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  • How to Stream Videos and Music Over the Network Using VLC

    - by Chris Hoffman
    VLC includes a fairly easy-to-use streaming feature that can stream music and videos over a local network or the Internet. You can tune into the stream using VLC or other media players. Use VLC’s web interface as a remote control to control the stream from elsewhere. Bear in mind that you may not have the bandwidth to stream high-definition videos over the Internet, though. How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric (2D) game with moderate-scale multiplayer - 20-30 players. I've had some difficulty getting a good movement prediction implementation in place. Right now, clients are authoritative for their own position. The server performs validation and broad-scale cheat detection, and I fully realize that the system will never be fully robust against cheating. However, the performance and implementation tradeoffs work well for me right now. Given that I'm dealing with sprite graphics, the game has 8 defined directions rather than free movement. Whenever the player changes their direction or speed (walk, run, stop), a "true" 3D velocity is set on the entity and a packet it sent to the server with the new movement state. In addition, every 250ms additional packets are transmitted with the player's current position for state updates on the server as well as for client prediction. After the server validates the packet, it gets automatically distributed to all of the other "nearby" players. Client-side, all entities with non-zero velocity (ie/ moving entities) are tracked and updated by a rudimentary "physics" system - basically nothing more than changing the position by the velocity according to the elapsed time slice (40ms or so). What I'm struggling with is how to implement clean movement prediction. I have the nagging suspicion that I've made a design mistake somewhere. I've been over the Unreal, Half-life, and all other movement prediction/lag compensation articles I could find, but they all seam geared toward shooters: "Don't send each control change, send updates every 120ms, server is authoritative, client predicts, etc". Unfortunately, that style of design won't work well for me - there's no 3D environment so each individual state change is important. 1) Most of the samples I saw tightly couple movement prediction right into the entities themselves. For example, storing the previous state along with the current state. I'd like to avoid that and keep entities with their "current state" only. Is there a better way to handle this? 2) What should happen when the player stops? I can't interpolate to the correct position, since they might need to walk backwards or another strange direction if their position is too far ahead. 3) What should happen when entities collide? If the current player collides with something, the answer is simple - just stop the player from moving. But what happens if two entities take up the same space on the server? What if the local prediction causes a remote entity to collide with the player or another entity - do I stop them as well? If the prediction had the misfortune of sticking them in front of a wall that the player has gone around, the prediction will never be able to compensate and once the error gets to high the entity will snap to the new position.

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  • video-programs seem to be "wreckoned"?

    - by dschinn1001
    Is it because I have to many different video-players installed ? after update from 12.04 to 12.10 it seems, that video-playing is not working any more ? it crashes, or ends up with "we have found a system-failure" - window. (failure-report is not working and crashing too after correct password). this concerns: medibuntu, mediaplayer, totem, mplayer and xine (probably too many installed and I should decide for only one ? - but it was no problem in 12.04 ?).

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  • Separating logic and data in browser game

    - by Tesserex
    I've been thinking this over for days and I'm still not sure what to do. I'm trying to refactor a combat system in PHP (...sorry.) Here's what exists so far: There are two (so far) types of entities that can participate in combat. Let's just call them players and NPCs. Their data is already written pretty well. When involved in combat, these entities are wrapped with another object in the DB called a Combatant, which gives them information about the particular fight. They can be involved in multiple combats at once. I'm trying to write the logic engine for combat by having combatants injected into it. I want to be able to mock everything for testing. In order to separate logic and data, I want to have two interfaces / base classes, one being ICombatantData and the other ICombatantLogic. The two implementers of data will be one for the real objects stored in the database, and the other for my mock objects. I'm now running into uncertainties with designing the logic side of things. I can have one implementer for each of players and NPCs, but then I have an issue. A combatant needs to be able to return the entity that it wraps. Should this getter method be part of logic or data? I feel strongly that it should be in data, because the logic part is used for executing combat, and won't be available if someone is just looking up information about an upcoming fight. But the data classes only separate mock from DB, not player from NPC. If I try having two child classes of the DB data implementer, one for each entity type, then how do I architect that while keeping my mocks in the loop? Do I need some third interface like IEntityProvider that I inject into the data classes? Also with some of the ideas I've been considering, I feel like I'll have to put checks in place to make sure you don't mismatch things, like making the logic for an NPC accidentally wrap the data for a player. Does that make any sense? Is that a situation that would even be possible if the architecture is correct, or would the right design prohibit that completely so I don't need to check for it? If someone could help me just layout a class diagram or something for this it would help me a lot. Thanks. edit Also useful to note, the mock data class doesn't really need the Entity, since I'll just be specifying all the parameters like combat stats directly instead. So maybe that will affect the correct design.

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  • How do you prevent inflation in a virtual economy?

    - by Tetrad
    With your typical MMORPG, players can usually farm the world for raw materials essentially forever. Monsters/mineral veins/etc are usually on some sort of respawn timer, so other than time there really isn't a good way to limit the amount of new currency entering the system. That really only leaves money sinks to try to take money out of the system. What are some strategies to prevent inflation of the in-game currency?

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  • 3D models overlapping each other

    - by Auren
    I have a problem at the moment when I draw some models to teach me more about 3D game programming. The models at the moment overlaps each other from some angles witch makes sense since the game at the moment draws from left to right, line after line. However my question is: Is there any easy escape from this issue or is there any way that you could draw the in-game world from the players position? I would really appreciate if someone could give me some answers on this.

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  • .NET Rocks! Internet Audio

    - by Editor
    NET Rocks! is a weekly talk show for anyone interested in programming on the Microsoft .NET platform. The shows range from introductory information to hardcore geekiness. Many of their listeners download the MP3 files and burn CDs for the commute to and from work, or simply listen on a portable media player.  Download .NET Rocks! audio.

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  • Apply SEO Techniques to Boost Up Your Online Business

    SEO Search Engine Optimization is a set of methods that is used to get your website ready as per the rules and regulations of search engines like Google, Yahoo and MSN. These search engines plays the role of big players when one think about getting nice and targeted traffic to his/her site. We have seen lots of online and offline surveys out there have declared that these three Search Engines provides 80% online traffic to a website.

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  • Unity3d and Windows 8 run game in frame

    - by floAr
    How do I set Unity3D to run my game on Windows 8 in a fixed size frame (with a border around it) and not in fullscreen? I tried setting this in the Unity script and in the final C# project, but nothings seems to work. I have set the players resolution to 1366x786 (the desired size) and while this works fine with the webplayer the windows 8 solution seems really unimpressed by it. I also tinkered with the 'Default Is Full Screen' option

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  • SEO - Learn How the Increase of Traffic Works to Your Website

    Seeing as technology and the internet are major players in today's society, there are many ways in which one can earn money, such as online marketing, e-commerce, blogs, etc. Search Engine Optimization (SEO) is an increasingly popular and successful way to generate more website traffic and get more business.

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  • Stairway to MDX - Level 10: “Relative” Member Functions: .CurrentMember, .PrevMember, and .NextMember

    SSAS Maestro, SQL Server MVP and Business Intelligence Architect Bill Pearson introduces three “major players” within the MDX “relative” functions. These basic, but highly employed, functions include the .CurrentMember, .PrevMember and .NextMember functions. Check SQL Server performance at a glanceWe consulted 1000 SQL Server professionals to make SQL Monitor’s UI as clear as possible. Start monitoring with a free trial.

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  • How to tell two windows of the same program apart? [closed]

    - by john mossel
    Possible Duplicate: Disable joining multiple windows to one icon in unity panel If I have two vlc players open, I have to go to the sidebar and click on the vlc icon, then pick which one I want (it does this cool effect where it shows you both windows side by side-- as great as that is, it gets bloody annoying after a while). Is there not an easier way of doing this? Is there no possibility of reverting back to the old system?

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  • Cisco UCS Buyer's Guide

    Cisco entered the server market in 2009 with its Unified Computing System, a series of blades and a chassis designed to simplify deployment, particularly for virtualized environments. See how its offerings compare to those of the more established players.

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  • Cisco UCS Buyer's Guide

    Cisco entered the server market in 2009 with its Unified Computing System, a series of blades and a chassis designed to simplify deployment, particularly for virtualized environments. See how its offerings compare to those of the more established players.

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  • PSD to HTML - Give Something 'X-tra' to Your Customers

    These days customer's retention is very difficult in almost every market. Same is the case with PSD to XHTML conversion service market. There are so many players in the market providing more or less same quality of mark up services at competitive prices so that it becomes almost impossible for the customers to select the best one for them.

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  • Is there a known algorithm for scheduling tournament matchups?

    - by barfoon
    Just wondering if there is a tournament scheduling algorithm already out there that I could use or even adapt slightly. Here are my requirements: A variable number of opponents belonging to a variable number of teams/clubs each must be paired with an opponent Two opponents cannot be from the same club If there are an odd number of players, 1 of them randomly is selected to get a bye Any algorithms related to this sort of requirement set would be appreciated. EDIT: I only need to run this a maximum of one time, creating matchups for the first 'round' of the tournament.

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  • Transition Player Position

    - by Lycrios
    I'm currently working on a java MMO with a pretty solid start, but I've come across an issue I need a little help with. I'm working on player position's. Meaning there X/Y on the screen, if the PlayerA has a higher FPS(Frames Per Second) then other players, the resulting action will be that PlayerA will move faster than everyone else. I know the reasoning for this, it's because when the game draws I just use: x++; What would a better method be?

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  • Want Amarok 1.4 Back in Ubuntu? Here is how!

    <b>Tech Drive-in:</b> "Amarok was my favorite among Linux media players, until Amarok 2.0 series started coming in. I totally understand that Amarok 2.0 series is a complete rewrite and I really appreciate the effort they have put on upgrading Amarok."

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  • How Does the Bing Search Engine Differ in Analyzing Pages Compared to Google?

    Finding what you need on the internet is much easier today than it used to be. With the biggest players dueling it out to get people to choose theirs over their competitors. People are very visual when it comes to just about everything, and Bing seems to be using that to its advantage. So, how does the Bing search engine differ in analyzing pages compared to Google?

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  • calculating player experience

    - by user1765862
    very simple question, I'm trying to learn advanced principles of .net and c# and I'm in the middle of creating some simple manager game. Now I should implement some experience for players. I was thinking to implement some kind of enumerated values like this private enum ExperienceValues { FriendlyMatch = 0.1, Training = 0.15, LeagueMatch = 0.6, CupMatch = 0.85, Qualification = 1.4 } And to calculate experience by the time user spend on the field 90min * 0.6 = 54 Is this approach ok ? How can I abstract experience calculation for common sports (team sport). Thanks

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  • ?????????DBA & Developer Day ??????????????!

    - by OTN-J Master
    ???????????????? 11?20???????????????????????????????????Oracle DBA & Developer Day 2012????????·???????????????????????????6???????24???????????????WMV???MP3?????????????????????????????????????????????????????????????????? >> Oracle DBA & Developer Day 2012?????????????? ???OTN??????????????????????????????????????????OTN??????????????????????????????Oracle??????????!?????????????

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  • Syncing Music Everywhere with Google Music and iTunes Match - Will This Work?

    - by dragonmantank
    I have the following devices: Personal Laptop running Windows 7/Ubuntu 11.10 (mostly use Ubuntu) Media Server running Windows 7 with PS3 Media Server and iTunes Work Laptop running OSX Snow Leopard iPad iPhone 4S The iPhone just replaced my Droid 2 Global. What I had been doing was using Google Music to watch the folders iTunes was storing music in and moving any new files up to Google Music. The Droid would pull music down from the cloud via streaming or me telling it to make it available offline, I had folders set up with PS3 Media Server to stream them to TV's via DLNA, and used RDP to play music through my speakers in the office. So far it's worked well. Since I've replaced the Droid 2 though with an iPhone, I've lost the syncing ability with Google Music and have to do it via iTunes (I knew this would happen, no big suprise). I got to thinking though - Apple does offer iTunes Match, which allows your devices to stream/download the music from 'the cloud,' much like Google Music. I could then listen to whatever I Wanted (for the most part) on my phone, iPad, and laptops by syncing via iTunes Match. I don't want to loose my MP3s though, and since I've never used iTunes Match, I wonder if the following is a viable solution: Sign up for iTunes Match on my media server Let it scan my library and make available my songs in AAC in the cloud Not delete the media server MP3s Set up other devices to sync to iTunes Match Continue to get MP3s via Amazon or other services and add to iTunes Let the MP3s sync to Google Music, and let the MP3's add to the AAC versions on my devices I think the main kicker is I don't want to lose the MP3 versions of my songs as those will work just fine on all my devices and I generally rip at 320kbps. I don't mind spending $25/year if it means that I can easily shift the music from device to device without much thinking, but I'm not going to pay $25/year to end up converting my library over to AAC just to save myself the hassle of manually syncing my iPad and iPhone.

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  • Browsing Audiobooks on an iPod Nano

    - by Electrons_Ahoy
    The sitation: I've got a stack of audiobooks in MP3 format in my iTunes library, and both an iPhone and an iPod Nano. After this question, I've changed the Media Kind for the audiobook MP3s from Music to Audiobook. This has been, overall, spectacular, as now I can resume where I was, they show up under Audiobooks, etc. On the iPhone, it's also super convenient, since the interface shows what used to be an album with multiple songs as a single book with multiple chapters, and going into "Audiobooks" presents me with a list of books, not tracks. The Nano, on the other hand, is a little strange. After changing the media type and re-syncing the ipod, the files in question are now listed under Audiobooks rather than Music, and the extra Audiobook features are present (resume playback and so on,) but the Audiobooks menu just lists all the MP3 tracks on the iPod in alphabetical order, ignoring whichever book/album they belong to - and doesn't seem to let me browse them any other way. This is, clearly, a little sub-optimal. Did I screw something up? How do I get the Nano to treat the files in a similar way to the way the iPhone and iTunes does - as books with chapters? Is there a step I missed somewhere? Do I need to reformat the iPod? Is this even possible? (Footnote: shameless bump, since this just scored me a tumbleweed.)

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  • Songbird looping my library playlist

    - by Logi
    I'm using Songbird (on Windows) as my iTunes replacement. There's two things that annoy me about Songbird: 1) It has a web browser built in. I can ignore this as I don't use it. But, seriously, a web browser? :/ 2) It loops my library. This, I don't like. The way I play my audio is by launching Windows Explorer, navigating to my media library and double clicking on a single MP3. I only want to hear that one MP3. I don't use the Media Import function in Songbird - Or any other media player. But it insists on adding every song I play to the Library. Disabling this would be excellent but, falling short of that, I'd at least like to stop it repeating every song in the library. When Songbird finishes playing the last song in the Library (which is the song I just opened via Windows Explorer (gets appended to the library)), it jumps to the top of the library and starts playing all the songs again. How can I stop this? Songbird is set to 'Repeat none'

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