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  • Audio output from Silverlight

    - by leecarter
    I'm looking to develop a Silverlight application which will take a stream of data (not an audio stream as such) from a web server. The data stream would then be manipulated to give audio of a certain format (G.711 a-Law for example) which would then be converted into PCM so that additional effects can be applied (such as boosting the volume). I'm OK up to this point. I've got my data, converted the G.711 into PCM but my problem is being able to output this PCM audio to the sound card. I basing a solution on some C# code intended for a .Net application but in Silverlight there is a problem with trying to take a copy of a delegate (function pointer) which will be the topic of a separate question once I've produced a simple code sample. So, the question is... How can I output the PCM audio that I have held in a data structure (currently an array) in my Silverlight to the user? (Please don't say write the byte values to a text box) If it were a MP3 or WMA file I would play it using a MediaElement but I don't want to have to make it into a file as this would put a crimp on applying dynamic effects to the audio. I've seen a few posts from people saying low level audio support is poor/non-existant in Silverlight so I'm open to any suggestions/ideas people may have.

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  • jQuery & Prototype Conflict

    - by DPereyra
    Hi, I am using the jQuery AutoComplete plugin in an html page where I also have an accordion menu which uses prototype. They both work perfectly separately but when I tried to implement both components in a single page I get an error that I have not been able to understand. uncaught exception: [Exception... "Component returned failure code: 0x80004005 (NS_ERROR_FAILURE) [nsIDOMViewCSS.getComputedStyle]" nsresult: "0x80004005 (NS_ERROR_FAILURE)" location: "JS frame :: file:///C:/Documents and Settings/Administrator/Desktop/website/js/jquery-1.2.6.pack.js :: anonymous :: line 11" data: no] I found out the file conflicting with jQuery is 'effects.js' which is used by the accordion menu. I tried replacing this file with a newer version but newer seems to break the accordion behavior. My guess is that the 'effects.js' file used in the accordion was modified to obtain the accordion demo output. I also tried using the overriding methods jQuery needs to avoid conflict with other libraries and that did not work. I obtained the accordion demo from the following site: http://www.stickmanlabs.com/accordion/ And the jQuery AutoComplete can be obtained from: http://docs.jquery.com/Plugins/Autocomplete#Setup Has any one else experienced this issue? Thanks.

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  • How is a functional programming-based javascript app laid out?

    - by user321521
    I've been working with node.js for awhile on a chat app (I know, very original, but I figured it'd be a good learning project). Underscore.js provides a lot of functional programming concepts which look interesting, so I'd like to understand how a functional program in javascript would be setup. From my understanding of functional programming (which may be wrong), the whole idea is to avoid side effects, which are basically having a function which updates another variable outside of the function so something like var external; function foo() { external = 'bar'; } foo(); would be creating a side effect, correct? So as a general rule, you want to avoid disturbing variables in the global scope. Ok, so how does that work when you're dealing with objects and what not? For example, a lot of times, I'll have a constructor and an init method that initializes the object, like so: var Foo = function(initVars) { this.init(initVars); } Foo.prototype.init = function(initVars) { this.bar1 = initVars['bar1']; this.bar2 = initVars['bar2']; //.... } var myFoo = new Foo({'bar1': '1', 'bar2': '2'}); So my init method is intentionally causing side effects, but what would be a functional way to handle the same sort of situation? Also, if anyone could point me to either a python or javascript source code of a program that tries to be as functional as possible, that would also be much appreciated. I feel like I'm close to "getting it", but I'm just not quite there. Mainly I'm interested in how functional programming works with traditional OOP classes concept (or does away with it for something different if that's the case).

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  • what use does the javascript forEach method have (that map can't do)?

    - by JohnMerlino
    Hey all, The only difference I see in map and foreach is that map is returning an array and foreach is not. However, I don't even understand the last line of the foreach method "func.call(scope, this[i], i, this);". For example, isn't "this" and "scope" referring to same object and isn't this[i] and i referring to the current value in the loop? I noticed on another post someone said "Use forEach when you want to do something on the basis of each element of the list. You might be adding things to the page, for example. Essentially, it's great for when you want "side effects". I don't know what is meant by side effects. Array.prototype.map = function(fnc) { var a = new Array(this.length); for (var i = 0; i < this.length; i++) { a[i] = fnc(this[i]); } return a; } Array.prototype.forEach = function(func, scope) { scope = scope || this; for (var i = 0, l = this.length; i < l; i++) func.call(scope, this[i], i, this); } Finally, are there any real uses for these methods in javascript (since we aren't updating a database) other than to manipulate numbers like this: alert([1,2,3,4].map(function(x){ return x + 1})); //this is the only example I ever see of map in javascript. Thanks for any reply.

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  • What can I do to get Mozilla Firefox to preload the eventual image result?

    - by Dalal
    I am attempting to preload images using JavaScript. I have declared an array as follows with image links from different places: var imageArray = new Array(); imageArray[0] = new Image(); imageArray[1] = new Image(); imageArray[2] = new Image(); imageArray[3] = new Image(); imageArray[0].src = "http://www.bollywoodhott.com/wp-content/uploads/2008/12/arjun-rampal.jpg"; imageArray[1].src = "http://labelleetleblog.files.wordpress.com/2009/06/josie-maran.jpg"; imageArray[2].src = "http://1.bp.blogspot.com/_22EXDJCJp3s/SxbIcZHTHTI/AAAAAAAAIXc/fkaDiOKjd-I/s400/black-male-model.jpg"; imageArray[3].src = "http://www.iill.net/wp-content/uploads/images/hot-chick.jpg"; The image fade and transformation effects that I am doing using this array work properly for the first 3 images, but for the last one, imageArray[3], the actual image data of the image does not get preloaded and it completely ruins the effect, since the actual image data loads AFTERWARDS, only at the time it needs to be displayed, it seems. This happens because the last link http://www.iill.net/wp-content/uploads/images/hot-chick.jpg is not a direct link to the image. If you go to that link, your browser will redirect you to the ACTUAL location. Now, my image preloading code in Chrome works perfectly well, and the effects look great. Because it seems that Chrome preloads the actual data - the EVENTUAL image that is to be shown. This means that in Chrome if I preloaded an image that will redirect to 'stop stealing my bandwidth', then the image that gets preloaded is 'stop stealing my bandwidth'. How can I modify my code to get Firefox to behave the same way?

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  • What Getters and Setters should and shouldn't do.

    - by cyclotis04
    I've run into a lot of differing opinions on Getters and Setters lately, so I figured I should make it into it's own question. A previous question of mine received an immediate comment (later deleted) that stated setters shouldn't have any side effects, and a SetProperty method would be a better choice. Indeed, this seems to be Microsoft's opinion as well. However, their properties often raise events, such as Resized when a form's Width or Height property is set. OwenP also states "you shouldn't let a property throw exceptions, properties shouldn't have side effects, order shouldn't matter, and properties should return relatively quickly." Yet Michael Stum states that exceptions should be thrown while validating data within a setter. If your setter doesn't throw an exception, how could you effectively validate data, as so many of the answers to this question suggest? What about when you need to raise an event, like nearly all of Microsoft's Control's do? Aren't you then at the mercy of whomever subscribed to your event? If their handler performs a massive amount of information, or throws an error itself, what happens to your setter? Finally, what about lazy loading within the getter? This too could violate the previous guidelines. What is acceptable to place in a getter or setter, and what should be kept in only accessor methods?

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  • what use does the javascript for each method have (that map can't do)?

    - by JohnMerlino
    Hey all, The only difference I see in map and foreach is that map is returning an array and foreach is not. However, I don't even understand the last line of the foreach method "func.call(scope, this[i], i, this);". For example, isn't "this" and "scope" referring to same object and isn't this[i] and i referring to the current value in the loop? I noticed on another post someone said "Use forEach when you want to do something on the basis of each element of the list. You might be adding things to the page, for example. Essentially, it's great for when you want "side effects". I don't know what is meant by side effects. Array.prototype.map = function(fnc) { var a = new Array(this.length); for (var i = 0; i < this.length; i++) { a[i] = fnc(this[i]); } return a; } Array.prototype.forEach = function(func, scope) { scope = scope || this; for (var i = 0, l = this.length; i < l; i++) func.call(scope, this[i], i, this); } Finally, are there any real uses for these methods in javascript (since we aren't updating a database) other than to manipulate numbers like this: alert([1,2,3,4].map(function(x){ return x + 1})); //this is the only example I ever see of map in javascript. Thanks for any reply.

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  • What is the proper way to wait a script loaded completely before another

    - by FatDogMark
    I am making a website that is divided by several sections <div id='section-1' class='section'>web content</div> <div id='section-2' class='section'>web content</div> I have like ten sections on my webpage ,each sections height is set to the user window height when document is ready by javascript $('.section').height($(window).height()); Some effects like slideshows on my webpage require the calculated height of the section in order to work properly. Therefore I always use something like this at document ready as a solution. setTimeout(startslideshow,1000); setTimeout(startanimations,1000); ...etc To make sure the section height is the user window height before the slideshow's code start because the sections cannot change to user window height instantly once the webpage loaded will generate serious problems in my slideshow code,like wrong calculated positions. Therefore there will be a situation that's after the page loaded, there will be about a second everything is messed up,before everything can works properly, how could I avoid that being seen by the user? I tried to $(document).hide(),or $('html,body').hide(), then fade in after a second,but I get other weird problems, especially on ipad,my fixed position top navigation bar will always become 'not fixed' while user is scrolling. As I am a self-learner, I afraid my method is not typical. I want to know what is the common ways of real web programmers usually do when they have to divide his webpage into different sections and set its height to window height , then make sure the other effects that's depends on the section height works properly and avoid to wait the height change for a second?

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  • CSS div and image opacity effect

    - by user1704514
    The following code shows the image in the div tag. <div class='item'> <img class='img' src="image1.png" alt="" /> </div> I am using the following css to add effects to the html image code: img{ width:50px; height:50px; opacity:0.4; filter:alpha(opacity=40); } img:hover{ opacity:1.0; filter:alpha(opacity=100); } I am using this to have opacity effects in css. With this code, the opacity effect works well when I hover over the image itself. But how do I make it so that the opacity effect on the image occurs when I hover over the div tag instead. I want to be able to hover over any part of the item div which encapsulated the image, to get the change opacity effect on the image. NB effect on just the image not the entire div. Can this be done in css? If so how?

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • Google Chrome install fails with error 0x80004002

    - by zneak
    I'm using Windows 7 64 bits and I'm trying to install Google Chrome. However, every time I do, I get this error message: Google Update installation failed with error 0x80004002. There is a Show me help for this issue link, but it does nothing. I tried the standalone installer to no avail. I also tried to delete the HKEY_CURRENT_USER\Software\Google registry key, as suggested by other answers, with no more positive effects.

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  • dazzle DVC100 in live movie maker

    - by Jonathan
    How can I use the Pinnacle Dazzle (it is a USB device which lets you plug in a video player or other analogue source) with Windows live movie maker (because it is just simple and I don't need effects/editing etc) Or is there a way I can use it on my Macbook Pro? Jonathan

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  • Does killing a process helps avoids spyware

    - by user23950
    I'm downloading something from mediafire which really has many sponsor sites that are not good: ad.xtendmedia.com and mdinfo.com. And possibly the cause of some spyware and adware in my system. Does killing the whole process of firefox and not closing those pop-up windows(ad sites) helps avoid the effects of those bad sites.

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  • file permissions and group ownership using sftp

    - by expaando
    Is there a way to have all files created by a particular user under sftp to have a specific group and file permissions? The user in question, of course, will be a member of the group, but it is not his primary group. In other words, is there a way for sftp to automatically duplicate the effects of umask and newgrp?

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  • On the fly volume compression (waveform capping) for VLC or OS X

    - by Grammar Nazi
    I'm looking to impose a hard limit on a movie. In particular when I have earbuds in and a reasonable volume set, loud or sudden sounds (gun shot, dramatic sound effects, gun fire, etc) are loud enough to hurt. Lowering the volume makes speech and other sounds hard to hear. Is there a third party on-the-fly solution for this, or a plug-in for VLC that I can use?

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  • Domino Document data compression and design compression

    - by pipalia
    I was thinking of turning this on some large databases not just mail files - we have around 8 - 10GB of large databases as well as small databases of couple of hundred MB in size. But after reading this post I am not too sure: http://www-10.lotus.com/ldd/nd85forum.nsf/4b9931b774db788c85256bf0006b5e6d/1f4e67b569720e54852576c0003cb8ac?OpenDocument Can anyone confirm whether this is true? Are these any ill effects on performance by turning this feature on and if so what's the difference in performance? Thanks.

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  • Please wait for User Profile Service... on WIndows 7 takes around 1-2 minutes to process

    - by Chris
    When loggging into our domain, after entering account credentials the log in process takes around 1-2 minutes before it gets past the User Profile Service, the rest of the process takes 2-3 secs. This effects all machines running Windows 7 Enteprise 32-bit and is on fairly high spec laptops (SSD drives, i5 2.93Ghz CPU, 4GB memory). Is there any way to speed this up or is this time delay acceptable? Thanks in advance.

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  • Can we decrease page swapping?

    - by Benjamin
    My system has a 5GB RAM. And my paging file size is 2GB Even though I have many RAM, page-swapping still occurs. But I don't want to swapping. If I resize the paging file size(ex 200MB?), Doesn't Windows System do any swapping? Are there side-effects?

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  • Can we decrease page swapping?

    - by Benjamin
    My system has a 5GB RAM. And my paging file size is 2GB Even though I have many RAM, page-swapping still occurs. But I don't want to that. I know how adjust the paging file size. If I resize the paging file size(ex 200MB?), Doesn't Windows System do any swapping? Are there side-effects?

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  • Using audio plugins in a rewire slave application

    - by Nik Reiman
    I would like to be able to use VST/AudioUnit effects from a rewire slave such as Ableton Live, but it seems that Live doesn't let you use plugins when running in this mode. I'm not exactly sure why that is, but it would be nice to get working so that I could use VST plugins from within GarageBand without having to use the VST2AU wrapper plugin. What sequencers let you use VST plugins when running as a rewire slave?

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