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  • How to change image on locale base in magento?

    - by Nil
    I want to change search image in magento. On search in magento the image name is btn_search.gif. Right now it take image from skin/frontend/default/default/images. And the file is /app/design/frontend/default/default/template/catalogsearch/form.mini.phtml where mention this tag as <input id="search-button" type="image" src="<?php echo $this->getSkinUrl('images/btn_search.gif') ?>" alt="<?php echo $this->__('Search') ?>" /> I check the code and i found that we can pass locale as _type in this as <input id="search-button" type="image" src="<?php echo $this->getSkinUrl('images/btn_search.gif', array('_type'=>'local')) ?>" alt="<?php echo $this->__('Search') ?>" /> But when i check the code this will just check in locale directory that this file exist in that locale or not. If this exist then it will take skin image. I want to use that locale image instead of that skin image. So when i click on french store i get the image which is i set in /app/design/frontend/default/default/locale/fr_FR/images/btn_search.gif I check the code for getSkinUrl in /app/code/core/Mage/Core/Model/Design/Package.php. And i found that he check locale for file but it return skin url. Is there any method which return locale url ?

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  • Need help extrapolating Java code

    - by Berlioz
    If anyone familiar with Rebecca Wirfs-Brock, she has a piece of Java code found in her book titled, Object Design: Roles, Responsibilities, and Collaborations. Here is the quote Applying Double Dispatch to a Specific Problem To implement the game Rock, Paper, Scissors we need to write code that determines whether one object “beats” another. The game has nine possible outcomes based on the three kinds of objects. The number of interactions is the cross product of the kinds of objects. Case or switch statements are often governed by the type of data that is being operated on. The object-oriented language equivalent is to base its actions on the class of some other object. In Java, it looks like this Here is the piece of Java code on page 16 ' import java.util.*; import java.lang.*; public class Rock { public static void main(String args[]) { } public static boolean beats(GameObject object) { if (object.getClass.getName().equals("Rock")) { result = false; } else if (object.getClass.getName().equals("Paper")) { result = false; } else if(object.getClass.getName().equals("Scissors")) { result = true; } return result; } }' ===This is not a very good solution. First, the receiver needs to know too much about the argument. Second, there is one of these nested conditional statements in each of the three classes. If new kinds of objects could be added to the game, each of the three classes would have to be modified. Can anyone share with me how to get this "less than optimal" piece of code to work in order to see it 'working'. She proceeds to demonstrate a better way, but I will spare you. Thanks

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  • ReflectionTypeLoadException when I try to run Enable-Migrations with Entity Framework 5.0

    - by Eric Anastas
    I'm trying to use Entity Framework for the first time on one of my projects. I'm using the code first workflow to automatically create my database. Intitaly setting up the database worked fine. Now I'm trying to migrate changes in my classes into the database. The tutorial I'm reading says I need to run "Enable-Migrations" in the package manager console. Yet when I do this I get the following error PM> Enable-Migrations System.Reflection.ReflectionTypeLoadException: Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information. at System.Reflection.RuntimeModule.GetTypes(RuntimeModule module) at System.Reflection.RuntimeModule.GetTypes() at System.Reflection.Assembly.GetTypes() at System.Data.Entity.Migrations.Design.ToolingFacade.BaseRunner.FindType[TBase](String typeName, Func`2 filter, Func`2 noType, Func`3 multipleTypes, Func`3 noTypeWithName, Func`3 multipleTypesWithName) at System.Data.Entity.Migrations.Design.ToolingFacade.GetContextTypeRunner.RunCore() at System.Data.Entity.Migrations.Design.ToolingFacade.BaseRunner.Run() Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information. What am I doing wrong? How do I retrieve the loader exceptions property? Also NuGet says I have EF 5.0, but Version property of the EntityFramework item in my project references says 4.4.0.0. I'm not sure if this is related.

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  • Cocoa button won't display image

    - by A Mann
    Just started exploring Cocoa so pretty much a total noob. I've written a very simple game. Set it up in Interface Builder and got it working fine. It contains a number of buttons and I'm now trying to get the buttons to display images. To start with I'm trying to get an image displayed on just one of the buttons which is called tile0 . The image file (it's nothing but a green square at the moment, but I'm just trying to get that working before I attempt anything more exotic) is sitting in the same directory as the class file which controls the game. I have the following code sitting in my wakeFromNib method: NSString *myImageFileName = [[NSString alloc] init]; myImageFileName = @"greenImage.jpg"; NSImage *myImage = [[NSImage alloc] initByReferencingFile:myImageFileName]; [tile0 setImage: myImage]; Trouble is, the game runs fine, but the image isn't appearing on my button. Is there someone who could kindly tell me if I'm doing something obviously wrong? Many Thanks.

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  • Problem in calling a function from different class using protocols-iphone

    - by Muniraj
    I use cocos2d for my game. In which I play a movie and have a separate overlay view for controls.The touches are detected in the overlay view. Now when the touches are detected the function in the game code has to be invoked. But the function is not detected and there is no error. I dont know what has gone wrong. Someone please help me. The code are as follows The protocol part is @protocol Protocol @required -(void) transition1:(id) sender; @end The function which is to be invoked in the game code is (void) transition1:(id) sender { [[Director sharedDirector] replaceScene: [ [Scene node] addChild: [Layer4 node] z:0] ]; } The code in the overlay view in MovieOverlayViewController.h import "Protocol.h" @interface MovieOverlayViewController : UIViewController { UIImageView *overlay; NSObject <Protocol> *transfer; } @end The code in the overlay view in MovieOverlayViewController.m @implementation MovieOverlayViewController (id)init { if ((self = [super init])) self.view = [[[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]] autorelease]; return self; } -(void) viewWillAppear:(BOOL)animated { overlay = [[[UIImageView alloc] initWithImage:[UIImage imageNamed:@"overlay.png"]] autorelease]; [self.view addSubview:overlay]; } (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint point = [touch locationInView:self.view]; NSLog(@"pointx: %f pointy:%f", point.x, point.y); if (CGRectContainsPoint(CGRectMake(1, 440, 106, 40), point)) { // the function is called here [transfer transition1: nil]; } else if (CGRectContainsPoint(CGRectMake(107, 440, 106, 40), point)) NSLog(@"tab 2 touched"); } (void)dealloc { [overlay release]; [super dealloc]; } @end

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  • Recover lost code from compiled apk

    - by AlexRamallo
    I have an issue here..and its making me really nervous. I was working on this game, and it was going great, so I took a copy of it on my laptop to work do some work while away from my computer. long story short, hard-drive failure + poor back ups led to me losing a very important class. Is there a way to decompile the apk to retrieve the bit of code that was lost? It isn't overly complicated or sophisticated, its just that its impossible to re-write it without reading every. single. line. of. code. in the entire application since it initializes a LOT of classes and loads a bunch of stuff in a specific way. With a quick google search I was able to find apktool, which decompiles it into a bunch of .smali files, which I don't think were designed for human reading. All I need to recover is one very big method in the class. I found the smali file that contains it and I think I found the line where it starts. something like .method public declared-synchronized load(Lcom/X/X/game/X;)I Anyone help would be appreciated since I would have to scrap the entire game without this method.

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  • PNG's In Mac on Java cause massive CPU usage

    - by alexganose
    Hey, I've been having this problem for a while now and I was hoping someone could help. I make small games using Java on Mac OSX 1.6.3 and if I use PNG's as the image format my CPU usage by Java skyrockets to say 50% (on a very small 2D game). However if I use GIF as the format my CPU usage by Java stays constant at 10% which is reasonable. What is causing this problem?? It occurs on every game I develop using PNG's so I always just switch to GIF's. The problem is now that i need to use a PNG for its variable alpha properties rather than just plain transparency. This is not available using GIF's. The problem is present on Java SE 6 and previous versions. I am using an early 2009 Mac Book Pro 15". The problem does not occur on a Windows PC running the same game. The CPU usage due to Java using PNG's on a Windows PC (I have tried XP, Vista and 7) is always constantly low at ~10%. Any help would be greatly appreciated. Thanks :)

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  • Letting user carry on after three attempts

    - by sMilbz
    In my spelling game there is a grid that is populated with words. The words are hidden and the aim of the game is to spell the word that is highlighted with the aid of a sound and a picture. To highlight a word you press the "next" button. At the moment if you spell the word correctly it says "well done" and you can advance to the next word, but if you spell it incorrectly you have to keep attempting the word until it is complete. As the game is designed for children I do not think this is the best approach, so I would like to make it so you can advance after 3 incorrect attempts. I have played around with the script so much trying to put counters on incorrect attempts and then making the button active but cannot seem to get it to work. Can someone please help me? Here is the script for the button var noExist = $('td[data-word=' + listOfWords[rndWord].name + ']').hasClass('wordglow2'); if (noExist) { $('.minibutton').click(); } else { $('.minibutton').click('disable'); $("#mysoundclip").attr('src', listOfWords[rndWord].audio); audio.play(); $("#mypic").attr('src', listOfWords[rndWord].pic); pic.show(); } }); "wordglow2" is the style applied if the word is spelt correctly. Here is a fiddle to help understand... http://jsfiddle.net/smilburn/ZAfVZ/4/

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  • How does an ASP.NET programmer go from working on/developing existing sites, to creating one from sc

    - by SLC
    I've been an ASP.NET developer for some time, always working on existing ASP.NET pages, modifying functionality, adding features, tweaking things etc. but have never built a site up from scratch. I've read books on ASP.NET, and they generally talk you through the various features of ASP.NET with a mock up site, but it's always very basic and they jump straight in. The time has come however, to write a site from scratch for a client. I've never done this before. There are design considerations, but like a lot of ASP.NET sites, the basic idea is, you have a site, where users can log in, and save some information like their name and password and address. The site has some functionality, but that's the basic design of a majority of (business-related) asp.net websites I would wager. I know how to program in ASP.NET already on an existing site, but I don't know how to design my own properly that meets the criteria above. I guess the main worry is security. I don't know the best way to handle a simple log-in system that stores user information like their name and password. I understand there are a few approaches to this, but the catch with this project is that it has to be absolutely bulletproof. Maximum security. All those good practices for security, it needs to have them all. I'm not asking what they are, but I am asking where to begin. What should be the first steps after I do File New Project ? Where can I look for information about setting up a secure ASP.NET website? I'll figure out the content and page layout later, it's the framework that is the big thing. Any and all advice would be welcome. I really want to get my first from-scratch project right from the beginning. Just to confuse things, it's possible I will be using MVC, I am not sure if this has any impact.

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  • Bash script not working on a new dedicated server

    - by Scott
    Recently I have migrated to the new dedicated server which is running on the same operating system - FreeBSD 8.2. I got a root account access and all permissions have been set properly. My problem is that, the bash script I was running on the old server doesn't works on the new machine, the only error appearing while running the script is: # sh script.sh script.sh: 3: Syntax error: word unexpected (expecting ")") Here is the code itself: #!/usr/local/bin/bash PORTS=(7777:GAME 11000:AUTH 12000:DB) MESSG="" for i in ${PORTS[@]} ; do PORT=${i%%:*} DESC=${i##*:} CHECK=`sockstat -4 -l | grep :$PORT | awk '{print $3}' | head -1` if [ "$CHECK" -gt 1 ]; then echo $DESC[$PORT] "is up ..." $CHECK else MESSG=$MESSG"$DESC[$PORT] wylaczony...\n" if [ "$DESC" == "AUTH" ]; then MESSG=$MESSG"AUTH is down...\n" fi if [ "$DESC" == "GAME" ]; then MESSG=$MESSG"GAME is down...\n" fi if [ "$DESC" == "DB" ]; then MESSG=$MESSG"DB is down...\n" fi fi done if [ -n "$MESSG" ]; then echo -e "Some problems ocurred:\n\n"$MESSG | mail -s "Problems" [email protected] fi I don't really code in bash, so I don't know why this happend...

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  • What job title should be most suitable for my object in resume and what salary range should I expect

    - by user354177
    I was a classic asp developer in 2000. After a year of full-time employment, I left the field. I found a part-time position as an asp developer again in 2005 and taught myself vb.net. In 2007, I got the current full-time job as an Asp.net web developer. I taught myself C#, LING t0 SQL, Web Services, AJAX, and creating all kinds of reports with reporting services. One and half years ago, I sent myself to part-time graduate program in Database and Web Systems. I'll have two semesters to go and so far my GPA is 4.0/4.0. My job responsibility is to collect business requirements from other departments, design the database, write stored procedures, create aspx pages, and create reports. I love what I do and want to advance my career to the next level. What I enjoy most is to design the relational database. I would want to become an .Net Architect eventually. I got an interview. They were looking for asp.net web developer. But I was surprised and disappointed that position would only create aspx pages. I would not even have opportunity to write stored procedures, let alone design the database (those would be provided by another group). Furthermore, they asked me some detailed questions about web forms, some of which I did not know the answers. they might be disappointed as well. I am eager to learn and can apply what I learn to real projects right away. I believe no matter what specific skills I am lacking for a new position, I can catch up quickly. I am looking for $70k range job. The object in my resume is Experience C# Web Application Developer. Due to the experience from last interview, I wonder if the object is really what I want. Could somebody answer my questions? Thank you.

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  • Problem with inherited classes in C#

    - by Unniloct
    I have a class called "Entity," with two child classes: "Creature" and "Item." (I'm making a game.) Creature has two functions called "Attack," one for attacking Creatures, and one for attacking Items. So far, everything works well. Now I'm working on the shooting bit, so I have a function called SelectTarget(). It takes all of the Entities (both Creatures and Items) in the player's view that the player can shoot and lets the player choose one. So here lies the problem: SelectTarget() returns an Entity, but I need some code to figure out whether that Entity is a Creature or an Item, and process it appropriately. Since this question looks kind of empty without any code, and I'm not 100% sure my explanation is good enough, here's where I'm at: if (Input.Check(Key.Fire)) { Entity target = Game.State.SelectTarget.Run(); this.Draw(); if (target != null) { //Player.Attack(target); // This won't work, because I have: // Player.Attack((Creature)Target) // Player.Attack((Item)Target) // but nothing for Entity, the parent class to Creature and Item. return true; } } (If the way the game is laid out seems weird, it's a roguelike.)

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  • How to synchronize access to many objects

    - by vividos
    I have a thread pool with some threads (e.g. as many as number of cores) that work on many objects, say thousands of objects. Normally I would give each object a mutex to protect access to its internals, lock it when I'm doing work, then release it. When two threads would try to access the same object, one of the threads has to wait. Now I want to save some resources and be scalable, as there may be thousands of objects, and still only a hand full of threads. I'm thinking about a class design where the thread has some sort of mutex or lock object, and assigns the lock to the object when the object should be accessed. This would save resources, as I only have as much lock objects as I have threads. Now comes the programming part, where I want to transfer this design into code, but don't know quite where to start. I'm programming in C++ and want to use Boost classes where possible, but self written classes that handle these special requirements are ok. How would I implement this? My first idea was to have a boost::mutex object per thread, and each object has a boost::shared_ptr that initially is unset (or NULL). Now when I want to access the object, I lock it by creating a scoped_lock object and assign it to the shared_ptr. When the shared_ptr is already set, I wait on the present lock. This idea sounds like a heap full of race conditions, so I sort of abandoned it. Is there another way to accomplish this design? A completely different way?

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  • Strategies for testing reactive, asynchronous code

    - by Arne
    I am developing a data-flow oriented domain-specific language. To simplify, let's just look at Operations. Operations have a number of named parameters and can be asked to compute their result using their current state. To decide when an Operation should produce a result, it gets a Decision that is sensitive to which parameter got a value from who. When this Decision decides that it is fulfilled, it emits a Signal using an Observer. An Accessor listens for this Signal and in turn calls the Result method of the Operation in order to multiplex it to the parameters of other Operations. So far, so good, nicely decoupled design, composable and reusable and, depending on the specific Observer used, as asynchronous as you want it to be. Now here's my problem: I would love to start coding actual Tests against this design. But with an asynchronous Observer... how should I know that the whole signal-and-parameters-plumbing worked? Do I need to use time outs while waiting for a Signal in order to say that it was emitted successfully or not? How can I be, formally, sure that the Signal will not be emitted if I just wait a little longer (halting problem? ;-)) And, how can I be sure that the Signal was emitted because it was me who set a parameter, and not another Operation? It might well be that my test comes to early and sees a Signal that was emitted way before my setting a parameter caused a Decision to emit it. Currently, I guess the trivial cases are easy to test, but as soon as I want to test complex many-to-many - situations between operations I must resort to hoping that the design Just Works (tm)...

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  • Creation of AsyncTask taking too much time Android

    - by user2842342
    I am making a network call in an AsyncTask, but the problem i am facing is the amount of time it is taking to start the doInBackground method. Here is a part of my code: button.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { Log.d("Temp:",System.currentTimeMillis()+""); new Move().execute(); /*some other logic } } And my AsyncTask is: private class Move extends AsyncTask<Void, Void, Void> { @Override protected Void doInBackground(Void... temp) { Log.d("start:",System.currentTimeMillis()+""); gson.fromJson(Web.Request.get(some_URL),Void.class); Log.d("end:",System.currentTimeMillis()+""); return null; } } These are the logs i got: 32658-998/com.example.game D/temp:? 1408923006159 32658-998/com.example.game D/start:? 1408923035163 32658-998/com.example.game D/end:? 1408923035199 So actually it took almost 29 secs to reach the first line in doInBackground method, where as it took just 36 ms to finish the network call. I tried it many times, the time taken is almost in the same order. Is it possible to start the AsyncTask immediately? Or is there any other way to solve this problem.(other than a running a simple thread?) Thank you :)

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  • Timer not beginning from 00:00

    - by studentProgrammer
    I have a Game in which there is a timer involved. For each two minutes that passes a new round between different players begins. So, I have a text box starting from 00:00 and changes each second until it is equal to 02:00. Now, I want to save the state of the game in the middle of a round if the user closes the form. What I need to do is that upon loading, the textbox starts at the time that the user left the game the last time and continue up till 02:00 normally. How can I do this? This is what I have until now where Tournament is the Form public Tournament() { _timer = new System.Windows.Forms.Timer(); _timer.Interval = 1000; _timer.Tick += Timer_Tick; _myDateTime = DateTime.Now; newDate = new DateTime(); newDate = newDate.AddMinutes(2.00); _timer.Start(); InitializeComponent(); } void Timer_Tick(object sender, EventArgs e) { var diff = DateTime.Now.Subtract(_myDateTime); this.textBox1.Text = diff.ToString(@"mm\:ss"); DateTime dt = Convert.ToDateTime(diff.ToString()); if (newDate.Minute == dt.Minute) { _timer.Stop(); _myDateTime = DateTime.Now; displayPointsOrResults(); this.textBox1.Text = diff.ToString(@"mm\:ss"); } } In my LoadGame method: where timePassed is what I have written in the text box string[] splitted6 = timePassed.Split(':'); if (splitted6[0] == "00") { int remainingTime = 120 - Convert.ToInt32(splitted6[1]); DateTime time = DateTime.Now.Date; time = time.AddMinutes(remainingTime); _myDateTime = time; } else { int leftTime = Convert.ToInt32(splitted[0].Trim('0') + splitted[1]); int remainingTime = 120 - leftTime; DateTime time = DateTime.Now.Date; time = time.AddMinutes(remainingTime); _myDateTime = time; }

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  • What are some ways to accomplish a dynamic array?

    - by Ted
    I'm going to start working on a new game and one of the things I'd like to accomplish is a dynamic array sort of system that would hold map data. The game will be top-down 2d and made with XNA 4.0 and C#. You will begin in a randomized area which will essentially be tile based. As such a 2 dimensional array would be one way to accomplish this by holding numerical values which would correspond to a list of textures and that would be how it would draw this randomly created map. The problem is I would kind of only like to create the area around where you start and they could venture in which ever direction they wanted to. This would mean I'd have to populate the map array with more randomized data in the direction they go. I could make a really large array and use the center of it and the rest would be in anticipation of new content to be made, but that just seems very inefficient. I suppose when they start a new game I could have a one time map creation process that would go through and create a large randomly generated map array, but holding all of in memory at all times seems also inefficient. Perhaps if there was a way that I'd only hold parts of that map data in memory at one time and somehow not hold the rest in memory. In the end I only need to have a chunk of the map somewhat close to them in memory so perhaps some of you might have suggestions on good ways to approach this kind of randomized map and dynamic array problem. It wouldn't need to be a dynamic array type of thing if I made it so that it pulled in map data nearby that is needed and then once off the screen and not needed it could somehow get rid of that memory that way I wouldn't have a huge array taking up a bunch of memory.

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  • goto was unexpected at this time

    - by SammytheNerd
    @echo off color 0a title Horror Game echo. echo. echo. echo. echo Welcome to the game echo If you get scared echo Feel free to leave echo. echo. echo You are in a dark room. echo It is cold. echo All you hear is a scratching sound echo near your feet. echo What do you do? echo. echo. echo 1.) Feel around you echo 2.) Listen for anything else set/p input = Command? if %input% == "1" goto Feel if %input% == "2" goto Listen echo. echo. :Feel echo You feel around and hear a growl. echo As you realize the scratching was echo on your leg. echo. echo You remember nothing else. pause end I am trying to make a text based game for cmd and whenever i try to enter a response is instantly closes and i can barely read out "goto was unexpected at this time"

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  • Wrong class type in objective C

    - by Max Hui
    I have a parent class and a child class. GameObjectBase (parent) GameObjectPlayer(child). When I override a method in Child class and call it using [myPlayerClass showNextFrame] It is calling the parent class one. It turns out in the debugger, I see the myPlayerClass was indeed class type GameObjectBase (which is the parent class) How come? GameObjectBase.h #import <Foundation/Foundation.h> #import "cocos2d.h" @class GameLayer; @interface GameObjectBase : NSObject { /* CCSprite *gameObjectSprite; // Sprite representing this game object GameLayer *parentGameLayer; */ // Reference of the game layer this object // belongs to } @property (nonatomic, assign) CCSprite *gameObjectSprite; @property (nonatomic, assign) GameLayer *parentGameLayer; // Class method. Autorelease + (id) initWithGameLayer:(GameLayer *) gamelayer imageFileName:(NSString *) fileName; // "Virtual methods" that the derived class should implement. // If not implemented, this method will be called and Assert game - (void) update: (ccTime) dt; - (void) showNextFrame; @end GameObjectPlayer.h #import <Foundation/Foundation.h> #import "GameObjectBase.h" @interface GameObjectPlayer : GameObjectBase { int direction; } @property (nonatomic) int direction; @end GameLayer.h #import "cocos2d.h" #import "GameObjectPlayer.h" @interface GameLayer : CCLayer { } // returns a CCScene that contains the GameLayer as the only child +(CCScene *) scene; @property (nonatomic, strong) GameObjectPlayer *player; @end When I call examine in debugger what type "temp" is in this function inside GameLayer class, it's giving parent class GameObjectBase instead of subclass GameObjectPlayer - (void) update:(ccTime) dt { GameObjectPlayer *temp = _player; [temp showNextFrame]; }

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  • Multiple Rectangle Generation

    - by user1610541
    In my code i wrote a method that creates a rectangle at mouseX, mouseY. but all it does is update the position of that rectangle so it follows the mouse, i want it to create a new one at the mouse every time the method runs, can someone please help? this is my method public void drawParticle(float x, float y){ g.drawRect(x, y, 4, 4); } The main class Control call the drawParticle method; import java.awt.Point; import java.awt.geom.Point2D; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class Control extends BasicGameState { public static final int ID = 1; public Methods m = new Methods(); public Graphics g = new Graphics(); int mouseX; int mouseY; public void init(GameContainer container, StateBasedGame game) throws SlickException{ } public void render(GameContainer container, StateBasedGame game, Graphics g) throws SlickException { m.drawParticle(mouseX, mouseY); } public void update(GameContainer container, StateBasedGame game, int delta) { } public void mousePressed(int button, int x, int y) { mouseX = x; mouseY = y; } public int getID() { return ID; } } Thanks - Shamus

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  • How to create a virtual audio device and stream audio input with it

    - by Steven Rosato
    Is it possible to create another audio device and redirect only wanted input streams to it? Here's my concrete problem: I am broadcasting a game via XFire and it uses the Windows audio device to capture any audio I receive. As I am broadcasting, other users who watch the video stream are communicating with me over Skype, and they hear themselves back within the video stream and it is entirely logical since I am broadcasting the audio I hear. What I want to do is create another audio device within Windows and redirect (pipe) ONLY the audio input from that game and not the input reveived from Skype. I would then tell XFire to use that newly created "virtual" audio device to broadcast and therefore my partners won't hear themselves back. Is there any software that can do that or can it be achieved natively with Windows? (I am under Windows 7).

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  • Remove automatic Aero disabling in Windows 7

    - by Jani Hartikainen
    Sometimes when I'm playing games which are heavy on the GPU, Windows decides to helpfully disable aero, causing everything to freeze for a bit and in the worst case, combined with ATI's brilliant drivers, causes the game to crash. So, How do I stop Windows from automatically disabling Aero when playing games? It has absolutely no effect on the performance of the game itself when it does that. Also, I'd like to get rid of the "You should disable Aero to improve performance" helpful hint popup which sometimes shows up. But I suppose getting rid of the first will get rid of the second, assuming anyone knows how.

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  • MySQL is hogging my server resources

    - by Reacen
    Does anyone have any idea of what can cause this weird behaviour and how I go about fixing it? This is all coming from MySQL only (both RAM and CPU usage), for about 10 minutes after I reboot my Java game server (that has a pool of 256 connections). There are not that many queries and I think it may be more of a MySQL misconfiguration problem. My server: 3.20 GHz * 6 core / 24 GB RAM / 64 bit Windows Server 2003. My game server: Java server, with 256 MySQL connections pool (MyISAM engine), about 500,000 accounts, and 9 million rows of game items in database and about 3,000 players are connected. After about 15 minutes of the game server reboot, the server resumes its stability and CPU usage drop down to 1% ~ 5% and memory to 6 GB. Here is a copy of my MySQL configuration. Also, any advice about my MySQL configuration will be appreciated. I really set it up almost at random. # Example MySQL config file for very large systems. # # This is for a large system with memory of 1G-2G where the system runs mainly # MySQL. # # You can copy this file to # /etc/my.cnf to set global options, # mysql-data-dir/my.cnf to set server-specific options (in this # installation this directory is C:\mysql\data) or # ~/.my.cnf to set user-specific options. # # In this file, you can use all long options that a program supports. # If you want to know which options a program supports, run the program # with the "--help" option. # The following options will be passed to all MySQL clients [client] #password = your_password port = 3306 socket = /tmp/mysql.sock # Here follows entries for some specific programs # The MySQL server [mysqld] #log=c:\mysql.log port = 3306 socket = /tmp/mysql.sock skip-locking key_buffer_size = 2572M max_allowed_packet = 64M table_open_cache = 512 sort_buffer_size = 128M read_buffer_size = 128M read_rnd_buffer_size = 128M myisam_sort_buffer_size = 500M thread_cache_size = 32 query_cache_size = 1948M # Try number of CPU's*2 for thread_concurrency thread_concurrency = 12 max_connections = 5000 # Don't listen on a TCP/IP port at all. This can be a security enhancement, # if all processes that need to connect to mysqld run on the same host. # All interaction with mysqld must be made via Unix sockets or named pipes. # Note that using this option without enabling named pipes on Windows # (via the "enable-named-pipe" option) will render mysqld useless! # #skip-networking # Replication Master Server (default) # binary logging is required for replication log-bin=mysql-bin # required unique id between 1 and 2^32 - 1 # defaults to 1 if master-host is not set # but will not function as a master if omitted server-id = 1 # Replication Slave (comment out master section to use this) # # To configure this host as a replication slave, you can choose between # two methods : # # 1) Use the CHANGE MASTER TO command (fully described in our manual) - # the syntax is: # # CHANGE MASTER TO MASTER_HOST=<host>, MASTER_PORT=<port>, # MASTER_USER=<user>, MASTER_PASSWORD=<password> ; # # where you replace <host>, <user>, <password> by quoted strings and # <port> by the master's port number (3306 by default). # # Example: # # CHANGE MASTER TO MASTER_HOST='125.564.12.1', MASTER_PORT=3306, # MASTER_USER='joe', MASTER_PASSWORD='secret'; # # OR # # 2) Set the variables below. However, in case you choose this method, then # start replication for the first time (even unsuccessfully, for example # if you mistyped the password in master-password and the slave fails to # connect), the slave will create a master.info file, and any later # change in this file to the variables' values below will be ignored and # overridden by the content of the master.info file, unless you shutdown # the slave server, delete master.info and restart the slaver server. # For that reason, you may want to leave the lines below untouched # (commented) and instead use CHANGE MASTER TO (see above) # # required unique id between 2 and 2^32 - 1 # (and different from the master) # defaults to 2 if master-host is set # but will not function as a slave if omitted #server-id = 2 # # The replication master for this slave - required #master-host = <hostname> # # The username the slave will use for authentication when connecting # to the master - required #master-user = <username> # # The password the slave will authenticate with when connecting to # the master - required #master-password = <password> # # The port the master is listening on. # optional - defaults to 3306 #master-port = <port> # # binary logging - not required for slaves, but recommended #log-bin=mysql-bin # # binary logging format - mixed recommended #binlog_format=mixed # Point the following paths to different dedicated disks #tmpdir = /tmp/ #log-update = /path-to-dedicated-directory/hostname # Uncomment the following if you are using InnoDB tables #innodb_data_home_dir = C:\mysql\data/ #innodb_data_file_path = ibdata1:2000M;ibdata2:10M:autoextend #innodb_log_group_home_dir = C:\mysql\data/ # You can set .._buffer_pool_size up to 50 - 80 % # of RAM but beware of setting memory usage too high #innodb_buffer_pool_size = 384M #innodb_additional_mem_pool_size = 20M # Set .._log_file_size to 25 % of buffer pool size #innodb_log_file_size = 100M #innodb_log_buffer_size = 8M #innodb_flush_log_at_trx_commit = 1 #innodb_lock_wait_timeout = 50 [mysqldump] quick max_allowed_packet = 64M [mysql] no-auto-rehash # Remove the next comment character if you are not familiar with SQL #safe-updates [myisamchk] key_buffer_size = 256M sort_buffer_size = 256M read_buffer = 8M write_buffer = 8M [mysqlhotcopy] interactive-timeout

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  • Bioshock2 installer is not running under windows 7 64bit

    - by kaykay
    When I try to install the Bioshock2 game under windows 7 64-bit i get the following error- "The version of this file is not compatible with the version of Windows you're running. Check your computer's system information to see whether you need an x86 (32-bit) or x64 (64-bit) version of the program, and then contact the software publisher." I try to run it in compatibility mode (as XP and admin) I get the same error. I don't understand why it is giving me this error because if it is 32bit program then it should just run like other 32 bit application I have. And I am sure Bioshock2 is not a 16bit game. What can I do to run this program? It ran on Windows XP in the past.

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  • Getting started with a new iMac...

    - by Moshe
    I'm on my first Apple computer, a shiny new 21.5" iMac. I am not unfamiliar with OS X as I have been using a borrowed MacBook for a few months. Considering that this is my machine, I am more comfortable "settling in". I would like to get recommendations for software to install on it, other possible uses and whatnot. I bought it primarily for iPhone development, but I make videos on my beast of a PC using Adobe Premiere CS3. What software is recommended for me to download for the aforementioned as well as photo editing, graphic design and web design? Bear in mind that this machine will NOT have steady internet access and that I'm looking for freeware only. THANKS!

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