center.x + [self getBlueboxWidthRight]) { redbox.center = CGPointMake(redbox.center.x -5, redbox.center.y); } } So the first bit is saying for it to set up a timer to continue moving left. The next will stop the timer if my player(bluebox) and the Computer player(redbox) collide. Finally, the thing that actually tells it to go left, but only if the bluebox is left of the redbox. The getRedBoxWidth Left and getBlueBoxWidthRight are just voids that get, well, the left and right edges. If you could, please help try and solve this code. Thank You.

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  • wmpnetwk.exe hogging system resources

    - by cometbill
    I have recently noticed wmpnetwk.exe using a more than usual amount of processor cycles. I'm on Windows 7 Home Premium on a Netbook. I'm guessing it's a feature of Windows Media player that recently got turned on, possibly because of a Windows update or accidental key combination. I don't usually use Media player that often. Does anyone know if it is a feature that has recently turned on, and if so, how do I turn it off ?

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  • HD video is slower than audio output

    - by Star
    I have an HD video files (1920x1080 H.264 DUAL AUDIO FLAC) file type: MKV file size: 1.25 GB file length: 24 minutes the problem is the video output is not synchronized with audio output, something slow too much sometime it gets too fast I tried running it on Windows Media Player , Media Player Classic , and a few other players, but the result is the same Additional Info: for device information I'm on LG S510 labtop

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  • How to shuffle pieces of large video files?

    - by Gabriël
    Hi Folks, For a party we want to show film-fragments using a projector. We have around 50 full-length movie avis and would like to shuffle them in shorter pieces. So every ca. 2-5 minutes another piece should begin. For example a sequence could be: Movie05-12m00s-14m30s, Movie08-55m50s-57m00s, Movie02-02m42s-06m40s, etc. So, random movies, at random positions within the movie of random lengths. What would be the kind of solution we're looking for? We were thinking 2 scenarios: Before doing this use some kind of tool to cut all avis in smaller pieces and put them on shuffle in a regular media player A sort of "VJ" program that can do this shuffle mixing realtime. Any suggestions for any of the above scenarios? Thanks!

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  • Bsplayer - load audio tracks from external files

    - by torran
    I have a movie file: Video ID : 1 Format : AVC Format/Info : Advanced Video Codec Format profile : [email protected] Format settings, CABAC : Yes Format settings, ReFrames : 5 frames Muxing mode : Container [email protected] Codec ID : V_MPEG4/ISO/AVC Duration : 54mn 13s Bit rate : 3 380 Kbps Nominal bit rate : 3 459 Kbps Width : 1 280 pixels Height : 720 pixels Display aspect ratio : 16:9 Frame rate : 23.976 fps Resolution : 8 bits Colorimetry : 4:2:0 Scan type : Progressive Bits/(Pixel*Frame) : 0.153 Stream size : 1.28 GiB (88%) Writing library : x264 core 88 r1471 1144615 Audio ID : 2 Format : AC-3 Format/Info : Audio Coding 3 Codec ID : A_AC3 Duration : 54mn 16s Bit rate mode : Constant Bit rate : 384 Kbps Channel(s) : 6 channels Channel positions : Front: L C R, Side: L R, LFE Sampling rate : 48.0 KHz Stream size : 149 MiB (10%) and additional audio files in same folder: .mp3 and .ac3. How can I load them with bsplayer? Right click-audio-audio streams is empty. If i open the movie with media players classic I can switch audio files.

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  • Is there a way to embed an mp3 player in a website that isn't flash based (so that the website is iP

    - by hartleybrody
    I did a lot of searching for what I thought would be a pretty common question, but I came up with nothing. If there is another thread with a similar topic, please let me know. Basically, I'm looking for a way to have an .mp3 file play in a website without relying on a flash-based player. I've searched w3 schools and every forum I can think of, but every media player I've found so far has been some sort of proprietary flash player. Doesn't HTML support some sort of native player? I've found some that rely on Windows Media Player which is close, but I want the player to work on an iPhone and something tells me WMP won't get that done... PS, as I'm thinking more about this this idea just popped into my head: a javascipt player and inside the <noscript> tag, put a flash player? I'm running a music blog (@ http://www.freshoncampus.com) so the less code per post, the better...

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • "The Server is not configured correctly" message while playing movie in iphone

    - by Jim
    Hi All, I am trying to play video files from iPhone media player in my iphone application.I am reading the stream from one Media server. but i am getting error message as "The server is not configured correctly". Here is my observation: - I kept five different video files on server.(i am sure that all of these files are properly encoded and in right format.) - When i try to run same video URL in Mobile Safari i works perfectly without any error. - When i try to run any of video it doesn't create any stream on media server.(Usually when i try to play video it create stream on media server.but here the stream is not created on server side.) - I tried to play this files using Apple's sample application MoviePlayer but i am facing same issue.(Here i tried to run the application on Simulator) I also checked on my iphone 2G having OS 3.1.2 (jailbreak) but i face same issue. Please let me know your response on this. Thanks, Jim.

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  • Need feedback on two member functions of a Table class in C++

    - by George
    int Table::addPlayer(Player player, int position) { deque<Player>::iterator it = playerList.begin()+position; deque<Player>::iterator itStart = playerList.begin()+postion; while(*it != "(empty seat)") { it++; if (it == playerList.end()) { it = playerList.begin(); } if (it == itStart) { cout << "Table full" << endl; return -1; } } //TODO overload Player assignment, << operator *it = player; cout << "Player " << player << " sits at position " << it - playerList.begin() << endl; return it - playerList.begin(); } } int Table::removePlayer(Player player) { deque<Player>::iterator it = playerList.begin(); //TODO Do I need to overload != in Player? while(*it != player) { it++; if (it == playerList.end()) { cout << "Player " << player << " not found" << endl; return -1; } } *it = "(empty seat)"; cout << "Player " << player << " stands up from position " << it - playerList.begin() << endl; return it - playerList.begin(); } Would like some feedback on these two member functions of a Table class for Texas Hold Em Poker simulation. Any information syntax, efficiency or even common practices would be much appreciated.

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  • Read quicktime movie from servlet in a webpage?

    - by khue
    Hi, I have a servlet that construct response to a media file request by reading the file from server: File uploadFile = new File("C:\\TEMP\\movie.mov"); FileInputStream in = new FileInputStream(uploadFile); Then write that stream to the response stream. My question is how do I play the media file in the webpage using embed or object tag to read the media stream from the response? Here is my code in the servlet: public void doPost(HttpServletRequest request, HttpServletResponse response) throws ServletException, IOException { request.getParameter("location"); uploadFile(response); } private void uploadFile(HttpServletResponse response) { File transferFile = new File("C:/TEMP/captured.mov"); FileInputStream in = null; try { in = new FileInputStream(transferFile); } catch (FileNotFoundException e) { System.out.println("File not found"); } try { System.out.println("in byes i s" + in.available()); } catch (IOException e) { } DataOutputStream responseStream = null; try { responseStream = new DataOutputStream(response.getOutputStream()); } catch (IOException e) { System.out.println("Io exception"); } try { Util.copyStream(in, responseStream); } catch (CopyStreamException e) { System.out.println("copy Stream exception"); } try { responseStream.flush(); } catch (IOException e) { } try { responseStream.close(); } catch (IOException e) { } } And here is html page as Ryan suggested: <embed SRC="http://localhost:7101/movies/transferservlet" WIDTH=100 HEIGHT=196 AUTOPLAY=true CONTROLLER=true LOOP=false PLUGINSPAGE="http://www.apple.com/quicktime/"> Any ideas?

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  • Problem: Movie Clip contains just one frame

    - by Doug
    I'm a newbie at Flash, so started playing with a pretty standard code sample: one layer contains a movie clip with a flying rectangle, another layer has a button to control it. All script code is in Main.as file. The rectangle was named square1 through the Property window. Here is the problem: the constructor for Main has a line: square1.stop(); to prevent clip from playing, but it doesn't help - it plays. I know the constructor fires, because it has trace("stuff") in it. The code does check that the stage has been created. What strange is that square1.currentFrame always returns 1, and square1.totalFrames returns 1 as well. The layer has 24 frames on the timeline. I tried a tween with just 2 keyframes, then converted whole tween into frames - same result. I mean, the thing is flying before my eyes, how can it be 1 frame??? I even added a listener: square1.addEventListener(Event.ENTER_FRAME, onFrameChange); The event fires all the time, i.e. the frames change, but currentFrame is still 1. Also, tried to name individual frames and use square1.gotoAndStop("begin") and stuff like that. Nothing helps. I am really stuck with this stupid problem.

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  • MPMoviePlayerController seems to make 2 calls for each movie

    - by user76328
    I seem to have an issue where an iphone app using the MPMoviePlayerController seems to make 2 calls to the server for each video it wants to play back. This occurs with iphone 3.x OS and libraries but not with iphone 2.x. I know that iphone does progressive download and will make multiple 206 requests, etc. but as far as our back end is concerned the player appears to make 2 separate sessions. This only appears to be an issue with iPhone native apps and not iphone videos played through safari. Additional info from apple: iPhone OS 3.0 added support for streaming audio and video over HTTP, and MPMoviePlayerController must validate the media before playback to determine if it is streaming content or progressively downloaded content. This is the delay you are experiencing. On a fast network, the delay should be minimized. Is this double check causing 2 sessions be created for each video request? Any one else seeing same issue? Is there a remedy?

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  • Lightbox-style dialog shows below YouTube movie on Mac OS 10.6

    - by Mark
    This is a "but it works on my machine" one and could be tricky: I have a lightbox-style HTML dialog that shows a menu on top of a web page. It can be injected into any web page via a JavaScript bookmarklet. One of my users is trying to use it on YouTube.com with the result that the flash movie is rendered on top of the dialog (a div with high z-index). I can't reproduce this. It works just fine for me. The dialog shows up on top of everything else on youtube.com, the video included. I had him save the page in Safari as Webarchive and send it to me. Even that shows the menu rendered correctly for me. I use the exact same version of Safari (4.0.5/531.22.7) and Flash (10.1 r53, latest beta). Only difference I could find is that he uses Snow Leopard (10.6.6) and I "only" 10.5.8. Has anybody noticed similar problems? I'm afraid that the usual wmode recommendation won't solve this (I tried & it works on my machine anyway)... Thanks! Mark

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  • LAMP server VM issues

    - by nullArray
    After getting a recommendation to salvage a wiki by installing a LAMP server, I went on the prowl for a good virtualized one. I used the VMware Player version. Since the windows box has Bonjour, I can, for example, go to http://lamp.local. and it works see the web client. The problem is, I can't ssh to a directory to scp the files I need, mount a usb thumbdrive (usbfs is unsupported) nor get samba working. I can't even update the ubuntu installation, it fails. I've tried bridged, nat and host-only networking settings in VMware Player. Bridged gives me an undefined IP, while the other two each have different IPs. All three settings allow me to access the web config, but none of them give me samba access. Windows usually freezes, then reports that it cannot connect. I'd rather not wipe a box to do a dedicated install, is there I way I can get this VM working, or are there better LAMP VMs out there? This one came already working and set up with VMware Player, so I thought it would be perfect... Thanks,

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  • This .mpg video clip doesn't play well

    - by Roey
    I've installed K-lite mega codec pack v6.9.0 with playback essentials without player. My default and only media player is windows media player. here are the clip's media info: General Complete name : D:\Users\Roey\Downloads\B384MV.mpg Format : MPEG-PS File size : 273 MiB Duration : 4mn 59s Overall bit rate : 7 643 Kbps Video ID : 224 (0xE0) Format : MPEG Video Format version : Version 2 Format profile : Main@High Format settings, BVOP : No Format settings, Matrix : Default Format settings, GOP : M=1, N=15 Duration : 4mn 57s Bit rate mode : Variable Bit rate : 7 363 Kbps Nominal bit rate : 9 000 Kbps Width : 1 920 pixels Height : 1 080 pixels Display aspect ratio : 16:9 Frame rate : 25.000 fps Color space : YUV Chroma subsampling : 4:2:0 Bit depth : 8 bits Scan type : Progressive Compression mode : Lossy Bits/(Pixel*Frame) : 0.142 Stream size : 261 MiB (96%) Audio ID : 192 (0xC0) Format : MPEG Audio Format version : Version 1 Format profile : Layer 3 Mode : Joint stereo Duration : 4mn 59s Bit rate mode : Constant Bit rate : 128 Kbps Channel(s) : 2 channels Sampling rate : 44.1 KHz Compression mode : Lossy Stream size : 4.56 MiB (2%) Menu When I play it there is no sound (just a little "kahhhh" noise every 10-20 seconds) and the frames are moving very slow - it "jumps" frames. A blue tray icon [FFa] "ffdshow audio decoder" pops with the following details: Input:MP3, stereo, 44100 Hz (libavocodec) Output:PCM, stereo, 44100 Hz, 16-bit integer Any help will be much appreciated. Thanks

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  • Referencing movie clips from within an actionscript class

    - by Ant
    Hi all, I have been given the task of adding a scoring system to various flash games. This simply involves taking input, adding functionality such as pausing and replaying and then outputting the score, time left etc. at the end. I've so far successfully edited two games. Both these games used the "actions" code on frames. The latest game I'm trying to do uses an actionscript class which makes it both easier and harder. I'm not very adept at flash at all, but I've worked it out so far. I've added various movie clips that are to be used for displaying the pause screen background, buttons for replaying etc. I've been showing and hiding these using: back._visible = true; //movie clip, instance of back (back.png) I doubt it's best practice, but it's quick and has been working. However, now with the change of coding style to classes, this doesn't seem to work. I kinda understand why, but I'm now unsure how to hide/show these elements. Any help would be greatly appreciated :) I've attached the modified AS. class RivalOrbs extends MovieClip { var infinite_levels, orbs_start, orbs_inc, orbs_per_level, show_timer, _parent, one_time_per_level, speed_start, speed_inc_percent, max_speed, percent_starting_on_wrong_side, colorize, colors, secs_per_level; function RivalOrbs() { super(); mc = this; this.init(); } // End of the function function get_num_orbs() { if (infinite_levels) { return (orbs_start + (level - 1) * orbs_inc); } else if (level > orbs_per_level.length) { return (0); } else { return (orbs_per_level[level - 1]); } // end else if } // End of the function function get_timer_str(secs) { var _loc2 = Math.floor(secs / 60); var _loc1 = secs % 60; return ((_loc2 > 0 ? (_loc2) : ("0")) + ":" + (_loc1 >= 10 ? (_loc1) : ("0" + _loc1))); } // End of the function function frame() { //PLACE PAUSE CODE HERE if (!Key.isDown(80) and !Key.isDown(Key.ESCAPE)) { _root.offKey = true; } else if (Key.isDown(80) or Key.isDown(Key.ESCAPE)) { if (_root.offKey and _root.game_mode == "play") { _root.game_mode = "pause"; /* back._visible = true; btn_resume._visible = true; btn_exit._visible = true; txt_pause._visible = true; */ } else if (_root.offKey and _root.game_mode == "pause") { _root.game_mode = "play"; } _root.offKey = false; } if (_root.game_mode == "pause" or paused) { return; } else { /* back._visible = false; btn_resume._visible = false; btn_exit._visible = false; txt_pause._visible = false; */ } if (show_timer && total_secs != -1 || show_timer && _parent.timesup) { _loc7 = total_secs - Math.ceil((getTimer() - timer) / 1000); var diff = oldSeconds - (_loc7 + additional); if (diff > 1) additional = additional + diff; _loc7 = _loc7 + additional; oldSeconds = _loc7; trace(oldSeconds); mc.timer_field.text = this.get_timer_str(Math.max(0, _loc7)); if (_loc7 <= -1 || _parent.timesup) { if (one_time_per_level) { _root.gotoAndPlay("Lose"); } else { this.show_dialog(false); return; } // end if } // end if } // end else if var _loc9 = _root._xmouse; var _loc8 = _root._ymouse; var _loc6 = {x: _loc9, y: _loc8}; mc.globalToLocal(_loc6); _loc6.y = Math.max(-mc.bg._height / 2 + gap / 2, _loc6.y); _loc6.y = Math.min(mc.bg._height / 2 - gap / 2, _loc6.y); mc.wall1._y = _loc6.y - gap / 2 - mc.wall1._height / 2; mc.wall2._y = _loc6.y + gap / 2 + mc.wall1._height / 2; var _loc5 = true; for (var _loc4 = 0; _loc4 < this.get_num_orbs(); ++_loc4) { var _loc3 = mc.stage["orb" + _loc4]; _loc3.x_last = _loc3._x; _loc3.y_last = _loc3._y; _loc3._x = _loc3._x + _loc3.x_speed; _loc3._y = _loc3._y + _loc3.y_speed; if (_loc3._x < l_thresh) { _loc3.x_speed = _loc3.x_speed * -1; _loc3._x = l_thresh + (l_thresh - _loc3._x); _loc3.gotoAndPlay("hit"); } // end if if (_loc3._x > r_thresh) { _loc3.x_speed = _loc3.x_speed * -1; _loc3._x = r_thresh - (_loc3._x - r_thresh); _loc3.gotoAndPlay("hit"); } // end if if (_loc3._y < t_thresh) { _loc3.y_speed = _loc3.y_speed * -1; _loc3._y = t_thresh + (t_thresh - _loc3._y); _loc3.gotoAndPlay("hit"); } // end if if (_loc3._y > b_thresh) { _loc3.y_speed = _loc3.y_speed * -1; _loc3._y = b_thresh - (_loc3._y - b_thresh); _loc3.gotoAndPlay("hit"); } // end if if (_loc3.x_speed > 0) { if (_loc3._x >= m1_thresh && _loc3.x_last < m1_thresh || _loc3._x >= m1_thresh && _loc3._x <= m2_thresh) { if (_loc3._y <= mc.wall1._y + mc.wall1._height / 2 || _loc3._y >= mc.wall2._y - mc.wall2._height / 2) { _loc3.x_speed = _loc3.x_speed * -1; _loc3._x = m1_thresh - (_loc3._x - m1_thresh); _loc3.gotoAndPlay("hit"); } // end if } // end if } else if (_loc3._x <= m2_thresh && _loc3.x_last > m2_thresh || _loc3._x >= m1_thresh && _loc3._x <= m2_thresh) { if (_loc3._y <= mc.wall1._y + mc.wall1._height / 2 || _loc3._y >= mc.wall2._y - mc.wall2._height / 2) { _loc3.x_speed = _loc3.x_speed * -1; _loc3._x = m2_thresh + (m2_thresh - _loc3._x); _loc3.gotoAndPlay("hit"); } // end if } // end else if if (_loc3.side == 1 && _loc3._x > 0) { _loc5 = false; } // end if if (_loc3.side == 2 && _loc3._x < 0) { _loc5 = false; } // end if } // end of for if (_loc5) { this.end_level(); } // end if } // End of the function function colorize_hex(mc, hex) { var _loc4 = hex >> 16; var _loc5 = (hex ^ hex >> 16 << 16) >> 8; var _loc3 = hex >> 8 << 8 ^ hex; var _loc2 = new flash.geom.ColorTransform(0, 0, 0, 1, _loc4, _loc5, _loc3, 0); mc.transform.colorTransform = _loc2; } // End of the function function tint_hex(mc, hex, amount) { var _loc4 = hex >> 16; var _loc5 = hex >> 8 & 255; var _loc3 = hex & 255; this.tint(mc, _loc4, _loc5, _loc3, amount); } // End of the function function tint(mc, r, g, b, amount) { var _loc4 = 100 - amount; var _loc1 = new Object(); _loc1.ra = _loc1.ga = _loc1.ba = _loc4; var _loc2 = amount / 100; _loc1.rb = r * _loc2; _loc1.gb = g * _loc2; _loc1.bb = b * _loc2; var _loc3 = new Color(mc); _loc3.setTransform(_loc1); } // End of the function function get_num_levels() { if (infinite_levels) { return (Number.MAX_VALUE); } else { return (orbs_per_level.length); } // end else if } // End of the function function end_level() { _global.inputTimeAvailable = _global.inputTimeAvailable - (60 - oldSeconds); ++level; _parent.levelOver = true; if (level <= this.get_num_levels()) { this.show_dialog(true); } else { _root.gotoAndPlay("Win"); } // end else if } // End of the function function get_speed() { var _loc3 = speed_start; for (var _loc2 = 0; _loc2 < level - 1; ++_loc2) { _loc3 = _loc3 + _loc3 * (speed_inc_percent / 100); } // end of for return (Math.min(_loc3, Math.max(max_speed, speed_start))); } // End of the function function init_orbs() { var _loc6 = this.get_speed(); var _loc7 = Math.max(1, Math.ceil(this.get_num_orbs() * (percent_starting_on_wrong_side / 100))); for (var _loc3 = 0; _loc3 < this.get_num_orbs(); ++_loc3) { var _loc2 = null; if (_loc3 % 2 == 0) { _loc2 = mc.stage.attachMovie("Orb1", "orb" + _loc3, _loc3); _loc2.side = 1; if (colorize && color1 != -1) { this.colorize_hex(_loc2.orb.bg, color1); } // end if _loc2._x = Math.random() * (mc.bg._width * 4.000000E-001) - mc.bg._width * 2.000000E-001 - mc.bg._width / 4; } else { _loc2 = mc.stage.attachMovie("Orb2", "orb" + _loc3, _loc3); _loc2.side = 2; if (colorize && color2 != -1) { this.colorize_hex(_loc2.orb.bg, color2); } // end if _loc2._x = Math.random() * (mc.bg._width * 4.000000E-001) - mc.bg._width * 2.000000E-001 + mc.bg._width / 4; } // end else if _loc2._width = _loc2._height = orb_w; _loc2._y = Math.random() * (mc.bg._height * 8.000000E-001) - mc.bg._height * 4.000000E-001; if (_loc3 < _loc7) { _loc2._x = _loc2._x * -1; } // end if var _loc5 = Math.random() * 60; var _loc4 = _loc5 / 180 * 3.141593E+000; _loc2.x_speed = Math.cos(_loc4) * _loc6; _loc2.y_speed = Math.sin(_loc4) * _loc6; if (Math.random() >= 5.000000E-001) { _loc2.x_speed = _loc2.x_speed * -1; } // end if if (Math.random() >= 5.000000E-001) { _loc2.y_speed = _loc2.y_speed * -1; } // end if } // end of for } // End of the function function init_colors() { if (colorize && colors.length >= 2) { color1 = colors[Math.floor(Math.random() * colors.length)]; for (color2 = colors[Math.floor(Math.random() * colors.length)]; color2 == color1; color2 = colors[Math.floor(Math.random() * colors.length)]) { } // end of for this.tint_hex(mc.side1, color1, 40); this.tint_hex(mc.side2, color2, 40); } else { color1 = -1; color2 = -1; } // end else if } // End of the function function get_total_secs() { if (show_timer) { if (secs_per_level.length > 0) { if (level > secs_per_level.length) { return (secs_per_level[secs_per_level.length - 1]); } else { return (secs_per_level[level - 1]); } // end if } // end if } // end else if return (-1); } // End of the function function start_level() { trace ("start_level"); _parent.timesup = false; _parent.levelOver = false; _parent.times_up_comp.start_timer(); this.init_orbs(); mc.level_field.text = "LEVEL " + level; total_secs = _global.inputTimeAvailable; if (total_secs > 60) total_secs = 60; timer = getTimer(); paused = false; mc.dialog.gotoAndPlay("off"); } // End of the function function clear_orbs() { for (var _loc2 = 0; mc.stage["orb" + _loc2]; ++_loc2) { mc.stage["orb" + _loc2].removeMovieClip(); } // end of for } // End of the function function show_dialog(new_level) { mc.back._visible = false; trace("yes"); paused = true; if (new_level) { this.init_colors(); } // end if this.clear_orbs(); mc.dialog.gotoAndPlay("level"); if (!new_level || _parent.timesup) { mc.dialog.level_top.text = "Time\'s Up!"; /* dyn_line1.text = "Goodbye " + _global.inputName + "!"; dyn_line2.text = "You scored " + score; //buttons if (_global.inputTimeAvailable > 60) btn_replay._visible = true; btn_resume._visible = false; btn_exit._visible = false; txt_pause._visible = false; sendInfo = new LoadVars(); sendLoader = new LoadVars(); sendInfo.game_name = 'rival_orbs'; sendInfo.timeavailable = _global.inputTimeAvailable; if (sendInfo.timeavailable < 0) sendInfo.timeavailable = 0; sendInfo.id = _global.inputId; sendInfo.score = level*_global.inputFactor; sendInfo.directive = 'record'; //sendInfo.sendAndLoad('ncc1701e.aspx', sendLoader, "GET"); sendInfo.sendAndLoad('http://keyload.co.uk/output.php', sendLoader, "POST"); */ } else if (level > 1) { mc.dialog.level_top.text = "Next Level:"; } else { mc.dialog.level_top.text = ""; } // end else if mc.dialog.level_num.text = "LEVEL " + level; mc.dialog.level_mid.text = "Number of Orbs: " + this.get_num_orbs(); _root.max_level = level; var _this = this; mc.dialog.btn.onRelease = function () { _this.start_level(); }; } // End of the function function init() { var getInfo = new LoadVars(); var getLoader = new LoadVars(); getInfo.directive = "read"; getInfo.sendAndLoad('http://keyload.co.uk/input.php', getLoader, "GET"); getLoader.onLoad = function (success) { if (success) { _global.inputId = this.id; _global.inputTimeAvailable = this.timeavailable; _global.inputFactor = this.factor; _global.inputName = this.name; } else { trace("Failed"); } } _root.game_mode = "play"; /* back._visible = false; btn_exit._visible = false; btn_replay._visible = false; btn_resume._visible = false; txt_pause._visible = false; */ l_thresh = -mc.bg._width / 2 + orb_w / 2; t_thresh = -mc.bg._height / 2 + orb_w / 2; r_thresh = mc.bg._width / 2 - orb_w / 2; b_thresh = mc.bg._height / 2 - orb_w / 2; m1_thresh = -wall_w / 2 - orb_w / 2; m2_thresh = wall_w / 2 + orb_w / 2; this.show_dialog(true); mc.onEnterFrame = frame; } // End of the function var mc = null; var orb_w = 15; var wall_w = 2; var l_thresh = 0; var r_thresh = 0; var t_thresh = 0; var b_thresh = 0; var m1_thresh = 0; var m2_thresh = 0; var color1 = -1; var color2 = -1; var level = 1; var total_secs = 30; var gap = 60; var timer = 0; var additional = 0; var oldSeconds = 0; var paused = true; var _loc7 = 0; } // End of Class

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  • Could I improve lyrics display in OSD Lyrics by adding other lyrics sources beside its default ones (ttPlayer and Xiami)?

    - by cipricus
    OSD Lyrics has a very good way of displaying lyrics but its sources seem poor - compared to what I experience in Windows with Foobar and in Ubuntu with CoverGloobus. The latter uses a small non-adjustable font, so I would rather prefer to use OSD Lyrics, were it not for this problem. Many people recommend OSD Lyrics as the best way to display lyrics, but in fact it couldn't even find lyrics for some songs of The Beatles, for example, not to mention other less popular artists.

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  • Refresh banshee album art

    - by kmassada
    I usually just copy ~/.config/banshee-1, and ~/.gconf/apps/banshee-1 when i'm moving from one computer to the other, if I keep the path of the folders. I get to keep my music library intact with the playlists I have. The problem with this method is that, the album arts doesn't carry over nicely. You'd have to play every album to get the album art to appear. Anyone knows a workaround, to maybe force banshee to reload all album art? I saw this, but not quite what my issue is? I tried banshee --fetch-artwork, but didn't work too well kenneth@dv7:~$ banshee --fetch-artwork [Warn 11:23:38.200] DBus support could not be started. Disabling for this sessi on. - System.Exception: Error 111: Connection refused (in `dbus-sharp') at DBus.Unix.UnixSocket.Connect (System.Byte[] remote_end) [0x00000] in <filen ame unknown>:0 at DBus.Transports.UnixNativeTransport.OpenAbstractUnix (System.String path) [ 0x00000] in <filename unknown>:0 at DBus.Transports.UnixNativeTransport.Open (System.String path, Boolean abstr act) [0x00000] in <filename unknown>:0 at DBus.Transports.UnixTransport.Open (DBus.AddressEntry entry) [0x00000] in < filename unknown>:0 at DBus.Transports.Transport.Create (DBus.AddressEntry entry) [0x00000] in <fi lename unknown>:0 at DBus.Connection.OpenPrivate (System.String address) [0x00000] in <filename unknown>:0 at DBus.Connection..ctor (System.String address) [0x00000] in <filename unknow n>:0 at DBus.Bus..ctor (System.String address) [0x00000] in <filename unknown>:0 at DBus.Bus.Open (System.String address) [0x00000] in <filename unknown>:0 at DBus.Bus.get_Session () [0x00000] in <filename unknown>:0 System.Exception: Unable to open the session message bus. (in `dbus-sharp') at DBus.Bus.get_Session () [0x00000] in <filename unknown>:0 at DBus.BusG.Init () [0x00000] in <filename unknown>:0 at Banshee.ServiceStack.DBusConnection.Connect (System.String serviceName, Boo lean init) [0x00000] in <filename unknown>:0 at Banshee.ServiceStack.DBusConnection.GrabDefaultName () [0x00000] in <filena me unknown>:0 [Info 11:23:38.286] Running Banshee 2.6.0: [Ubuntu 12.10 (linux-gnu, x86_64) @ 2012-10-11 06:19:37 UTC] (Banshee:21865): GConf-WARNING **: Client failed to connect to the D-BUS daemon: Failed to connect to socket /tmp/dbus-vLxS6Riwsn: Connection refused [Warn 11:23:38.948] Could not read GConf key core.send_anonymous_usage_data - G Lib.GException: No D-BUS daemon running (in `gconf-sharp') at GConf.Client.Get (System.String key) [0x00000] in <filename unknown>:0 at Banshee.GnomeBackend.GConfConfigurationClient.TryGet[Boolean] (System.Strin g namespace, System.String key, System.Boolean& result) [0x00000] in <filename u nknown>:0 (Banshee:21865): GConf-WARNING **: Client failed to connect to the D-BUS daemon: Failed to connect to socket /tmp/dbus-vLxS6Riwsn: Connection refused [Warn 11:23:39.239] Could not read GConf key core.send_anonymous_usage_data - G Lib.GException: No D-BUS daemon running (in `gconf-sharp') at GConf.Client.Get (System.String key) [0x00000] in <filename unknown>:0 at Banshee.GnomeBackend.GConfConfigurationClient.TryGet[Boolean] (System.Strin g namespace, System.String key, System.Boolean& result) [0x00000] in <filename u nknown>:0

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  • Why does ubuntu 11.10 freeze when playing video?

    - by psylockeer
    I run ubuntu 11.10 on i5 CPU with 4GB RAM nvdia geforce GTS 250 connected to widescreen tv (HDMI) When using vlc, xbmc or boxee to play movies the system randomly freeze, the audio is looping the last words of the video file and nothing is responding. So I have to manually reset the system. Can anybody help? P.S. I forgot to mention the the log file was full of line regarding xbox 360 wireless receiver (I dual boot with windwos 7) so I unplugged it to see if that counts

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  • Can't set music library in Banshee

    - by user1783674
    Recently I noticed that my music doesn't get copied to my music folder when I open files in Banshee and drag them to the library. I opened preferences and the music library folder drop down was empty. I set it back to my music library and tried again: still didn't work. My preferences shows no music folder and I tried setting it to several other folders, neither would stay selected after closing the preferences. What's going on here? Thanks.

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  • How to run video from wine?

    - by 101
    I tried to run it from total commander, I tried to make a link to it /media/DATA/#TO_BACKUP/_MUSIC/MUSIC2/Black Eyed Peas - The Time (Dirty Bit).avi but it says Failed to execute child process "/media/DATA/" (Permission denied) Opening the full location from MediaPlayer does not work (open location) Location not found I can open it slowly by navigating in the slow file open dialog, but I would like to open it from totalcmd or by created link or by passing full location. P.S. Before that I have opened the DATA Partition.

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  • Client/Server game even in solo: any big problem?

    - by Klaim
    I'm making a game which have strong basic design based on multiplayer but also should provide a really interesting and self-sufficient solo game. A bit like a real-time strategy game. The events and actions taken shouldn't be as massive and immediate as in a FPS, so you can also think the networking like for an RTS. It's a PC game, targetting Windows, MacOSX and Linux (Ubuntu & Fedora). It's programmed in C++, using a variety of open source libraries, so I have great (potential) control over the performances. So far I always considered that just making the game work with two applications, client & server, even in solo mode was ok. However, as I'm in the process of starting the network code I'm having doubts about if it's a good idea. I'm not a specialist so I might be missing something in my analysis. I see these pros and cons: Pros: The game works only one way so if I fix a bug it should apply on all game modes, whatever the distance with the server is; Basic networking issues would be detected early, including behaviour with the protection softwares (firewall) installed (i am not specialist so this might be wrong); Cons: I suppose that even if it should be really fast enough, networking client and server on the same computer would still be slower than no networking and message passing in (one) process memory. Maybe debugging would be more difficult? I don't have experience in this case but so far I assume that debugging with Visual Studio allows me to debug multiple process so it shouldn't be really different. Also, remote debugging. My question is: is there a big disadvantage that I missed? Or maybe there are advantages that I missed and that should encourage me to just continue with only client-server game sessions?

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  • How to run video from total commander(wine)?

    - by 101
    When I click on video file nothing happens, I tried to make a link to it /media/DATA/#TO_BACKUP/_MUSIC/MUSIC2/Black Eyed Peas - The Time (Dirty Bit).avi but it says Failed to execute child process "/media/DATA/" (Permission denied) Opening the full location from MediaPlayer does not work (open location) Location not found I can open it slowly by navigating in the slow file open dialog, but I would like to open it from totalcmd or by created link or by passing full location. P.S. Before that I have opened the DATA Partition.

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  • Flash Player 10.1 crash on shared object access

    - by Simon
    Hi all, since updating my Flash Player plugin from 10 to 10.1, I'm seeing a weird crash when accessing shared objects. Flex Builder's debugger pops up and prints a stack trace like this: undefined at flash.net::SharedObject$/getLocal() at my.code::MyClass$/load()[/my/path/to/my/MyClass.as:27] (...) This happens when calling SharedObject.getLocal("someString") for the second time for the same string, though it doesn't always crash. When using another browser on the same machine (not configured as the preferred debugging browser in Flex Builder), Flash Player remains silent. The code is wrapped in a try/catch(Error) block which does not catch this error. I'm using Flex SDK 3.5 and Flex Builder 3 on Mac OS X 10.6.3. Has anyone else seen this? Thanks, Simon

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  • Creating a CD-burning feature for a music player based on Java

    - by jjanggoo
    Hi, I'm trying to create a CD-burning feature for a Java-based music player for my school project. Since I'm new to real-life programming (I've only learned to write codes on AP Computer Science A level), I don't know how I can apply the concepts I learned from APCS A to this task. A friend of mine who is studying computer science at graduate school told me to "look up the cd player control functions and add methods in those classes to read in data that you want to write to the CD, write it to a buffer, write everything in the buffer to the CD itself, clear the buffer and then write a new chunk of data into the buffer," but I can't quite grasp what this means, and tt's really hard to contact her right now because she's busy working on her dissertation. Can someone from this forum please guide me through & explain the general concepts? Thank you!

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