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  • Booting from virtual machine VMWAre

    - by vikp
    Hi, I have a VMWare virtual machine (windows xp). I have just started it up through the VMWare player and it's extremely slow on my laptop (expected). Is it possible to boot from that image like in mac bootcamp so that it's not virtualised and soo slow? Thank you

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  • How to impose control access on flash player streaming through RTMP?

    - by MobiHunterz
    Hi, I'm using ICECAST and I'm streaming AAC/HE-AACv2 audio/video file through flash player and on iPhone. Both are separate. But when I submit url in WINAMP to stream it's requesting username/password. But when I use it with flash player, it just starts streaming. My case is I want to use same streaming (RTMP) for both website and iPhone app and i want to impose control access over my flash player to authenticate who can see streamed video. So, I need to allow access to authenticated users only to see flash player or just reject playing. Now, my provider is not supporting control access on flash player, but i need to do it... can u say how i can do this? Any kind of help will be appreciated. Thanks.

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  • Is it feasible and useful to auto-generate some code of unit tests?

    - by skiwi
    Earlier today I have come up with an idea, based upon a particular real use case, which I would want to have checked for feasability and usefulness. This question will feature a fair chunk of Java code, but can be applied to all languages running inside a VM, and maybe even outside. While there is real code, it uses nothing language-specific, so please read it mostly as pseudo code. The idea Make unit testing less cumbersome by adding in some ways to autogenerate code based on human interaction with the codebase. I understand this goes against the principle of TDD, but I don't think anyone ever proved that doing TDD is better over first creating code and then immediatly therafter the tests. This may even be adapted to be fit into TDD, but that is not my current goal. To show how it is intended to be used, I'll copy one of my classes here, for which I need to make unit tests. public class PutMonsterOnFieldAction implements PlayerAction { private final int handCardIndex; private final int fieldMonsterIndex; public PutMonsterOnFieldAction(final int handCardIndex, final int fieldMonsterIndex) { this.handCardIndex = Arguments.requirePositiveOrZero(handCardIndex, "handCardIndex"); this.fieldMonsterIndex = Arguments.requirePositiveOrZero(fieldMonsterIndex, "fieldCardIndex"); } @Override public boolean isActionAllowed(final Player player) { Objects.requireNonNull(player, "player"); Hand hand = player.getHand(); Field field = player.getField(); if (handCardIndex >= hand.getCapacity()) { return false; } if (fieldMonsterIndex >= field.getMonsterCapacity()) { return false; } if (field.hasMonster(fieldMonsterIndex)) { return false; } if (!(hand.get(handCardIndex) instanceof MonsterCard)) { return false; } return true; } @Override public void performAction(final Player player) { Objects.requireNonNull(player); if (!isActionAllowed(player)) { throw new PlayerActionNotAllowedException(); } Hand hand = player.getHand(); Field field = player.getField(); field.setMonster(fieldMonsterIndex, (MonsterCard)hand.play(handCardIndex)); } } We can observe the need for the following tests: Constructor test with valid input Constructor test with invalid inputs isActionAllowed test with valid input isActionAllowed test with invalid inputs performAction test with valid input performAction test with invalid inputs My idea mainly focuses on the isActionAllowed test with invalid inputs. Writing these tests is not fun, you need to ensure a number of conditions and you check whether it really returns false, this can be extended to performAction, where an exception needs to be thrown in that case. The goal of my idea is to generate those tests, by indicating (through GUI of IDE hopefully) that you want to generate tests based on a specific branch. The implementation by example User clicks on "Generate code for branch if (handCardIndex >= hand.getCapacity())". Now the tool needs to find a case where that holds. (I haven't added the relevant code as that may clutter the post ultimately) To invalidate the branch, the tool needs to find a handCardIndex and hand.getCapacity() such that the condition >= holds. It needs to construct a Player with a Hand that has a capacity of at least 1. It notices that the capacity private int of Hand needs to be at least 1. It searches for ways to set it to 1. Fortunately it finds a constructor that takes the capacity as an argument. It uses 1 for this. Some more work needs to be done to succesfully construct a Player instance, involving the creation of objects that have constraints that can be seen by inspecting the source code. It has found the hand with the least capacity possible and is able to construct it. Now to invalidate the test it will need to set handCardIndex = 1. It constructs the test and asserts it to be false (the returned value of the branch) What does the tool need to work? In order to function properly, it will need the ability to scan through all source code (including JDK code) to figure out all constraints. Optionally this could be done through the javadoc, but that is not always used to indicate all constraints. It could also do some trial and error, but it pretty much stops if you cannot attach source code to compiled classes. Then it needs some basic knowledge of what the primitive types are, including arrays. And it needs to be able to construct some form of "modification trees". The tool knows that it needs to change a certain variable to a different value in order to get the correct testcase. Hence it will need to list all possible ways to change it, without using reflection obviously. What this tool will not replace is the need to create tailored unit tests that tests all kinds of conditions when a certain method actually works. It is purely to be used to test methods when they invalidate constraints. My questions: Is creating such a tool feasible? Would it ever work, or are there some obvious problems? Would such a tool be useful? Is it even useful to automatically generate these testcases at all? Could it be extended to do even more useful things? Does, by chance, such a project already exist and would I be reinventing the wheel? If not proven useful, but still possible to make such thing, I will still consider it for fun. If it's considered useful, then I might make an open source project for it depending on the time. For people searching more background information about the used Player and Hand classes in my example, please refer to this repository. At the time of writing the PutMonsterOnFieldAction has not been uploaded to the repo yet, but this will be done once I'm done with the unit tests.

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  • SQLite3 table not accepting INSERT INTO statements. The table is created, and so is the database, but nothing is passed into it

    - by user1460029
    <?php try { //open the database $db = new PDO('sqlite:music.db'); $db->exec("DELETE from Music;"); $db->exec("INSERT INTO Music(Title, Author, ReleaseDate) VALUES ('Whatd I Say', 'Ray Charles', '1956');" . "INSERT INTO Music(Title, Author, ReleaseDate) VALUES ('Smells Like Teen Spirit.', 'Nirvana', '1991');" . "INSERT INTO Music(Title, Author, ReleaseDate) VALUES ('Hey Jude', 'The Beatles', '1968');" . "INSERT INTO Music(Title, Author, ReleaseDate) VALUES ('Johnny B. Goode', 'Chuck Berry', '1958');" . "INSERT INTO Music(Title, Author, ReleaseDate) VALUES ('Good Vibrations', 'The Beach Boys', '1966');" . "INSERT INTO Music(Title, Author, ReleaseDate) VALUES ('Respect', 'Aretha Franklin', '1967');" . "INSERT INTO Music(Title, Author, ReleaseDate) VALUES ('Whats Going On', 'Marvin Gaye', '1971');" . "INSERT INTO Music(Title, Author, ReleaseDate) VALUES ('Imagine', 'John Lennon', '1971');" . "INSERT INTO Music(Title, Author, ReleaseDate) VALUES ('(I Cant Get No) Satisfaction', 'Rolling Stones', '1965');" . "INSERT INTO Music(Title, Author, ReleaseDate) VALUES ('Like A Rolling Stone', 'Bob Dylan', '1965');"); //now output the data to a simple html table... //example of specifier --> WHERE First=\'Josh\'; <-- print "<table border=1>"; print "<tr><td>Title</td><td>Author</td><td>Y.O.P.</td></tr>"; $result = $db->query('SELECT * FROM Music '); foreach($result as $row) { print "<td>".$row['Title']."</td>"; print "<td>".$row['Author']."</td>"; print "<td>".$row['ReleaseDate']."</td></tr>"; } print "</table>"; $db = NULL; } catch(PDOException $e) { print 'Exception : '.$e->getMessage(); } ?> I am not sure why nothing is being inserted into the table. The file 'music.db' exists in the right path. For the record, I can only use SQlite3, no SQL allowed. PHP is allowed, so is SQLite3.

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  • MPD to play music to single channel of my multi-channel card?

    - by hany tawfik
    I installed an Ubuntu 12-04 LTS server for a special background music application of mine, where I am using the server with an Asus Xonar DS sound card. The installation is successful, the MPD is working, the sound card is working with Alsa and its libraries installed accept for Alsa-oss. Alsamixer is working fine with left/right sides of each channel volume control through Q/Z letters shortcut when alsamixer is open in terminal . using the command " speaker-test -Dplug:surround71 -c8 -l1 -twav " I can hear every voice message coming out from the card at the right connector, so "front right/ front left" voice message are coming from first output in the card back, while the other outputs are silent..so on. The problem is that MPD is playing on all outputs simultaneously the same audio. I have been trying various configurations for the last 12 days with out any success, including trying to put mappings in the /etc/asound.conf Can any body help me achieve the above, or direct me to the right configuration of MPD or asound.conf

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  • Choice of Input / music / graphics libraries for an indie game - what factors should I consider?

    - by RusselMeMan
    I was wondering which tools (grapics-sound-input libraries, game engine libraries) that the following indie games used: Braid Superbrothers: S&S Super Meat Boy Limbo Fez (I know this one is XNA) Also, what is in common use in production games? My guess for game development in C++ is: -DirectX is most common for  Windows games -SDL or SDL+OpenGL is most common for  Linux games -OpenGL + Apple APIs are most common for OSX development What do most indie game projects use? If I wanted to casually build my own game for fun in C++ with the idea of possibly releasing it to Steam or something someday, is there anything I should be concerned about if I make it with DirectX for music/sound/input and build my own game engine? Thanks!

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  • Problem with boundary collision

    - by James Century
    The problem: When the player hits the left boundary he stops (this is exactly what I want), when he hits the right boundary. He continues until his rectangle's left boundary meets with the right boundary. Outcome: https://www.youtube.com/watch?v=yuJfIWZ_LL0&feature=youtu.be My Code public class Player extends GameObject{ BufferedImageLoader loader; Texture tex = Game.getInstance(); BufferedImage image; Animation playerWalkLeft; private HealthBarManager healthBar; private String username; private int width; private ManaBarManager manaBar; public Player(float x, float y, ObjectID ID) { super(x, y, ID, null); loader = new BufferedImageLoader(); playerWalkLeft = new Animation(5,tex.player[10],tex.player[11],tex.player[12],tex.player[13],tex.player[14],tex.player[15],tex.player[17],tex.player[18]); } public void tick(LinkedList<GameObject> object) { setX(getX()+velX); setY(getY()+velY); playerWalkLeft.runAnimation(); } public void render(Graphics g) { g.setColor(Color.BLACK); FontMetrics fm = g.getFontMetrics(g.getFont()); if(username != null) width = fm.stringWidth(username); if(username != null){ g.drawString(username,(int) x-width/2+15,(int) y); } if(velX != 0){ playerWalkLeft.drawAnimation(g, (int)x, (int)y); }else{ g.drawImage(tex.player[16], (int)x, (int)y, null); } g.setColor(Color.PINK); g.drawRect((int)x,(int)y,33,48); g.drawRect(0,0,(int)Game.getWalkableBounds().getWidth(), (int)Game.getWalkableBounds().getHeight()); } @SuppressWarnings("unused") private Image getCurrentImage() { return image; } public float getX() { return x; } public float getY() { return y; } public void setX(float x) { Rectangle gameBoundry = Game.getWalkableBounds(); if(x >= gameBoundry.getMinX() && x <= gameBoundry.getMaxX()){ this.x = x; } } public void setY(float y) { //IGNORE THE SetY please. this.y = y; } public float getVelX() { return velX; } public void setHealthBar(HealthBarManager healthBar){ this.healthBar = healthBar; } public HealthBarManager getHealthBar(){ return healthBar; } public float getVelY() { return velY; } public void setVelX(float velX) { this.velX = velX; } public void setVelY(float velY) { this.velY = velY; } public ObjectID getID() { return ID; } public void setUsername(String playerName) { this.username = playerName; } public String getUsername(){ return this.username; } public void setManaBar(ManaBarManager manaBar) { this.manaBar = manaBar; } public ManaBarManager getManaBar(){ return manaBar; } public int getLevel(){ return 1; } public boolean isPlayerInsideBoundry(float x, float y){ Rectangle boundry = Game.getWalkableBounds(); if(boundry.contains(x,y)){ return true; } return false; } } What I've tried: - Using a method that checks if the game boundary contains player boundary rectangle. This gave me the same result as what the check statement in my setX did.

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  • Is there a way to play music from a server through the network and have two computers as speakers?

    - by Alvar
    Hi, I have a server (Ubuntu 8.04 server) that I want to use as a music player. I want my laptop Ubuntu 10.04 to be one speaker and my mac pro (mac os x 10.6) to be the other. Okay software is found and setup is done, (thanks for the pictures @JorgeCastro.) all of the softwares in both computers and server is setup how should I continue? http://www.pulseaudio.org/wiki/FirstSteps well if the sound is bad, is there a solution like compressing the sound files before sending them to the speaker? then you could improve sound quality and lower the data stream.

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  • How to use AVAudioPlayer to play M4P

    - by SimpleCode
    I want to use AVAudioPlayer to play M4p files from iTunes generator. I could use uiWebView to play it and it worked, but I want to put an image of my choice on the background of the player instead of the "quick time" logo. Can you help me as how to do this? Here is an example of the m4p file I want to play with AVAudioPlayer. http://a801.phobos.apple.com/us/r1000/059/Music/b9/0d/be/mzi.zqnndbil.aac.p.m4p Seriously, big thanks in advance!!

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  • How to add clickable logo on the flash web player?

    - by kishore
    Hi All, I have a code like this <script type="text/javascript" src="http://www.clipul.com/play/swfobject.js"></script> <div id="player">This text will be replaced</div> <script type="text/javascript"> var so = new SWFObject('http://montsmile.com/jwplayer/player.swf','mpl','480','380','8'); so.addParam('allowscriptaccess','always'); so.addParam('allowfullscreen','true'); so.addVariable('height','310'); so.addVariable('width','470'); so.addVariable('file','http://localhost:81/newtip/<?=$videopath1?>'); so.addVariable('logo','http://localhost:81/newtip/ffmpeg/logo2.jpg'); so.addVariable("ClickURL", "http://www.google.com"); so.addVariable('captions','/upload/corrie.xml'); so.addVariable('link','<?=$full_url.'tip.php?vid='.$row_video['vid']?>'); so.addVariable('linkfromdisplay','true'); so.addVariable('linktarget','_blank'); so.addVariable('searchbar','false'); so.addVariable('skin','http://montsmile.com/jwplayer/player.swf'); so.write('player'); </script> It is displaying a player and playing the video. If I Click on the Logo It has to go to www.google.com. But when I click on the logo it becomes pause. Help me how to add clickable Logo on the player

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  • Cocos2d: Changing b2Body x val every frame causes jitter

    - by Joey Green
    So, I have a jumping mechanism similar to what you would see in doodle jump where character jumps and you use the accelerometer to make character change direction left or right. I have a player object with position and a box2d b2Body with position. I'm changing the player X position via the accelerometer and the Y position according to box2d. pseudocode for this is like so -----accelerometer acceleration------ player.position = new X -----world update--------- physicsWorld-step() //this will get me the new Y according to the physics similation //so we keep the bodys Y value but change x to new X according to accelerometer data playerPhysicsBody.position = new pos(player.position.x, keepYval) player.position = playerPhysicsBody.position Now this is simplifying my code, but I'm doing the position conversion back and forth via mult or divide by PTM_. Well, I'm getting a weird jitter effect after I get big jump in acceleration data. So, my questions are: 1) Is this the right approach to have the accelerometer control the x pos and box2d control the y pos and just sync everthing up every frame? 2) Is there some issue with updating a b2body x position every frame? 3) Any idea what might be creating this jitter effect? I've collecting some data while running the game. Pre-body is before I set the x value on the b2Body in my update method after I world-step(). Post of course is afterwards. As you can see there is definitively a pattern. 012-06-19 08:14:13.118 Game[1073:707] pre-body pos 5.518720~24.362963 2012-06-19 08:14:13.120 Game[1073:707] post-body pos 5.060156~24.362963 2012-06-19 08:14:13.131 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.133 Game[1073:707] delta 0.016669 2012-06-19 08:14:13.135 Game[1073:707] pre-body pos 5.060156~24.689455 2012-06-19 08:14:13.137 Game[1073:707] post-body pos 5.502138~24.689455 2012-06-19 08:14:13.148 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.150 Game[1073:707] delta 0.016667 2012-06-19 08:14:13.151 Game[1073:707] pre-body pos 5.502138~25.006948 2012-06-19 08:14:13.153 Game[1073:707] post-body pos 5.043575~25.006948 2012-06-19 08:14:13.165 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.167 Game[1073:707] delta 0.016644 2012-06-19 08:14:13.169 Game[1073:707] pre-body pos 5.043575~25.315441 2012-06-19 08:14:13.170 Game[1073:707] post-body pos 5.485580~25.315441 2012-06-19 08:14:13.180 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.182 Game[1073:707] delta 0.016895 2012-06-19 08:14:13.185 Game[1073:707] pre-body pos 5.485580~25.614935 2012-06-19 08:14:13.188 Game[1073:707] post-body pos 5.026768~25.614935 2012-06-19 08:14:13.198 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.199 Game[1073:707] delta 0.016454 2012-06-19 08:14:13.207 Game[1073:707] pre-body pos 5.026768~25.905428 2012-06-19 08:14:13.211 Game[1073:707] post-body pos 5.469213~25.905428 2012-06-19 08:14:13.217 Game[1073:707] acceleration x -0.137421 2012-06-19 08:14:13.223 Game[1073:707] player velocity x: -65.022644 2012-06-19 08:14:13.229 Game[1073:707] delta 0.016603

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  • I need help with specific types of movement.

    - by IronGiraffe
    I'm adding movable crates to my game and I need some help with my movement code. The way I've set up my movement code the crate's X and Y are moved according to a vector2 unless it hits a wall. Here's the movement code: if (frameCount % (delay / 2) == 0) { for (int i = 0; i < Math.Abs(cSpeed.X); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X += Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } else { if (!Level.CollideTiles(crateBounds.X - (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X -= Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } } for (int i = 0; i < Math.Abs(cSpeed.Y); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y += Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } else { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y - Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y -= Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } } } The frameCount and delay variables just slow down the movement somewhat. Anyway, I've added a tool to my game that acts as a gravity well (drawing objects into it's center; the closer they get to the center the faster they go) and what I'm trying to do is make it so that the crate will bounce off the player (and vice versa) when they collide. Thus far, my code only keeps the crate and player from getting stuck inside each other (the player can still get stuck under the crate, but I'll fix that later.) So what I'd like to know is how I can best make the crate bounce off the player. The other movement problem I'm having is related to another tool which allows the player to pick up crates and move around with them. The problem is that the crate's movement while being carried isn't tied to the movement script (it moves the crate itself, instead of adding to speed), which makes the crate go through walls and such. I know what I have to do: make the crate's speed match the player's speed while the player is holding it, but I need the crate to snap to a certain position (just in front of the player) when the player grabs it and it needs to switch to another position (just in front of the player on the other side) when they player faces the other direction while holding it. What would be the best way to make it switch places while keeping all the movement tied to the speed vector?

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  • how to redirect itunes to external hard drive

    - by oo
    i have all my music on my hard drive but its running out of space. i bought an external hard drive, copied all my music over i went into itunes advanced preferences and changed my music location but when i view the itunes music library XML file in notepad, i still see a lot of things pointing to my regular hard drive i didn't check "Keep music files organized" because i didn't want itunes trying to copy everything over from my regular hard drive (because i already did it) is there any other way to simply refresh the music list given a new root directory.

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  • AVAudioPlayer currentTime problem

    - by StrAbZ
    Hi, I'm trying to use the audioplayer with a slider in order to seek into a track (nothing complicated). But I have a weird behavior... for some value of currentTime (between 0 and trackDuration), the player stop playing the track, and goes into "audioPlayerDidFinishPlaying:successfully:" with successfully to NO. And it did not go into "audioPlayerDecodeErrorDidOccur:error:" It's like it can't read the time i'm giving to it. For exemple the duration of the track is: 295.784424 seconds i set the currentTime to 55.0s (ie: 54.963878 or 54.963900 or 54.987755, etc... when printed as %f). The "crashes" always happen when the currentTime is 54.987755... and I really don't understand why... So if you have any idea... ^^

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  • Unable to call WMP's controls.play() function in VisualBasic

    - by A.J.
    I have the following code: http://pastebin.com/EgjbzqA2 which is basically just a stripped down version of http://www.dreamincode.net/forums/topic/57357-mymusic-player/. I want the program to play one file repeatedly, however, this function doesn't work for some reason. The program plays each file once and then stops. Private Sub Player3_PlayStateChange(ByVal NewState As Integer) Handles Player3.PlayStateChange Static Dim PlayAllowed As Boolean = True Select Case CType(NewState, WMPLib.WMPPlayState) Case WMPLib.WMPPlayState.wmppsReady If PlayAllowed Then Player3.controls.play() End If Case WMPLib.WMPPlayState.wmppsMediaEnded ' Start protection (without it next wouldn't play PlayAllowed = False ' Play track Player3.controls.play() ' End Protection PlayAllowed = True updatePlayer() End Select End Sub

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  • Play Shoutcast MP3 radio stream with Python?

    - by Zachary Brown
    I have managed to create an online radio station using Shoutcast and Sam Broadcaster. Now, I am wanting to build my own player for that radio station. I am not sure where to begin, I have googled, but no luck. I am using Python 2.6 on Microsoft Windows. I have managed to capture the stream and save it as an MP# on the hard disk, just not sure what to do with it next. I tried playback of the file, but it always pulls up errors. This is the code I have so far: import urllib target = open("broadcast.mp3") conn = urllib.urlopen("http://78.159.104.175:80") while True: target.write(con.read(5200)) Any help would be greatly appreciated!

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  • the commands ls and get of ftp are not working in vmware

    - by mnish
    Hi, Iam using vmware player version 3.1 to boot a minix 3 os image. After booting the minix os I want to get some files from a server using ftp. the ftp connection to the server works but when i use the commands "ls" or "get" nothing happens except it says "200 PORT command successful" and it hanges in there. The only thing i can do after typing ls+enter or get+enter is to exit the ftp by using ctrl+c. If anyone knows a solution to this? please help. Thank you

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  • How to read tags out of m4a files in .NET?

    - by dkackman
    I've got some heavily modified code that ultimately came from the Windows Media SDK that works great for reading tags out of MP3 and WMV files. Somewhere along the line, Windows Media Player added support for .m4a files (was it in Windows 7?) but the Windows Media API doesn't seem to reflect that addition (or at least IWMMetadataEditor2::OpenEx pukes on an .m4a file). What would be some good C# code or links on how to dig meta data tags out of m4a files? (Google has come up dry on the C# front.) UPDATE AtomicParsley did indeed end being the best approach. Since that code is a command line tool however I ended up having to create a managed wrapper around some of its functionality in order to use in-process. It is posted on google code if anyone else needs such a thing.

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  • How to turn off Video Acceleration programatically.

    - by Stefan
    Im using the Windows Media Player OCX in a program runned on hundreds of computers (dedicated). I have found out that when video acceleration is turned on to "full", on some computers it will cause the video to fail to play correct, with green squares between movies and so on. Turn the acceleration to "None" and everything is fine. This program is runned on ~800 computers that will autoupdate my program. So I want to add to the startup to my program that it turns off the video acceleration. The question is, how do I turn off video Acceleration Programatically? All computers are running XP and at least the second service pack. It would take me ages to manually logg in to all those computers and change that setting so thats why I want the program to be able to do it automagically for me.

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  • How to remove the file which has opened handles?

    - by SKINDER
    PROBLEM HISTORY: Now I use Windows Media Player SDK 9 to play AVI files in my desktop application. It works well on Windows XP but when I try to run it on Windows 7 I caught an error - I can not remove AVI file immediately after playback. The problem is that there are opened file handles exist. On Windows XP I have 2 opened file handles during the playing file and they are closed after closing of playback window but on Windows 7 I have already 4 opened handles during the playing file and 2 of them remain after the closing of playback window. They are become free only after closing the application. QUESTION: How can I solve this problem? How to remove the file which has opened handles? May be exists something like "force deletion"? Thanks.

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  • Virtual Tour Viewer?

    - by Jessica
    My client wanted me to put a virtual tour video on their website. They bought it from "ForRent.com". They forwarded it to me, and its nothing but the panoramic images. When I asked about some type of viewer/player, they simply stated I would need js or flash installed on my computer (i do). Of course, thats not going to magically put these photos into a virtual tour. This is my first time working with a virtual tour, so does anyone know of any viewers I could just put the images into so that the user could click and drag?

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  • Turn Photos and Home Videos into Movies with Windows Live Movie Maker

    - by DigitalGeekery
    Are you looking for an easy way to take your digital photos and videos and turn them into a movie or slideshow? Today we’ll take a detailed look at how to do use Windows Live Movie Maker. Installation Windows Live Movie Maker comes bundled as part of the Windows Live Essentials suite (link below). However, you don’t have to install any of the programs you may not want. Take notice of the You’re almost done screen. Before clicking Continue, be sure to uncheck the boxes to set your search provider and homepage. Adding Pictures and Videos Open Windows Live Movie Maker. You can add videos or photos by simply dragging and dropping them onto the storyboard area. You can also click on the storyboard area or on the Add videos and photos button on the Home tab to browse for videos and photos. Windows Live Movie Maker supports most video, image, and audio file types. Select your files and add click Open to add them to Windows Live Movie Maker. By default WLMM doesn’t allow you to add files from network locations…so check out our article on how to add network support to Windows Live MovieMaker if the files you want to add are on a network drive. Layout All of your added clips will appear in the storyboard area on the right, while the currently selected clip will appear in the preview window on the left. You can adjust the size of the two areas by clicking and dragging the dividing line in the middle.    Make the clips on the storyboard bigger or smaller by clicking on the thumbnail size icon. The slider at the lower right adjusts the zoom time scale.   Previewing your Movie At any time, you can playback your movie and preview how it will look in the Preview window by clicking the space bar, or by pushing the play button under the preview window. You can also manually move the preview bar slider across the storyboard to view the clips as the video progresses. Adjusting Clips on the Storyboard You can click and drag clips on the storyboard to change the order in which the photos and videos appear.   Adding Music Nothing brings a movie to life quite like music. Selecting Add music will add your music to the beginning of the movie. Select Add music at the current point to include it in the movie to the current location of your preview bar slider, then browse for your music clip. WLMM supports many common audio files such as WAV, MP3, M4A, WMA, AIFF, and ASF. The music clip will appear above the video / photos clips on the storyboard.   You can change the location of music clips by clicking and dragging them to a different location on the storyboard. Add Titles, Captions, and Credits To add a Title screen to your movie, click the Title button on the Home tab. Type your title directly into the text box on the preview screen. The title will be placed at the location of the preview slider on the storyboard. However, you can change the location by clicking and dragging title to other areas of the storyboard. On the Format tab, there are a handful of text settings. You can change the font, color, size, alignment,  and transparency. The Adjust group allows you to change the background color, edit the text, and set the length of time the Title will appear in the movie.   The Effects group on the Format tab allows you to select an effect for your title screen. By hovering your cursor over each option, you will get a live preview of how each effect will appear in the preview window. Click to apply any of the effects. For captions, select where you want your caption to appear with the preview slider on the storyboard, then click the captions button on the Home tab. Just like the title, you type your caption directly into the text box on the preview screen, and you can make any adjustments by using the Font and Paragraph, Adjust, and Effects groups above. Credits are done the same as titles and captions, except they are automatically placed at the end of the movie.   Transitions Go to the Animation tab on the ribbon to apply transitions. Select a clip from the storyboard and hover over one of the transition to see it in the preview window. Click on the transition to apply it to the clip. You can apply transitions separately to clips or hold down Ctrl button while clicking to select multiple clips to which to apply the same transition. Pan and zoom effects are also located on the Animations tab, but can be applied to photos only. Like transition, you can apply them individually to a clip or hold down Ctrl button while clicking to select multiple clips to which to apply the same pan and zoom effect. Once applied, you can adjust the duration of the transitions and pan and zoom effects. You can also click the dropdown for additional transitions or effects. Visual Effects Similar to Pan and Zoom and Transitions, you can apply a variety of Visual Effects to individual or multiple clips. Editing Video and Music Note: This does not actually edit the original video you imported into your Windows Live Movie Maker project, only how it appears in your WLMM project. There are some very basic editing tools located on the Home tab. The Rotate left and Rotate right button will adjust any clip that may be oriented incorrectly. The Fit to music button will automatically adjust the duration of the photos (if you have any in your project) to fit the length of the music in your movie. Audio mix allows you to change the volume level   You can also do some slightly more advanced editing from the Edit tab. Select the video clip on the storyboard and click the Trim tool to edit or remove portions of a video clip. Next, click and drag the sliders in the preview windows to select the are you wish to keep. For example, the area outside the sliders is the area trimmed from the movie. The area inside is the section that is kept in the movie. You can also adjust the Start and End points manually on the ribbon.   When you are finished, click Save trim. You can also split your video clips. Move the preview slider to the location in the video clip where you’d like to split it, and select Split. Your video will be split into separate sections. Now you can apply different effects or move them to different locations on the storyboard. Editing Music Clips Select the music clip on the storyboard and then the Options tab on the ribbon. You can adjust the music volume by moving the slider right and left.   You can also choose to have your music clip fade in or out at the beginning and end of your movie. From the Fade in and Fade out dropdowns, select None, Slow, Medium, or Fast. To adjust the sound of your audio clips, click on the Edit tab, select the Video volume button, and adjust the slider. Move it all the way to the left to mute any background noise in your video clips.   AutoMovie As you have seen, Windows Live Movie Maker allows you to add effects, transitions, titles, and more. If you don’t want to do any of that stuff yourself, AutoMovie will automatically add title, credits, cross fade transitions between items, pan and zoom effects to photos, and fit your project to the music. Just select the AutoMovie button on the Home tab. You can go from zero to movie in literally a couple minutes.   Uploading to YouTube You can share your video on YouTube directly from Windows Live Movie Maker. Click on the YouTube icon in the Sharing group on the Home tab. You’ll be prompted for your YouTube username and password. Fill in the details about your movie and click Publish. The movie will be converted to WMV before being uploaded to YouTube. As soon as the YouTube conversion is complete, you’re new movie is live and ready to be viewed. Saving your Movie as a Video File Select the icon at the top left, then select Save movie. As you hover your mouse over each of the options, you will see the output display size, aspect ratio, and estimated file size per minute of video. All of these settings will output your movie as a WMV file. (Unfortunately, the only option is to save a movie as a WMV file.) The only difference is how they are encoded based on preset common settings. The Burn to DVD option also outputs a WMV file, but then opens Windows DVD Maker and walks you through the process of creating and burning a DVD.   If you choose the Burn to DVD option, close this window when the WMV file conversion is complete and the Windows DVD Maker will prompt you to begin. When your movie is finished, it’s time to relax and enjoy.   Conclusion Windows Live Movie Maker makes it easy for the average person to quickly churn out nice looking movies and slideshows from there own pictures and videos. However, long time users of previous editions (formerly called Windows Movie Maker) will likely be disappointed by some features missing in Windows Live Movie Maker that existed in earlier editions. Looking for details on burning your new project to DVD, check out our article on how to create and author DVDs with Windows DVD Maker. Download Windows Live Movie Maker Similar Articles Productive Geek Tips Family Fun: Share Photos with Photo Gallery and Windows Live SpacesCreate and Author DVDs in Windows 7Rotate a Video 90 degrees with VLC or Windows Live Movie MakerInstall Windows Live Essentials In Windows 7How to Make/Edit a movie with Windows Movie Maker in Windows Vista TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 VMware Workstation 7 Acronis Online Backup Windows Firewall with Advanced Security – How To Guides Sculptris 1.0, 3D Drawing app AceStock, a Tiny Desktop Quote Monitor Gmail Button Addon (Firefox) Hyperwords addon (Firefox) Backup Outlook 2010

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  • What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button?

    - by Michael
    What are some good examples of exuberant in-game instructions for telling the player to repeatedly and quickly press a button or perform an action? I'm especially interested in examples in retro games (e.g., from the NES, SNES, and 1980-90s arcade eras), and I would love to see examples with text, graphics, or both. To illustrate, here are a few examples of the type of instructions that I'm thinking of: Smash the A button to lift something heavy! Toggle the joystick back and forth to break free! Quickly press the button to build power in a meter! I'm working on a 2D iOS game with retro-style pixel art, and there's a point where I want the player to quickly tap on a sprite to complete an action. I have a serviceable starting point -- the word "TAP" flashing with an arrow repeatedly moving downward beneath it: But it still doesn't feel quite right. I would love to see some actual examples from the golden days of 2D gaming to use as reference material. I know examples abound, but I'm just struggling to think of any concrete ones at the moment. Can you think of any examples of this type of thing in old games?

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  • How to fetch only the sprites in the player's range of motion for collision testing? (2D, axis aligned sprites)

    - by Twodordan
    I am working on a 2D sprite game for educational purposes. (In case you want to know, it uses WebGl and Javascript) I've implemented movement using the Euler method (and delta time) to keep things simple. Now I'm trying to tackle collisions. The way I wrote things, my game only has rectangular sprites (axis aligned, never rotated) of various/variable sizes. So I need to figure out what I hit and which side of the target sprite I hit (and I'm probably going to use these intersection tests). The old fashioned method seems to be to use tile based grids, to target only a few tiles at a time, but that sounds silly and impractical for my game. (Splitting the whole level into blocks, having each sprite's bounding box fit multiple blocks I might abide. But if the sprites change size and move around, you have to keep changing which tiles they belong to, every frame, it doesn't sound right.) In Flash you can test collision under one point, but it's not efficient to iterate through all the elements on stage each frame. (hence why people use the tile method). Bottom line is, I'm trying to figure out how to test only the elements within the player's range of motion. (I know how to get the range of motion, I have a good idea of how to write a collisionCheck(playerSprite, targetSprite) function. But how do I know which sprites are currently in the player's vicinity to fetch only them?) Please discuss. Cheers!

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