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  • Grub2 menu after crash

    - by poopa
    Hi, I have ubuntu 9.10 desktop VMware VM with the default grub2 installed. There is some weird problem with this VM. When you clone this vm and have a customization script run, the cloned machine crashes at first boot (VMware does not officially suport customizaing Ubuntu newer than 8.04). After the creash the Grub boot menu is displayed but there is not time out. I checked /boot/grub/grub.cfg and it does indeed show a timeout of 10 seconds. Nothing happens till I select an option with the keyboard. The second time the Ubuntu loads, it does not crash. My question is, how do I make the grub menu timeout in that case? Thanks.

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  • Prioritize file sharing capabilities in Windows Server 2008

    - by cmbrnt
    I've got a server running Windows Server 2008, and use it mainly for sharing files throughout the domain from a number of disks. It's running on VMware ESXi 4.0, in case that matters. My problem is that when I log in to the server to check user permissions etc, the access speed the files on the remote disks almost grinds to a halt. I havn't been able to measure the speeds, but I would guess it slows down to about 100kB/s as soon as I log in. This is on a gigabit network and the problems are equal for all users, even the ones connected to the same switch as the server. I've assigned 2 GB RAM to the server, and reserved it 1,5Ghz processor power. I don't have to do anything special on the server for this halt to occur. How can I make sure file sharing is prioritized on the server, so no matter what applications I'm using it will always make sure file sharing works properly? Could this be a VMware issue?

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  • Where are iSCSI and volume information location on ESX 4.0?

    - by sec_goat
    Let me start by saying I am somewhat of a Vmware novice, I know just enought to manage and create servers at a basic level from the vSphere client. I have a VMWare server, ESX 4.0 connected over iSCSI to a SAN. The SAN is being used as storage for both RDMs and VMFS volumes. The SAN has died and I ordered a new one. Where can I see the settings related to the iSCSI and volume configuration so that I can try and replicate them on the new SAN when it arrives?

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  • Calculate new position of player

    - by user1439111
    Edit: I will summerize my question since it is very long (Thanks Len for pointing it out) What I'm trying to find out is to get a new position of a player after an X amount of time. The following variables are known: - Speed - Length between the 2 points - Source position (X, Y) - Destination position (X, Y) How can I calculate a position between the source and destion with these variables given? For example: source: 0, 0 destination: 10, 0 speed: 1 so after 1 second the players position would be 1, 0 The code below works but it's quite long so I'm looking for something shorter/more logical ====================================================================== I'm having a hard time figuring out how to calculate a new position of a player ingame. This code is server sided used to track a player(It's a emulator so I don't have access to the clients code). The collision detection of the server works fine I'm using bresenham's line algorithm and a raycast to determine at which point a collision happens. Once I deteremined the collision I calculate the length of the path the player is about to walk and also the total time. I would like to know the new position of a player each second. This is the code I'm currently using. It's in C++ but I am porting the server to C# and I haven't written the code in C# yet. // Difference between the source X - destination X //and source y - destionation Y float xDiff, yDiff; xDiff = xDes - xSrc; yDiff = yDes - ySrc; float walkingLength = 0.00F; float NewX = xDiff * xDiff; float NewY = yDiff * yDiff; walkingLength = NewX + NewY; walkingLength = sqrt(walkingLength); const float PI = 3.14159265F; float Angle = 0.00F; if(xDes >= xSrc && yDes >= ySrc) { Angle = atanf((yDiff / xDiff)); Angle = Angle * 180 / PI; } else if(xDes < xSrc && yDes >= ySrc) { Angle = atanf((-xDiff / yDiff)); Angle = Angle * 180 / PI; Angle += 90.00F; } else if(xDes < xSrc && yDes < ySrc) { Angle = atanf((yDiff / xDiff)); Angle = Angle * 180 / PI; Angle += 180.00F; } else if(xDes >= xSrc && yDes < ySrc) { Angle = atanf((xDiff / -yDiff)); Angle = Angle * 180 / PI; Angle += 270.00F; } float WalkingTime = (float)walkingLength / (float)speed; bool Done = false; float i = 0; while(i < walkingLength) { if(Done == true) { break; } if(WalkingTime >= 1000) { Sleep(1000); i += speed; WalkTime -= 1000; } else { Sleep(WalkTime); i += speed * WalkTime; WalkTime -= 1000; Done = true; } if(Angle >= 0 && Angle < 90) { float xNew = cosf(Angle * PI / 180) * i; float yNew = sinf(Angle * PI / 180) * i; float NewCharacterX = xSrc + xNew; float NewCharacterY = ySrc + yNew; } I have cut the last part of the loop since it's just 3 other else if statements with 3 other angle conditions and the only change is the sin and cos. The given speed parameter is the speed/second. The code above works but as you can see it's quite long so I'm looking for a new way to calculate this. btw, don't mind the while loop to calculate each new position I'm going to use a timer in C# Thank you very much

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  • Simple thruster like behaviour when rotating sprite

    - by ensamgud
    I'm prototyping some 2D game concepts with XNA and have added some basic keyboard inputs to control a triangle sprite. When I press key up the sprite accelerates in it's current facing direction, when I release the key it brakes down. For rotation, when I press left/right keys I rotate the sprite. Currently the sprite immedately changes direction when I rotate it. What I want is for it to keep moving in the same direction when I rotate, until I hit key up, adding thrust in whatever direction the sprite is pointing at. This would simulate thrusters on a classic space shooter like Asteroids. I'm adding an image to describe the behaviour I'm after and some code samples of how I'm doing things at the moment. This is my player struct, holding information of the sprite. public struct PlayerData { public Vector2 Position; // where to draw the sprite public Vector2 Direction; // travel direction of sprite public float Angle; // rotation of sprite public float Velocity; public float Acceleration; public float Decelleration; public float RotationAcceleration; public float RotationDecceleration; public float TopSpeed; public float Scale; } This is how I'm currently handling thrusting / braking (when pressing/releasing key up) (simplified, removed some bounds checking etc): player.Velocity += player.Acceleration * 0.1f; player.Velocity -= player.Acceleration * 0.1f; And when I rotate the sprite left and right: player.Angle -= player.RotationAcceleration * 0.1f; player.Angle += player.RotationAcceleration * 0.1f; This runs in the update loop, keeps the direction updated and updates the position: Vector2 up = new Vector2(0f, -1f); Matrix rotMatrix = Matrix.CreateRotationZ(player.Angle); player.Direction = Vector2.Transform(up, rotMatrix); player.Direction *= player.Velocity; player.Position += player.Direction; I am following along various beginner tutorials and haven't found any describing this, but I have tried some on my own without success. Do I need to change my velocity and acceleration fields to Vectors instead of floats to accomplish this type of movement? I realise my Angle and the Direction vector is currently tied together and I need to disconnect these somehow to be able to rotate freely without changing the direction of the movement, but I can't quite figure out how to do this while keeping the acceleration/decceleration functional. Would appreciate an explanation rather than pure code samples. Thanks,

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  • How can I add a character and enemies to a game that uses Parallax Scrolling? [on hold]

    - by Homer_Simpson
    I use the following code to create Parallax Scrolling: http://www.david-gouveia.com/portfolio/2d-camera-with-parallax-scrolling-in-xna/ Parallax Scrolling is working but I don't know how to add the player and the enemies. I tried to add a player class to the existing code, but if the player moves, then the camera isn't pointing at the player. The player leaves the camera viewport after a few seconds. I use the following code(as described in the tutorial), but it's not working: // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); What can I do so that the player is always the center of the camera? How should I add the character and the enemies to the game? Should I create a layer for the character and the enemies? For example: new Layer(_camera) { Parallax = new Vector2(0.9f, 1.0f) } At the moment, I don't use a layer for the player and I don't have implemented the enemies because I don't know how to do that. My player class: public class Player { Texture2D Playertex; public Vector2 Playerposition = new Vector2(400, 240); private Game1 game1; public Player(Game1 game) { game1 = game; } public void Load(ContentManager content) { Playertex = content.Load<Texture2D>("8bitmario"); TouchPanel.EnabledGestures = GestureType.HorizontalDrag; } public void Update(GameTime gameTime) { while (TouchPanel.IsGestureAvailable) { GestureSample gs = TouchPanel.ReadGesture(); switch (gs.GestureType) { case GestureType.HorizontalDrag: Playerposition.X += 3f; break; } } } public void Render(SpriteBatch batch) { batch.Draw(Playertex, new Vector2(Playerposition.X - Playertex.Width / 2, Playerposition.Y - Playertex.Height / 2), Color.White); } } In Game1, I update the player and camera class: protected override void Update(GameTime gameTime) { // Updates my character's position player.Update(gameTime); // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (Layer layer in _layers) layer.Draw(spriteBatch); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _camera.GetViewMatrix(new Vector2(0.0f, 0.0f))); player.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }

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  • MP3 player no longer syncing

    - by zildjohn01
    I recently installed third-party drivers for the (Sony) PS3 controller on my friend's PC (Windows XP). I found out a few days later that his MP3 player (also Sony) is no longer recognized by Windows. He gets the "connect device" sound, and about 250ms later, the "disconnect device" sound. I figured the controller driver took over the Walkman's device ID, so I went through the registry and C:\Windows\inf removing all references to Sony's VID (054C), but I haven't had any luck. What would you do in this situation?

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  • Applescript save command for QuickTime Player

    - by Frost Shadow
    I've installed the Perian addon for Quicktime so it can open .flv files, and then I can save them as .m4v or .mov. I'm trying to make an Applescript to convert from .flv to .m4v automatically by using this tutorial and butchering their example applescript file, which normally converts ChemDraw files (.cdx, .cml, .mol) to .tiff, so that it instead uses Quicktime to save the .flv files as .m4v. When I try to use it, though, I get an error "QuickTime Player got an error: document 1 doesn't understand the save message". My save message is currently: save first document in target_path as ".m4v" which looks like the QuickTime dictionary's instructions: save specifier : The document(s) or window(s) to save. [as saveable file format] : The file format to use. I've also tried "m4v", without the period, and still get the error. Is my Save direction wrong, or is it probably an error from trying to use Quicktime instead of the original ChemDraw? I tried to change references to .cdx, .cml, .mol, .tiff, and ChemDraw to .flv, .m4v, and QuickTime respectively, but maybe it's more complicated than that?

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  • Mac OSX: Adobe Flash player 10.1.85.3 text issue

    - by sparkey
    Running Flash Player 10.1.85.3. on OS-X 10.6.4 I've run into a very strange issue with Adobe/Macromedia Flash. Text in dialogs sometimes is not displayed, and the containing boxes are distorted. It occurs in all browsers. This is best demonstrated on YouTube in some of their ads, as well as in Google Analytics overlays on graphs. You can see the issue here: As you can see, where I have moused over the high point, there should be a dialog with some text, but instead it is quite broken. I've tried uninstalling and reinstalling the Flash plugin several times, reinstalling Google Chrome, validating my fonts with FontBook (removed all dupes/ fonts with warnings). Also as a last resort I checked/ repaired perms on my disk. What should I do?

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  • MP3 player no longer syncs after installing Sixaxis drivers

    - by zildjohn01
    I recently installed third-party drivers for the (Sony) PS3 controller on my friend's PC (Windows XP). I found out a few days later that his MP3 player (also Sony) is no longer recognized by Windows. He gets the "connect device" sound, and about 250ms later, the "disconnect device" sound. I figured the controller driver took over the Walkman's device ID, so I went through the registry and C:\Windows\inf removing all references to Sony's VID (054C), but I haven't had any luck. What would you do in this situation?

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  • Error - installing Adobe Flash Player: "The installer you are trying to use is corrupted or incomple

    - by imageree
    I am using Windows 7 64 bits and Chrome browser. When I try to install Adobe Flash player I get this error: "NSIS Error The installer you are trying to use is corrupted or incomplete. This could be the result of a damaged disk, a failed download or a virus. You may want to contact the author of this installer to obtain a new copy. It may be possible to skip this check using the /NCRC command line switch (NOT RECOMMENDED)." Any idea what is the problem?

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  • wmpnetwork.exe service clogs CPU usage

    - by Brenton Taylor
    We have remote locations each with 2 ASUS media extenders that stream from a computer with a shared Media Player library. Lately, several of these locations experience the "wmpnetwork.exe" service throttling the CPU to 100% usage. Killing the service only results in it starting back up, and so far the only temporary solution is to uninstall Media Player. A lot of these computers are also about 3-5 years old. Could it just be a case of outdated hardware not being able to do everything we ask them to do? Edit: all running Windows XP and Windows Media Player 11

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  • Frame rate upsampling codec/player/software?

    - by djechelon
    Hello, I recently noticed that when I play both HD and SD videos on my HDMI TV at 1080p 60Hz from my computer, the motion is not fluid as I would expect. As far as I know, it could be because the 24fps video needs to be upsampled by the codec to match the 60Hz output of the monitor. But, as far as I know, the upsampling is done by simply repeating each photogram for a certain amount of frames. I usually play MKV videos with VLC. Do you know if there is a player or codec that performs the upsampling by interpolation like some 100Hz TVs do? I recently saw an LG led TV play a 24fps 720p video at 100Hz with an incredible motion fluidity, and I simply wonder why can't my computer do! I have an NVidia card. Does PureVideo help? I'm a noob with these things. Thank you.

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  • Refreshing Windows Media library by command line

    - by dangowans
    Many file download managers allow you to run a command after your download finishes. Is there a command line to run a Windows Media Player 12 library refresh? Videos don't show up in the available list on my PS3 until the library is refreshed. Right now, I manually open Windows Media Player after the downloads finish, watch the bottom-right corner for the refresh to complete (ie. Update Complete), then close the player. This works, but there has to be a better way. Yes, I know PS3 Media Server would do the trick, and I do use it when I need to transcode something, but WMP is running all the time, so I'd like to take advantage of it.

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  • Flash Player is creating thousands of .tmp files

    - by Ed Manet
    We have seen a number of machines in our environment (XP Pro SP3) that have been running out of disk space because of .TMP files in the windows\temp folder. One machine had 6GB of .TMP files on it starting from around August 2010. The files are all 305kb in size and they seem to get created every 10 minutes. The files appear to be either .EXEs or .DLLs when opened in a hex editor. The words "this program can not be run in DOS mode" are at the beginning of the file and the words "Adobe Flash Player" are scattered all over the end of the file (probably the string table). While it's easy enough to clean them up, I'd like to find root cause for the issue. Has anybody else seen this?

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  • From where does the game engines add location of an object?

    - by Player
    I have started making my first game( a pong game )with ruby (Gosu). I'm trying to detect the collision of two images using their location by comparing the location of the object (a ball) to another one(a player). For example: if (@player.x - @ball.x).abs <=184 && (@player.y - @ball.y).abs <= 40 @ball.vx = [email protected] @ball.vy = [email protected] But my problem is that with these numbers, the ball collides near the player sometimes, even though the dimensions of the player are correct. So my question is from where does the x values start to count? Is it from the center of gravity of the image or from the beginning of the image? (i.e When you add the image on a specific x,y,z what are these values compared to the image?

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  • Example Code for Cisco Digital Media Player or TVzilla

    - by user338844
    I have a Cisco Digital Media Player and I need to create a web page using the DMP (Digital Media Player) Javascript Libraries, the problem is I don't know anything about them. I have lots of documentation, however I am hoping to find some example code already out there. Does anyone know of anything like that?

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  • Game enemy move towards player

    - by Chris
    I'm creating a game in c++ and OpenGL and want an enemy to move towards the player. I tried finding the length of the hypotenuse between the player and the enemy. how could i get the enemy to move down that line?

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  • Open pdf in flash player 10

    - by Jordan
    I need to open a PDF in flash player 10. The swf will not be running in a browser and there will not be an adobe reader program on the system. I need to know if its possible to open a PDF without converting it in any way, in the flash player. I've searched google for countless hours and nothing has come up, only conversion software and code to open it in a browser. Thanks, Jordan

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  • playing videos in flash player

    - by raja
    hi all, i am working on a project. my project needs videos tv( Playing videos flash player). my reference site is http://www.zooweekly.com.au/zootube/index.htm. I need that type of flash player. is it passible to do it. can you guide me plz...

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  • About jw player?

    - by Surya sasidhar
    hi, I am using jw player for playing audio. can i remove the screen and can i place the only tool bar of the jw player (with out screen). is it possible if yes what can i do thank you

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  • How to Open quicktime player on iPad

    - by Saurabh
    Hello All, I am programming an iPad app. In this app I want to open a movie URL in default Quicktime player. When I tried to open the URL in the browser the movie starts playing in the browser. How can I open the movie in the default player (so i can get play pause controls..) Any help would be much appreciated. Thanks Saurabh

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