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  • How to "Un-Eject" a USB Flash drive -- Eject is easy (safely remove hardware), but what about Un-Eje

    - by Jian Lin
    There are times after I eject a USB Flash drive, I want to copy some more files over to the USB Flash drive. In this case, do I always need to unplug the drive and plug it back in? Is there a way to "reconnect" or "un-eject" the drive? To eject, that are two ways: 1) Right Click the drive (say H:) and choose Eject 2) Click "Safely remove hardware" from the icon tool But there seems to be no way to un-eject or reconnect a drive.

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  • How does data I/O takes place on USB Flash Memory ?

    - by user35704
    I want to know how is data I/O takes place on flash drives which are typically EEPROM's . I thought so as I was writing a C Program that involves file handling . For a normal HDD , that would involve returning the file pointer and reading or writing data to the disk which would be done by read/write HEAD . While in EEPROM's there is no read/write head , as it's works on mnemonic commands , So how come does the C file handling program works when I apply it to a file on flash drive ?

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  • Is Flash a secure content delivery technology for password protected digital content?

    - by Merkel Fastia
    We are working on a project that would be a competitor to Yudu for online publishing and what we are debating is whether to use Flash for content security protection as Yudu does. See for example "The Testicle Cookbok" for which a limited (3-frame) preview is available before a password is requested by the Flash application running in the browser. Do you see any problems with this approach or could you recommend an alternative technology for password proected digital content?

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  • Pseudorandom crashes in Flash Debugger - My bad, or Abode's?

    - by rinogo
    I'm working on a large-size dual AS3/Flex project (some parts are pure AS3, other parts are Flex), and I'm experiencing a lot of Flash Debugger crashes. These crashes aren't completely random - it seems like I can get them to occur with greater consistency when I perform certain actions in my app. However, at the same time, they aren't consistently repeatable - sometimes a set of actions causes my app to crash, and other times, the same steps execute fine without a crash. I have two questions (carefully worded to remove my personal bias :) ) Are these crashes due to my coding practices, or Adobe's Flash Debugger? When I deploy my app on a web site and access it via Flash Player, should I expect the same crashes to occur, or is Flash Player considerably more resilient than Flash Debugger? Thanks so much, all! :) -Rich

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  • How to resize a flash animation to fit HTML container?

    - by Andree
    Hi there, I have a flash animation with the size of 1280x1024 and I want to embed it into an HTML file. I want the flash file to be displayed in 800x600. This is my code: <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en"> <body align="center"> <object> <param name="movie" value="/flash/connect.swf" /> <embed src="/flash/connect.swf" width="800" height="600"></embed> </object> </body> </html> Well, it doesn't work. I do have a 800x600 frame, but the flash file itself still displayed on its original size. Can someone tell me what have I done wrong here? Thanks, Andree

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  • How to upload binary (audio) data from a Flash AS3 client to .NET server (WCF/REST/HTTP/?)?

    - by Bobby
    Simply stated: I'm trying to record audio in a browser, and get that data back up to the server. I originally tried to capture, encode and upload the audio using Silverlight, but because of the lack of suitable client-side encoding options, I'm now giving Flash a shot (Flash has baked-in support for encoding to Speex). I think I've figured out how to capture and encode the audio... But now what was easy in Silverlight, is the challenge in Flash. My server-side is .NET: MVC2- I'm open to receiving the audio in whatever manner is best- REST, WCF.. So that's my question: How could one upload binary data from Flash, to a .NET server-side endpoint. If the answer is WCF: then how would one setup the client-side proxies to communicate with the service? If the answer is REST or HTTP Post, then how would one construct this HTTP request and pass along the data? I've been reading up on AS3, but am new to Flash dev... Thanks for any help!

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  • How do I fix a font compatibilty issue from Mac to Windows, using Adobe Flash CS4?

    - by Michel Carroll
    Hi, I need to edit a Flash movie that somebody else developed in Adobe Flash CS3 on a Mac. I'm using Adobe Flash CS4 on Windows (Vista). However, the font that shows up on my computer is much bigger than on the .SWF that he produced. He used a custom font, which I had to add to my system Fonts folder. Because Adobe Flash detected the right fonts on my computer, it didn't map them to substitute fonts. I verified that Flash is indeed using the same font files that he used. I believe the fonts are being rendered differently because I'm using Windows. How do I fix this?

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  • How to proprely remove a flash object from a HTML page.

    - by Niklaos
    Hi guys. I made a website using AJAX (with jquery) for the navigation. The pages of the site are sliding and I use remove() to destroy the old page. Every thing seems alright, but some times the browser crashes when he tries to remove the old page containing a Flash object. I suppose this is because Flash is still executing the Flash object. My question is simple. How do i remove this Flash's object for my page without having the browser crashing on my face ? Is there a way to stop the Flash execution before removing the object ? Thanks for your help.

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  • Professional Windows Phone 7 Game Development: Creating Games using XNA Game Studio 4

    - by Chris Williams
    In 24 short days*, my (along with the awesome George W. Clingerman) first book will be released:   Professional Windows Phone 7 Game Development: Creating Games using XNA Game Studio 4 (or as we like to call it, that damned 550 page monstrosity that nearly killed us) Weighing in at 552 pages and featuring a foreward by the legendary James Silva (Ska Studios, creator of The Dishwasher: Dead Samurai, The Dishwasher: Vampire Smile, I MAED A GAME W1TH Z0MB1ES 1NIT!!!1, and more...) this book gives thorough coverage of XNA 4.0 as it relates to Windows Phone 7. The book is written in a light, conversational tone, which means (unlike some books) you won't be compelled to gouge your eyes out with a rusty spork after reading the first few pages. At least, that’s the intent. If you do feel compelled to engage in some feats of eye-gouging sporkage, we (the authors of this book) would like to point out that we are not responsible and that seeking the help of a mental health professional might be advised. (We’re not qualified to dispense medical advice either.) The book is structured to introduce relevant material first, with code snippets and samples of how to use various phone features and XNA concepts, with helpful side notes along the way. After you've been exposed to a few chapters worth of concepts, you get the chance to bring them together by building a game that leverages those features. This book contains THREE (3!) complete games, including: Drive & Dodge (a racing game), Poker Dice (roll dice to make poker hand combinations) and Picture Puzzle (take a photo and turn it into a jigsaw puzzle.) Writing this book has been an incredible experience, and we hope reading it will be equally informative for all of you. We’re also happy to announce there will be a Kindle edition available, along with various other electronic media. Get your copy from Wiley.com, Amazon.com, Barnes & Noble, and anywhere else awesome books are sold. *more or less… some sites list the publication date as early march, but the official street date is 2/21/2011

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  • More Retro Games

    - by Matt Christian
    Last week I made 2 stops to my local game stores and spent a load of cash on a bunch of new retro games for my collection.  Here are the recent additions: NES - Mega Man 2 - The Adventures of Bayou Billy - Ducktales - Metal Gear - Super Mario Bros / Duck Hunt - Firestorm - Dragon's Lair - Bartman Meets Radioactive Man N64 - Superman 64 - Zelda: Ocarina of Time (in original box, box is in poor condition) Atari - Superman - Adventure - Donkey Kong - Raiders of the Lost Ark Dreamcast - Memory card with view screen - Space Channel 5 Genesis (all in case) - Jurassic Park - Sonic Spinball - Sonic the Hegehog 3 (missing manual) - Spiderman (also called Spiderman vs. The Kingpin) GameGear - Bart vs The Space Mutants Quite a large haul given it was all purchased in 2 days.  Although, Metal Gear I got for a great deal and almost considered buying their other copy simply to resale for more though I decided against it to let another lucky soul find it.  I may need to run over there again because I think they had TMNT 2 (NES) for around $6 and it usually sells for more than that.  I could have sworn I grabbed it and bought it but my receipt tells me differently. I also found my copy of Super Mario 3 and added that to my collection.  Unfortunately one of the corners of the label has begun to peel up pretty badly which sucks although it's still a good item for the collection. In other retro news, this weekend was Easter and while at my grandparents the cousins wanted to play on their NES which was not working.  Me being the retro NES nerd I am, grabbed a screw driver, some Windex, a few toothpicks, and a few cotton swabs and had it up and running under an hour (that includes eating dinner!).  The NES holds the games tighter, has a better connection, and works almost instantly.  I should do THAT for a living!

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  • Has anyone else read "Programming video games for the Evil Genius"

    - by Martin
    I bought this book called "Programming Video Games for the Evil Genius" by Ian Cinnamon. If there is anyone who has read or is familiar with this book I am wondering if they think it is worth reading. I am interested in making video games. I have already taken intro courses in C++, Java and Python and got through okay. I've been going through this book for about a month now(SLOWLY). All I have to do is type the code exactly in the book, BUT a lot of the code is not clearly explained. I do some research online but I usually still have some trouble answering my questions. Then I found stack overflow. It's been a ton of help. Right now I am trying to make a racing game right out of this book and I got to a point where the author left a bunch of errors in his code. One of the members of this website fixed it up for me, but added some stuff that I'm having trouble understanding. I spend more time trying to figure out the authors errors and fix them or get someone to help me fix them than I actually do learning code. I REALLY want to learn how to do this and I am ready and willing to put in the time, but I'm not sure if my time would be better spent learning from a different source. Are there any veterans out there that are familiar with this book and think it's worth it/not worth it? Should I try to move onto another book? Any advice for a fresh start for someone who wants to learn some video game programming?

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  • Is there a portal dedicated to HTML5 games?

    - by Bane
    Just to get something straight; by "portal", I mean a website that frequently publishes a certain type of games, has a blog, some articles, maybe some tutorials and so on. All of these things are not required (except the game publishing part, of course), for example, I consider Miniclip to be a flash game portal. The reason for defining this term is because I'm not sure if other people use it in this context. I recently (less than a year ago) got into HTML5 game development, nothing serious, just my own small projects that I didn't really show to a lot of people, and that certainly didn't end up somewhere on the web (although, I am planning to make a website for my next game). I am interested in the existence of an online portal where indie devs (or non-indie ones, doesn't really matter that much) can publish their own games, sort of like "by devs for devs", also a place where you can find some simple tutorials on basic HTML5 game development and so on... I doubt something like this exists for several reasons: You can't really commercialize an HTML5 game without a strong server-side and microtransactions The code can be easily copied HTML5 is simply new, and things need time to get their own portals somewhere... If a thing like this does not exist, I think I might get into making one some day...

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  • Styles of games that work at low-resolution

    - by Brendan Long
    I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff. Obviously, that's lame, so the "real goal" is to make an impressive game on the device. The problem is that it only has 64 pixels to work with (technically 72, but the top 8 are single-color and not part of the main display, so they're really only useful for displaying things like money). My problem is thinking of something to do on a device that small. It doesn't really matter if it's original, but it can't be something that's already available. My first idea was "snake", but that comes with the SDK. Same with a side-scrolling shooter. Remaining ideas include a tower defense game (hard to write, hard to control), an RPG (same), tetris (lame).. The problem is that all of the games I like require a high-resolution screen because they have a lot of text. Even a really simple game like nethack would be hard because each creature would be a single color. tl;dr What styles of games require a. No text; and b. Few enough objects that representing them each with a single color is acceptable? EDIT: To clarify, the display is 8x8 for a total of 64 pixels, not 64x64.

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  • Styles of games that work at low-resolution

    - by Brendan Long
    I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff. Obviously, that's lame, so the "real goal" is to make an impressive game on the device. The problem is that it only has 64 pixels to work with (technically 72, but the top 8 are single-color and not part of the main display, so they're really only useful for displaying things like money). My problem is thinking of something to do on a device that small. It doesn't really matter if it's original, but it can't be something that's already available. My first idea was "snake", but that comes with the SDK. Same with a side-scrolling shooter. Remaining ideas include a tower defense game (hard to write, hard to control), an RPG (same), tetris (lame).. The problem is that all of the games I like require a high-resolution screen because they have a lot of text. Even a really simple game like nethack would be hard because each creature would be a single color. tl;dr What styles of games require a. No text; and b. Few enough objects that representing them each with a single color is acceptable?

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  • Updating games for iOS 6 and new iPhone/iPod Touch

    - by SundayMonday
    Say I have a game that runs full-screen on iPhone 4S and older devices. The balance of the game is just right for the 480 x 320 screen and associated aspect ratio. Now I want to update my game to run full-screen on the new iPhone/iPod Touch where the aspect ratio of the screen is different. It seems like this can be challenging for some games in terms of maintaining the "balance". For example if the extra screen space was just tacked onto the right side of Jet Pack Joyride the balance would be thrown off since the user now has more time to see and react to obstacles. Also it could be challenging in terms of code maintenance. Perhaps Jet Pack Joyride would slightly increase the speed of approaching obstacles when the game is played on newer devices. However this quickly becomes messy when extra conditional statements are added all over the code. One solution is to have some parameters that are set in once place at start-up depending on the device type. What are some strategies for updating iOS games to run on the new iPhone and iPod Touch?

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  • Designing rules to fight smallpox in Civ-style TBS games

    - by Williham Totland
    TL;DR: How do you design a ruleset for a Civ-style TBS game that prevents city smallpox from being a profitable or viable strategy? Long version: Civ-style games are pretty great. Bringing a civilization from cradle to grave is a great endeavor, and practicing diplomacy with hard-line human players is fun and challenging. In theory. In practice, however, many of these games has, especially in multiplayer, exactly one viable strategy: City smallpox, a.k.a. infinite city spread, a.k.a. covering all available space with 1-citizen cities, packed as tight as they will go. I suppose this could count as emergent gameplay, but still; it could hardly be considered to be in the spirit of the class of game. The Civilization series, of course, is stuck in their more or less fixed rule sets, established with Civilization. Yes, there have been major changes in some respects, but the rules pertaining to city building and maintenance have stayed pretty similar. So the question, then: If you build a ruleset for a TBS from the ground up; what rules should be in place to prevent Infinite City Sprawl from being a viable strategy? Or should ICS be a viable strategy?

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  • Cleaning Up Online Games with Positive Enforcement

    - by Jason Fitzpatrick
    Anyone who has played online multiplayer games, especially those focused on combat, can attest to how caustic other players can be. League of Legends creators are fighting that, rather successfully, with a positive-reinforcement honor system. The Mary Sue reports: Here’s the background: Six months ago, Riot established Team Player Behavior — affectionately called Team PB&J — a group of experts in psychology, neuroscience, and statistics (already, I am impressed). At the helm is Jeffrey Lin, better known as Dr. Lyte, Riot’s lead designer of social systems. As quoted in a recent article at Polygon: We want to show other companies and other games that it is possible to tackle player behavior, and with certain systems and game design tools, we can shape players to be more positive. Which brings us to the Honor system. Honor is a way for players to reward each other for good behavior. This is divvied up into four categories: Friendly, Helpful, Teamwork, and Honorable Opponent. At the end of a match, players can hand out points to those they deem worthy. These points are reflected on players’ profiles, but do not result in any in-game bonuses or rewards (though this may change in the future). All Honor does is show that you played nicely. 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8

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  • Kickstarter and 2D smartphone games

    - by mm24
    I am about to launch a Kickstarter project as, after 14 months of full time development on my first iOS game, I run out of money. I developed an iOS game that needs few more months to be ready (the game structure is there but haven't yet worked on balancing the difficulty of the various levels). I have a feeling that most of the computer games founded on Kickstarter are for console, PC or Mac and not for smartphones. The category that many people seem to like is RPG style games. I have done tons of work over a year and collaborated with musicians and illustrators to get top quality graphics and music. The game looks cool to be an iOS 2D game but, compared to what I've seen on Kickstarter, I feel so little and humbled. I have searched for smartphone game projects on Kickstarter but haven't found many. I believe that the reason is that people are not keen in backing an APP that is normally sold for 0.99$ as they perceive is not something big. Am I the only one having this feeling? Could anyone please share a list of references to some successfully backed kickstarter smartphone game projects? (In this way the question will not become a "chat" and will fulfill the requirements to be a gamedev question). Any other article or authoritative answer will be welcome.

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  • Bad Performance With Games Under Wine in Ubuntu 12.04

    - by Pandem
    I'm somewhat new to Linux. I've dabbled with it before but never more than just experimentation in a VM or dual boot where I almost always reverted back to Windows soon after (more due to a lack of commitment than a dislike for the OS). Anyway my problem is that in the two games (Guild Wars and Team Fortress 2) I've tried so far I get fairly bad performance. Despite both games having a "Platinum" rating I've still been forced to run both in DirectX 8, otherwise they either crash, have texture defects or the UI is missing. By "bad performance" I mean sub-30 FPS where there are some players and regular large framerate drops with video settings on low. Currently in my mind I believe the performance issues are just a problem with the drivers because my graphics card is a AMD 7850 which is virtually brand new and probably not properly supported yet but I'm unsure and would appreciate advice or tips to improve things. I have Ubuntu 12.04 installed and I am usually logged in a Gnome Classic session. I have installed AMD's proprietary drivers (Catalyst version 12.4) and have Wine 1.4 installed. I have used Winetricks to install DX9/DX10 dlls and other things.

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  • Why is my movie clip instance null?

    - by Khan
    I have 2 movie clips in my scene, one is charlie brown running and another is lucy lifting a football. The movie clip instances are aptly named: lucyLifting and charlieRunning. When I get to frame 75, I run the following code: stop(); trace(lucyLifting); trace(charlieRunning); lucyLifing.stop(); charlieRunning.stop(); and I get the following output: [object MovieClip] null Why isn't it recognizing my second movie clip instance? This is very frustrating.... Thank you in advance.

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  • fms port error after installed

    - by Ela
    I installed fms 3.5 and actually am running apache for php in 8080 and want to make this fms service in different port and made it as 8083 while installing, After installed when am starting fms using ./fmsmgr server fms start it shows error message and i checked in messages file it gives already that port is used by someone "Mar 26 03:59:51 u15393552 Adaptor[12576]: Failed to initialize listeners for adaptor admin, FMS is already running or other adaptor admin" please find me the solution.

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  • Any Red5 Working Example Project for 0.9 release

    - by Daryl
    I'm trying to find 1, just 1, working sample project for Red5 that's updated to work against the latest 0.9 release without missing jars and other nonsense. Right now, it's at v0.9 and the libs are different from other versions. They have 5 pathetic examples on their website, but all were built with the older versions, and who knows which version since they don't seem to be putting any effort into updating or marketing their open source project. For these 5 old examples, I could use the Add External JARS feature to try and add libs from previous versions, they don't mention which versions they were built against and I'm not going to try each previous version to see which works (I already did and nothing works). P.S. Voted the worst documented project on the planet. It's hilarious, one of their developers posted a few videos on youtube, without bothering to attach a sample zip for the get-started project he's demoing. No offense, but that's seriously #(#$$#($!@#*. Not a good start for any tech decision maker to assess a technology for commercial use. Anyone who's more intelligent and can shed some light on behalf of these fools?

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  • [as3] list cellRenderer

    - by lemon
    I'm quite new with as3 via cs4 so please bear with me. I'm trying to make a phone book type list that displays the users name, cellnumber and possible a delete button. --- Bob 09XXXXXXXXX delete --- Sussie 09XXXXXXXXX delete --- Johnny 09XXXXXXXXX delete --- I've tried making a list and added to it a XML dataprovider <profiles> <profile> <label>Bob</label> ... </profile> It'll then display a list of names Bob Sussie Johnny But what do I have to do in order to get it print like fig 1? I know that it has something to do with CellRender but I can't seem to find any decent examples in Google.

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