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  • Are people getting away with the "follow 1000s and then unfollow" Twitter trick? [closed]

    - by Baumr
    It seems that more and more people are trying to 'cheat' their way into more Twitter followers. The basic mechanism is: Follow thousands of people on Twitter with the hope that they'll follow you back. Once it reaches a point you're happy with, start gradually unfollowing them. That way, at the end of the day, it'll look like a lot of people follow you unconditionally. I've seen self-proclaimed social media and SEO experts do this. It's clear they want to look influential — and will use black hat social media tactics to do so. I can see how it can work, so is Twitter letting them get away with it? Should it?

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  • Unable to specify parameters to cvlc in a script

    - by VxJasonxV
    I'm creating a script that issues a few curl commands in order to access a time-protected mms stream link, then set up a relay using cvlc (vlc's command line interface) for my own use on an unencumbered player. The curl aspect of this is working, as I can run as a browser and curl side by side and get the same access url. (It's time locked meaning the stream will work forever, but you have to connect quickly or the URL will time out.) The very end of the script prints the command I will run, which is then followed up by "exec $CMD". When I echo $CMD I get: cvlc --sout '#standard{access=http,mux=asf,dst=0.0.0.0:58194}' mms://[...] Manually Copy/Pasting this command in, verbatim, works perfectly fine, but as part of a script, the cvlc execution output says: [0x9743d0] main interface error: no suitable interface module [0x962120] main libvlc error: interface "globalhotkeys,none" initialization failed [0x9743d0] dummy interface: using the dummy interface module... [0xb16e30] stream_out_standard stream out error: no mux specified or found by extension [0xb16ad0] main stream output error: stream chain failed for `standard{mux="",access="",dst="'#standard{access=http,mux=asf,dst=0.0.0.0:58194}'"}' [0xb11cd0] main input error: cannot start stream output instance, aborting [0xb11f70] signals interface error: Caught Interrupt signal, exiting... Why is --sout behaving one way in a script (non-interactive shell?) vs. another way in the foreground (interactive shell) ?

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  • Unable to run cvlc in a script

    - by VxJasonxV
    I'm creating a script that issues a few curl commands in order to access a time-protected mms stream link, then set up a relay using cvlc (vlc's command line interface) for my own use on an unencumbered player. The curl aspect of this is working, as I can run as a browser and curl side by side and get the same access url. (It's time locked meaning the stream will work forever, but you have to connect quickly or the URL will time out.) The very end of the script prints the command I will run, which is then followed up by "exec $CMD". When I echo $CMD I get: cvlc --sout '#standard{access=http,mux=asf,dst=0.0.0.0:58194}' mms://[...] But the cvlc execution output says: [0x9743d0] main interface error: no suitable interface module [0x962120] main libvlc error: interface "globalhotkeys,none" initialization failed [0x9743d0] dummy interface: using the dummy interface module... [0xb16e30] stream_out_standard stream out error: no mux specified or found by extension [0xb16ad0] main stream output error: stream chain failed for `standard{mux="",access="",dst="'#standard{access=http,mux=asf,dst=0.0.0.0:58194}'"}' [0xb11cd0] main input error: cannot start stream output instance, aborting [0xb11f70] signals interface error: Caught Interrupt signal, exiting... Why is it ignoring my --sout input?

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  • How can I inject clips [ads] in a playlist every x minutes (even if previous clip is not over)

    - by azera
    Sorry for the title, I find it quite hard to describe what I want to do in a single sentence We have a few TV here linked to our computer, which we use to display clips about what we do in our sport center, what you should do to stay in good form ect ... It's running non stop, actually though vlc + playlist. Those main clips are 1-2 hours long and we have about 20 of them looping randomly all day. We would like to inject ads for some of our sponsiored products every now and then during the playlist, like say one ad every 15 minute. Does any one know how we can do that, while keeping the main clip random order ? I thought about encoding the whole thing as a single movie with ads inserted, but then it's not random. So we can put the ads in the playlist itself right ? Except clips are several hours long and we want that more often than that. Cutting the main clips in several pieces seems to work but that kind of sucks as new clips are made every month. If any one has an idea, thanks a lot

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  • How do I install Flash Player 11 debug version in 11.10?

    - by shanethehat
    I want to replace my existing browser plugin Flash Player with the debug version, and update to FP11 while I'm at it. I also want to install the debug version of the projector player and make it the default player for SWF files outside of the browser. First the browser plugin version. I've downloaded the installer from the official site, but I'm not sure what to do with the contents. There is a usr folder, and I presume that I am to write the contents of this to /usr. There is also a file called libflashplayer.so, and I have no idea what to do with that. For download for the projector player has confused me further because it only contains one file: flashplayerdebugger. I don't know what to do with this. If there is a way to install these softwares through apt-get or the Software Center I would love to hear about it, I have only found solutions for the standard player, but otherwise could someone please tell me what to do with these files? Update Ok, so I've figured out that if I dump the flashplayerdebugger file into /usr/lib/ I can point Eclipse at it and compile and test SWFs as expected from inside Eclipse. But how can I set that application as the default player when I select an SWF in Nautilus?

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  • How can player actions be "judged morally" in a measurable way?

    - by Sebastien Diot
    While measuring the player "skills" and "effort" is usually easy, adding some "less objective" statistics can give the player supplementary goals, especially in a MUD/RPG context. What I mean is that apart from counting how many orcs were killed, and gems collected, it would be interesting to have something along the line of the traditional Good/Evil, Lawful/Chaotic ranking of paper-based RPG, to add "dimension" to the game. But computers cannot differentiate good/evil effectively (nor can humans in many cases), and if you have a set of "laws" which are precise enough that you can tell exactly when the player breaks them, then it generally makes more sense to actually prevent them from doing that action in the first place. One example could be the creation/destruction axis (if players are at all allowed to create/build things), possibly in the form of the general effect of the player actions on "ecology". So what else is there left that can be effectively measured and would provide a sense of "moral" for the player? The more axis I have to measure, the more goals the player can have, and therefore the longer the game can last. This also gives the players more ways of "differentiating" themselves among hordes of other players of the same "class" and similar "kit".

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  • Actionscript 3.0 - Enemies do not move right in my platformer game

    - by Christian Basar
    I am making a side-scrolling platformer game in Flash (Actionscript 3.0). I have made lots of progress lately, but I have come across a new problem. I will give some background first. My game level's terrain (or 'floor') is referenced by a MovieClip variable called 'floor.' My desire is to have the Player and enemy characters walk along the terrain. I have gotten the Player character to move on the terrain just fine; he walks up/down hills and falls whenever there is no ground beneath him. Here is the code I created to allow the Player to follow the terrain correctly. Much more code is used to control the Player, but only this code deals with the Player character's following of the terrain and gravity. // If the Player's not on the ground (not touching the 'floor' MovieClip)... if (!onGround) { // Disable ducking downKeyPressed = false; // Increase the Player's 'y' position by his 'y' velocity player.y += playerYVel; } // Increase the 'playerYVel' variable so that the Player will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the player // when he's off the ground. playerYVel += gravity; // Give the Player a terminal velocity of 15 px/frame if (playerYVel > 15) { playerYVel = 15; } // If the Player has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(player.x, player.y, true)) { player.y += playerYVel; // The Player is not on the ground when he's not touching it onGround = false; } Since getting this code to work for the Player, I have created a 'SkullDemon' class, which is one of the planned enemies for my game. I want the 'SkullDemon' objects to move along the terrain like the Player does. With lots of great help, I have already coded the EventListeners, etc. necessary for the 'SkullDemons' to move. Unfortunately, I am having trouble getting them to move along the terrain. In fact, they do not touch the terrain at all; they move along the top of the boundary of the 'floor' MovieClip! I had a simple text diagram showing what I mean, but unfortunately Stackoverflow does not format it correctly. I hope my problem is clear from my description. Strangely enough, my code for the Player's movement and the 'SkullDemon's' movement is almost exactly the same, yet the 'SkullDemons' do not move like the Player does. Here is my code for the SkullDemon movement: // Move all of the Skull Demons using this method protected function moveSkullDemons():void { // Go through the whole 'skullDemonContainer' for (var skullDi:int = 0; skullDi < skullDemonContainer.numChildren; skullDi++) { // Set the SkullDemon 'instance' variable to equal the current SkullDemon skullDIns = SkullDemon(skullDemonContainer.getChildAt(skullDi)); // For now, just move the Skull Demons left at 5 units per second skullDIns.x -= 5; // If the Skull Demon has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { // Increase the Skull Demon's 'y' position by his 'y' velocity skullDIns.y += skullDIns.sdYVel; // The Skull Demon is not on the ground when he's not touching it skullDIns.sdOnGround = false; } // Increase the 'sdYVel' variable so that the Skull Demon will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the Skull Demon // when he's off the ground. if (! skullDIns.sdOnGround) { skullDIns.sdYVel += skullDIns.sdGravity; // Give the Skull Demon a terminal velocity of 15 px/frame if (skullDIns.sdYVel > 15) { skullDIns.sdYVel = 15; } } // What happens when the Skull Demon lands on the ground after a fall? // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre for (var i:int = 0; i < 10; i++) { // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre if (floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { skullDIns.y = skullDIns.y; // Set the Skull Demon's y-axis speed to 0 skullDIns.sdYVel = 0; // The Skull Demon is on the ground again skullDIns.sdOnGround = true; } } } } // End of 'moveSkullDemons()' function It is almost like the 'SkullDemons' are interacting with the 'floor' MovieClip using the hitTestObject() function, and not the hitTestPoint() function which is what I want, and which works for the Player character. I am confused about this problem and would appreciate any help you could give me. Thanks!

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  • What is the best way to check if there is overlap between player and static, non-collidable items in bullet physic engine

    - by tigrou
    I'd like to add non collidable objects (eg: power ups, items, ...) in a game world using Bullet Physics Engine and to know if there is collision between player and them. Some info : there is a lot of items ( 1000), all are box shapes and they don't overlap. Here is things i have tried : btDbvt* bvtItems = new btDbvt(); //btDbvt is a hierachical AABB tree, used by Bullet foreach(var item ...) { btDbvtVolume volume = ... //compute item AABB; bvtItems->insert(volume, (void*)someExtraData); } Then, to find collisions between items and player : playerRigidBody->getAabb(min, max); btDbvtVolume playervolume = ... //compute player AABB bvtItems->collideTV(bvtItems->m_root, playervolume, *someCollisionHandler); This works fairly well (and its very fast), however, there is a problem : it only check items AABB against player AABB. That loss of precision is acceptable for items but not for player which is not a box. It would actually need another check to make sure player really collide with item but i don't know how to do this in Bullet. It would have been nice to have a function like this : playerRigidBody->checkCollisionWithAABB(); After doing trying that, I discovered that a btGhostObject exist and seems to have been made for that. I changed my code like this : foreach(var item...) { btCollisionObject* ghostObject = new btGhostObject(); ghostObject->setCollisionShape(boxShape); ghostObject->setCollisionFlags(ghostObject->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE); startTransform.setOrigin(...); //item position ghostObject->setWorldTransform(startTransform); dynamicsWorld->addCollisionObject(ghostObject, btBroadphaseProxy::SensorTrigger, btBroadphaseProxy:: CharacterFilter); } It also works ok, but there is a huge fps drop (almost ten times slower) which is not acceptable. Maybe there is something missing (forget set a flag) and Bullet is doing extra job for nothing or maybe all that ghostObjects are polluting broad phase and ghostObject is not the right thing for that. Any help would be appreciated.

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  • DV-AVI in DivX Plus Player and VirtualDub - playback issue

    - by user714965
    I have an AVI-video which I had (digitally) transferred from a DV camera to my PC. The video contains errors at the beginning most likely because the DV tape was pretty old. When playing this video in the DivX Plus Player I get some picture artefacts and some high noise peaks of the sound. These stops after two seconds. When I'm playing this video in VirtualDub (where I want to cut it) I get the same picture artefacts. But the sound errors (those loud high peaks) lasts ten seconds. These sound errors are also contained in the cutted video. Why does the video have more errors when played in VirtualDub? I think because of different codecs which are used for decoding the video? How can I change the codec which VirtualDub uses for decoding? I have installed ffdshow for this but it seems that it is not used because I don't get the ffdshow icon in the taskbar when playing the video in VirtualDub. When playing in DivX Player Plus I get this icon.

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  • Linux application that bundles multiple incoming audio and video streams into one container file?

    - by StackedCrooked
    I've been assigned to implement a video on-demand service for a local university. Different aspects of the lectures (video, audio, screen cast, white board) will be recorded. During a lecture all these data streams arrive at one Linux server. This server should transcode and bundle all these streams into one container (Matroska) file. My options seem to be: Write a GStreamer application do something with FFMPEG do something with VLC ...? Has anyone done something similar in the past? Can you recommend something? Edit For those interested, here are a few of my findings: Matroska is not a good format for streaming (it's possible, but it's not its primary intent) For Flash streaming you can use MPEG4 If you want to combine different videos into one video where each subvideo occupies a rectangular portion of the total screen, then this GStreamer script is useful (I found it on this blog post). Desktop capture works fine with VLC

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  • How to download video from a website that uses flash player but

    - by TPR
    Possible Duplicate: Download Flash video file from any video site? Livestream.com seems to be using flash player to show both live streams and archived/recorded streams (meaning previously shown streams). I want to download the archived streams. I am assuming that it should be much easier to download archived video from the website compared to the live stream. Here is a sample video: http://www.livestream.com/copanamericana/video?clipId=pla_6f9f4d97-e48f-4b04-bcaa-18e281341b0f&utm_source=lslibrary&utm_medium=ui-thumb ^^ I am not interested in this particular video, just an example. Firefox plugins like DownloadHelper and all do not work. Any suggestions? If I look at the browsing cache, no matter what the website plays, all files have the same size! If I open them, of course no video gets played. So something clever/funny is going on with the flash player on livestream.com (yes, even the archives videos), so it is definitely not the same as downloading videos from youtube. However, ads played on livestream.com videos are properly stored in browser cache.

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  • libgdx loading textures fails [duplicate]

    - by Chris
    This question already has an answer here: Why do I get this file loading exception when trying to draw sprites with libgdx? 4 answers I'm trying to load my texture with playerTex = new Texture(Gdx.files.internal("player.jpg")); player.jpg is located under my-gdx-game-android/assets/data/player.jpg I get an exception like this: Full Code: @Override public void create() { camera = new OrthographicCamera(); camera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); batch = new SpriteBatch(); FileHandle file = Gdx.files.internal("player.jpg"); playerTex = new Texture(file); player = new Rectangle(); player.x = 800-20; player.y = 250; player.width = 20; player.height = 80; } @Override public void dispose() { // dispose of all the native resources playerTex.dispose(); batch.dispose(); } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(playerTex, player.x, player.y); batch.end(); if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 50 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 50 * Gdx.graphics.getDeltaTime(); }

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  • Facing a character towards the mouse

    - by ratata
    I'm trying to port a simple 2d top down shooter game from C++(Allegro) to Java and i'm having problems with rotating my character. Here's the code i used in c++ if (keys[A]) RotateRight(player, degree); if (keys[D]) RotateLeft(player, degree); void RotateLeft(Player& player, float& degree) { degree += player.rotatingSpeed; if ( degree >= 360 ) degree = 0; } void RotateRight(Player& player, float& degree) { degree -= player.rotatingSpeed; if ( degree <= 0) degree = 360; } And this is what i have in render section: al_draw_rotated_bitmap(player.image, player.frameWidth / 2, player.frameHeight / 2, player.x, player.y, degree * 3.14159 / 180, 0); Instead of using A-D keys i want to use mouse this time. I've been searching since last night and came up to few sample codes however noone of them worked. For example this just made my character to circle around the map: int centerX = width / 2; int centerY = height / 2; double angle = Math.atan2(centerY - mouseY, centerX - mouseX) - Math.PI / 2; ((Graphics2D)g).rotate(angle, centerX, centerY); g.fillRect(...); // draw your rectangle Any help is much appreciated.

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  • Moving new drive volume out of /media

    - by nomoreflash
    I have the following filesystem: Filesystem Size Used Avail Use% Mounted on /dev/sda1 33G 2.7G 29G 9% / udev 1007M 232K 1007M 1% /dev none 1007M 244K 1007M 1% /dev/shm none 1007M 292K 1007M 1% /var/run none 1007M 0 1007M 0% /var/lock none 1007M 0 1007M 0% /lib/init/rw none 33G 2.7G 29G 9% /var/lib/ureadahead/debugfs /dev/sdb1 137G 69M 137G 1% /media/New Volume I want the /media/New Volume to become part of /. Does anyone know how I can do that without using gparted etc.?

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  • Serve static media on "nginx"

    - by MMRUSer
    My django application hosted on Apache, and now I want to serve its static media through nginx, I don't have any prior experience in nginx...plus currently the static media is serve through Apache.. expecting some helping hand. Apache 2.2 mod_wsgi nignx-0.7.65 Django 1.1.1 Thanks..

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  • Tool to determine filesystem on removable media

    - by Todd Brooks
    I have a CompactFlash card that is used in a custom piece of hardware. WAV files are written to it. Windows doesn't recognize the media and wants to format it, which rules out FAT 16/32, NTFS, UDF, etc. Is there a Windows tool that can determine what filesystem the media is using and possible read the contents? I've tried dskprobe.exe, but it did not work.

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  • Streaming media from a download link

    - by Danny V.
    There often discussions and many facilities available to download streaming media (eg Youtube, Vimeo, etc), however is there a way it can stream a download link? Currently, my internet connection is prohibitively slow to download a video and I would prefer if I could watch the video while it is still downloading but I couldn't find how to do this. I did find this article but it appears to need your own media server.

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  • Best Way to Load Streaming Media Content in Intranet

    - by Magic
    Hello, What would be the best way to deal with large streaming media content in Intranet. We have a 50 MB file that is to be loaded to our Intranet site. Currently we have just pointed it to a file location instead of using a Data Streaming Server. This will download to each client when selected and is obviously not a good approach to accessing streaming media when accessing from overseas offices. Any suggestions? Cheers, Magic

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  • mirror a site with wget and download static media

    - by mountainswhim
    I'd like to mirror a site with wget and convert all the links to the local copies I've downloaded. So far that's easy all I have to do is wget -mk http://site.com However all of the static media is located in a different domain, if I follow all of the foreign hosts using the -H option it will download that static media files, but it will also download anything else externally linked. Is there a way to specify 'only download foreign hosts specified in list X'?

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  • Keeping Velocity Constant and Player in Position - Sidescrolling

    - by user2904951
    I'm working on a Little Mobile Game with Cocos2D-X and Box2D. The Point where I got stuck is the movement of a box2d-body (the main actor) and the according Sprite. Now I want to : move this Body with a constant velocity along the x-axis, no matter if it's rolling (it's a circleshape) upwards or downwards keep the body nearly sticking to the ground on which it's rolling keep the Body and the according Sprite in the Center of the Screen. What I tried : in the update()- method I used body->SetLinearVelocity(b2Vec2(x,y)) to higher/lower values, if the Body was passing a constant value for his velocity I used to set very high y-Values in body->SetLinearVelocity(b2Vec2(x,y)) First tried to use CCFollow with my playerSprite, which was also Scrolling along the y-axis, as i only need to scroll along the x-axis, so I decided to move the whole layer which is containing the ambience (platforms etc.) to the left of my Screen and my Player Body & Player sprite to the right of the Screen, adjusting the speed values to Keep the Player in the Center of the Screen. Well... ...didn't work as i wanted it to, because each time i set the velocity manually (I also tried to use body->applyLinearImpulse(...) when the Body is moving upwards just as playing around with the value of velocityIterations in world->Step(...)) there's a small delay, which pushes the player Body more or less further of the Center of the Screen. ... didn't also work as I expected it to, because I needed to adjust the x-Values, when the Body was moving upwards to Keep it not getting slowed down, this made my Body even less sticky to the ground.... ... CCFollow did a good Job, except that I didn't want to scroll along the y-axis also and it Forces the overgiven sprite to start in the Center of the Screen. Moving the whole Layer even brought no good results, I have tried a Long time to adjust values of the movement Speed of the layer and the Body to Keep it negating each other, that the player stays nearly in the Center of the Screen.... So my question is : Does anyone of you have any Kind of new Approach for me to solve this cohesive bunch of Problems ? Cheers, Seb

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  • Linux Live USB Media

    <b>Jamie's Random Musings:</b> "It is pretty common these days for laptops, and even desktops, to be able to boot from a USB flash memory drive. So you can save a little time and a little money by converting various Linux distributions ISO images to bootable USB devices, rather than burning them to CD/DVD."

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