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  • Burn 24/96 flac files to play on standalone player

    - by takeshin
    I have vinyl record rip in 24/96 flac format. Each track is almost 200 MB big, so the album won't fit on CD. How to burn these files on a DVD to play with the same quality on standalone DVD player? My player supports SACD, DVD Audio and DVD video as well. My OS is Ubuntu Lucid (preferred), but I have also WinXp with Nero installed. BTW, is there any difference between DVD+ and DVD- for audio?

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  • ASUS N45SF - play subwoofer with audio connected

    - by Jaroslav Bucko
    I have notebook ASUS N45SF. It comes with dedicated subwoofer, which is connected to separate audio jack. When I connect any audio device to audio jack, internal speakers remain silent, but subwoofer too. I want to let subwoofer play even with audio device connected to jack. Are there any drivers or settings in OS, which would eneble this behaviour? I have Win7/Ubuntu dualboot so OS doesnt matter. Thanks

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  • itunes 9 on mac skips during play

    - by thethinman
    Since upgrading to itunes 9 certain songs are ok but other songs skip during play. I tried downgrading to itunes 8 but to no avail. I've tried other music players and some have the same problem and some don't so I think the problem is not with itunes but with the music api. Any ideas? Thanks.

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  • Do not play previews of songs in Xbox Music

    - by flooooo
    I am currently using the trial of Xbox Music Pass on Windows 8 and discovered to following problem: A band's album has one or more songs that are not available to be played via Xbox music pass but for purchase on the Xbox Music store. When I choose the option "Play album" it plays the songs available for Xbox music pass streaming completely and for the songs only available for purchase just the preview of 30 seconds. Is there an option to deactivate this by a setting that I just not found or is it currently simply not possible?

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  • Is F# a good language for card game AI?

    - by Anthony Brien
    I'm writing a Mahjong Game in C# (the Chinese traditional game, not the solitaire kind). While writing the code for the bot player's AI, I'm wondering if a functional language like F# would be a more suitable language than what I currently use which is C# with a lot of Linq. I don't know much about F# which is why I ask here. To illustrate what I try to solve, here's a quick summary of Mahjong: Mahjong plays a bit like Gin Rummy. You have 13 tiles in your hand, and each turn, you draw a tile and discard another one, trying to improve your hand towards a winning Mahjong hand, which consists or 4 sets and a pair. Sets can be a 3 of a kind (pungs), 4 of a kind (kongs) or a sequence of 3 consecutive tiles (chows). You can also steal another player's discard, if it can complete one of your sets. The code I had to write to detect if the bot can declare 3 consecutive tiles set (chow) is pretty tedious. I have to find all the unique tiles in the hand, and then start checking if there's a sequence of 3 tiles that contain that one in the hand. Detecting if the bot can go Mahjong is even more complicated since it's a combination of detecting if there's 4 sets and a pair in his hand. And that's just a standard Mahjong hand. There's also numerous "special" hands that break those rules but are still a Mahjong hand. For example, "13 unique wonders" consists of 13 specific tiles, "Jade Empire" consists of only tiles colored green, etc. In a perfect world, I'd love to be able to just state the 'rules' of Mahjong, and have the language be able to match a set of 13 tiles against those rules to retrieve which rules it fulfills, for example, checking if it's a Mahjong hand or if it includes a 4 of a kind. Is this something F#'s pattern matching feature can help solve?

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  • Suggestions for opening the Rails toolbox to design a challenge game?

    - by keruilin
    How would you suggest designing a challenge system as part of a food-eating game so that it's automated as possible? All RoR tools, design patterns and logic are at your disposal (e.g., admin consoles, crontab, arch, etc.). Prize goes to whoever can suggest the simplest and most-automated design! Here are the requirements: User has many challenges. Badge has many challenges. (A unique badge is awarded for each challenge won.) Only one challenge can run at a time. Each challenge has a limited number of days that it runs. For example, one challenge can run 3 days, while another runs 7 days. Challenges can be seasonal. For example, "Eat 13 Pumpkins" only runs during the Fall. New challenges are added to the game on an ongoing basis. For example, a new challenge every week. Each challenge has a certain probability of being selected to run. For example, "Eat 10 Pies" challenge has 10% chance of being selected to run. As each new challenge is added to the database, I want the probabilities of running to change dynamically. I want to avoid the scenario where I'm manually updating a database field just to change the probability from 10% to 5%, for example. Challenges act like Easter eggs. Challenge icons pop-up at different places on the webpage. User is awarded a badge for successfully completing a challenge, but only when it's active. There is some wait time between each challenge. Between 1 and 7 days. Which wait time is random, but the probability of the wait time being short is high and the probability of it being a long wait time is low.

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  • Xbox Live Traffic Light Tells You When It’s Game Time

    - by Jason Fitzpatrick
    Why log on to see if your friends are available for a game of Halo 3 when you can glance at this traffic-light-indicator to see if it’s go time? Courtesy of tinker and gamer AndrewF, this fun little hack combines a small traffic light, an Arduino board, and the Xbox live API to provide a real-time indicator of how many of your friends are online and gaming. When the light is red, nobody is available to play. Yellow and green indicate one and several of your friends are available. Hit up the link below to check out the parts list and project code. Xbox Live Traffic Lights [via Hack A Day] HTG Explains: How Antivirus Software Works HTG Explains: Why Deleted Files Can Be Recovered and How You Can Prevent It HTG Explains: What Are the Sys Rq, Scroll Lock, and Pause/Break Keys on My Keyboard?

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  • Games for the Brain [Brain Teasers Game Site]

    - by Asian Angel
    Are you looking for a great collection of fun games to play at work or home? Then the ‘Games for the Brain’ website is definitely worth bookmarking in your favorite browser! This terrific collection of brain teasers is the perfect way to relax, have fun, and each one only take a few minutes to complete (if you are pressed for time). Games for the Brain Game Homepage [via StumbleUpon] 8 Deadly Commands You Should Never Run on Linux 14 Special Google Searches That Show Instant Answers How To Create a Customized Windows 7 Installation Disc With Integrated Updates

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  • game is playing but broken graphics

    - by mewanttux
    I installed Steam on Lubuntu and wanted to play dota2 (it has source engine) and it sayed i need a 3dts driver or something but i installed it alredy. I can start dota now, but when i start a game it is not... displaying correctly. For example when i pick a hero the 3d modell is covered in some kind of a lasershow and the map...... i looked around a bit think it is because of the drivers and i should have mesa 9. Steam can show the system specs and it says that i have nouveau Gallium 0.4 on NVAA as driver and 3.0 Mesa 10.0.0-devel (git-1100093 saucy-oibaf-ppa) as driverversion and OpenGL 3.0 i am a noob on linux and need step by step guides please

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  • How to use Ninject with XNA?

    - by Rosarch
    I'm having difficulty integrating Ninject with XNA. static class Program { /** * The main entry point for the application. */ static void Main(string[] args) { IKernel kernel = new StandardKernel(NinjectModuleManager.GetModules()); CachedContentLoader content = kernel.Get<CachedContentLoader>(); // stack overflow here MasterEngine game = kernel.Get<MasterEngine>(); game.Run(); } } // constructor for the game public MasterEngine(IKernel kernel) : base(kernel) { this.inputReader = kernel.Get<IInputReader>(); graphicsDeviceManager = kernel.Get<GraphicsDeviceManager>(); Components.Add(kernel.Get<GamerServicesComponent>()); // Tell the loader to look for all files relative to the "Content" directory. Assets = kernel.Get<CachedContentLoader>(); //Sets dimensions of the game window graphicsDeviceManager.PreferredBackBufferWidth = 800; graphicsDeviceManager.PreferredBackBufferHeight = 600; graphicsDeviceManager.ApplyChanges(); IsMouseVisible = false; } Ninject.cs: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Ninject.Modules; using HWAlphaRelease.Controller; using Microsoft.Xna.Framework; using Nuclex.DependencyInjection.Demo.Scaffolding; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace HWAlphaRelease { public static class NinjectModuleManager { public static NinjectModule[] GetModules() { return new NinjectModule[1] { new GameModule() }; } /// <summary>Dependency injection rules for the main game instance</summary> public class GameModule : NinjectModule { #region class ServiceProviderAdapter /// <summary>Delegates to the game's built-in service provider</summary> /// <remarks> /// <para> /// When a class' constructor requires an IServiceProvider, the dependency /// injector cannot just construct a new one and wouldn't know that it has /// to create an instance of the Game class (or take it from the existing /// Game instance). /// </para> /// <para> /// The solution, then, is this small adapter that takes a Game instance /// and acts as if it was a freely constructable IServiceProvider implementation /// while in reality, it delegates all lookups to the Game's service container. /// </para> /// </remarks> private class ServiceProviderAdapter : IServiceProvider { /// <summary>Initializes a new service provider adapter for the game</summary> /// <param name="game">Game the service provider will be taken from</param> public ServiceProviderAdapter(Game game) { this.gameServices = game.Services; } /// <summary>Retrieves a service from the game service container</summary> /// <param name="serviceType">Type of the service that will be retrieved</param> /// <returns>The service that has been requested</returns> public object GetService(Type serviceType) { return this.gameServices; } /// <summary>Game services container of the Game instance</summary> private GameServiceContainer gameServices; } #endregion // class ServiceProviderAdapter #region class ContentManagerAdapter /// <summary>Delegates to the game's built-in ContentManager</summary> /// <remarks> /// This provides shared access to the game's ContentManager. A dependency /// injected class only needs to require the ISharedContentService in its /// constructor and the dependency injector will automatically resolve it /// to this adapter, which delegates to the Game's built-in content manager. /// </remarks> private class ContentManagerAdapter : ISharedContentService { /// <summary>Initializes a new shared content manager adapter</summary> /// <param name="game">Game the content manager will be taken from</param> public ContentManagerAdapter(Game game) { this.contentManager = game.Content; } /// <summary>Loads or accesses shared game content</summary> /// <typeparam name="AssetType">Type of the asset to be loaded or accessed</typeparam> /// <param name="assetName">Path and name of the requested asset</param> /// <returns>The requested asset from the the shared game content store</returns> public AssetType Load<AssetType>(string assetName) { return this.contentManager.Load<AssetType>(assetName); } /// <summary>The content manager this instance delegates to</summary> private ContentManager contentManager; } #endregion // class ContentManagerAdapter /// <summary>Initializes the dependency configuration</summary> public override void Load() { // Allows access to the game class for any components with a dependency // on the 'Game' or 'DependencyInjectionGame' classes. Bind<MasterEngine>().ToSelf().InSingletonScope(); Bind<NinjectGame>().To<MasterEngine>().InSingletonScope(); Bind<Game>().To<MasterEngine>().InSingletonScope(); // Let the dependency injector construct a graphics device manager for // all components depending on the IGraphicsDeviceService and // IGraphicsDeviceManager interfaces Bind<GraphicsDeviceManager>().ToSelf().InSingletonScope(); Bind<IGraphicsDeviceService>().To<GraphicsDeviceManager>().InSingletonScope(); Bind<IGraphicsDeviceManager>().To<GraphicsDeviceManager>().InSingletonScope(); // Some clever adapters that hand out the Game's IServiceProvider and allow // access to its built-in ContentManager Bind<IServiceProvider>().To<ServiceProviderAdapter>().InSingletonScope(); Bind<ISharedContentService>().To<ContentManagerAdapter>().InSingletonScope(); Bind<IInputReader>().To<UserInputReader>().InSingletonScope().WithConstructorArgument("keyMapping", Constants.DEFAULT_KEY_MAPPING); Bind<CachedContentLoader>().ToSelf().InSingletonScope().WithConstructorArgument("rootDir", "Content"); } } } } NinjectGame.cs /// <summary>Base class for Games making use of Ninject</summary> public class NinjectGame : Game { /// <summary>Initializes a new Ninject game instance</summary> /// <param name="kernel">Kernel the game has been created by</param> public NinjectGame(IKernel kernel) { Type ownType = this.GetType(); if(ownType != typeof(Game)) { kernel.Bind<NinjectGame>().To<MasterEngine>().InSingletonScope(); } kernel.Bind<Game>().To<NinjectGame>().InSingletonScope(); } } } // namespace Nuclex.DependencyInjection.Demo.Scaffolding When I try to get the CachedContentLoader, I get a stack overflow exception. I'm basing this off of this tutorial, but I really have no idea what I'm doing. Help?

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  • What suggestions for a 3d game engine to support a huge terrain?

    - by codist
    There are a lot of 3d game engines around, does anyone with experience with them have advice on which one would likely be able to handle these (arbitrary) requirements? opengl mac/pc 1000x1000km terrain 1000 towns varying in size from 10 to 1000 buildings 128 people in any one location MMO type networking (no solo play) physics engine including airfoil c++ with optional scripting

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  • Cocoa touch SDK 3.2 - How to play video

    - by teepusink
    Hi, How do I play video on SDK 3.2 (iPad)? Read many questions here but they talked mostly for iPhone. For example, the MoviePlayer example here http://developer.apple.com/iphone/library/samplecode/MoviePlayer_iPhone/Introduction/Intro.html That works on 3.1.3 but when I run it on 3.2, it doesn't work. So basically I'm able to play a video on 3.1.3 using this code but the same code won't run on 3.2 NSString *moviePath = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"Movie.mp4"]; MPMoviePlayerController *moviePlayer = [[MPMoviePlayerController alloc] initWithContentURL:[NSURL fileURLWithPath:moviePath]]; moviePlayer.movieControlMode = MPMovieControlModeDefault; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(movieFinishedCallback:) name:MPMoviePlayerPlaybackDidFinishNotification object:moviePlayer]; [moviePlayer play]; Thanks, Tee

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  • how to play video files by using UITableView?

    - by srikanth rongali
    Hi, In my iPhone application I need to show a video image in UITableView. Each tableViewCell have video and some labels. I used the MPMoviePlayerController for showing video in full screen when the cell is selected. But, I am getting error that MPMoviePlayerController class is not there. I tried using UIWebView. But, I could not make it. How can I play a video, when the cell is selected. Some say that videos do not play in simulator. They only play when we test in device. Is it right ? Please help me with the solution. Thank You.

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  • Play Sound while UIImageView animating crashes the app?

    - by Rahul Vyas
    Hello all, I am having a strange problem in my app. I am creating a app in which i have 9 buttons on the view i want to play sound and animation same time. I am using UIImageview for this but i am having starnge behaviour sometimes sound play early and then animation runs.So how do i play them at same time? I am also having crash on device on a specific animation in which i have 60 jpg files. So what's the best way to do this?

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  • AS2 Play Movie Clip OnMouseUp not working

    - by Mr Vardermier
    My plan is to play mc_1 on MouseDown and mc_2 on MouseUp. The trouble I am having is that when I release, mc_2 is not playing. mc_1 plays fine when MouseDown is initiated. Here's my code: stop(); slide_mc.stop(); slideback_mc.stop(); onMouseDown = function() { _root.slide_mc.play(); } onMouseUp = function() { _root.slideback_mc.play(); } I am new to AS2, I have tried looking but can't seem to find anything like this... Many thanks in advance!

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  • WPF MediaElement pauses when trying to play Windows Media Center recording

    - by eborlas
    I have an WPF application that starts a live tv recording using Windows Media Center, using the Windows Media Center SDK, waits 2 minutes and then plays the currently recording file (.wtv) in a WPF MediaElement. The problem is that the video visual will freeze and it is not consistent on when it happens. I have looked into it and discovered that the timeline is still moving so the MediaElement still thinks that the video is playing. This happens only when trying to play a video file that is currently being recorded, previously recorded shows play just fine. Both Media Center and Media Player can play those files without any hiccups; it is only the WPF MediaElement that has this problem. Any help would be appreciated.

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  • How to represent a Board Panel in Java for a game ?

    - by FILIaS
    I wanna fix a 2D board for a game. I've already fixed other panels for the Gui and everything goes well. But the panel for the board cant be printed on the window. I'm a bit confused about it as i think i've followed the same ideas as for the others panels i need. Here's what i've done: EDIT:*EDIT* what i'm trying to do is fix a board panel for the game according to the dimensions of the it,hold every square in an array in order to use it after wherever it;s needed. I draw each little square of it with the method draw and put it back to the panel. So, each square on the board is a panel. This is the idea. But as u can see. There are troubles/errors on it. EDIT: code updated. just found a part of the problem. i thought first that i had set background to squared, but i didnt. with this one it appears on the panel a wide black "column". Unfortunately,still none squares. :( One More EDIT: Also,i realized that draw method is never called. when i put the draw method in the following method i can see the squares but they remain small. I redefine them with setSize but still no change. How can I use paint method to edit the panels properly???? As it is now it can't. Even it can't return an object(eg panel) as it's polymorphic void! /** *Method used to construct the square in the area of the *gui's grid. In this stage a GUISquare array is being constructed, * used in the whole game as *a mean of changing a square graphical state. *@param squares is the squares array from whom the gui grid will be *constructed. *@see getSquare about the correspondance beetween a squareModel and * a GUISquare. */ private void initBoardPanel(SquareModel[][] squares){ BoardPanel.setLayout(new GridLayout(height ,width )); //set layout SquareRenderer[][] Squares; JPanel[][] grid; Squares=new GUISquare[height][width()]; grid=new JPanel[height()][width()]; for (int i=0; i<height(); i++){ for (int j=0; j<width() ; j++){ SquareRenderer kou=new SquareRenderer(i,j); kou.setSquare(myGame.getSquares()[i][j]); //NOTE: THE FOLLOWING DRAW METHOD CANT BE CALLED!!!? if (myGame.getSquares()[i][j] instanceof SimpleSq ){ kou .paintPanel(i,j,"");} else if (myGame.getSquares()[i][j] instanceof ActionSq ) { kou .paintPanel(i,j); } //JUST BECAUSE DRAW CANT BE CALLED I PUT ITS CODE HERE: //JUST TO CHECK: JPanel panel = new JPanel(); panel.setLayout(new BorderLayout()); JLabel label1 = new JLabel("Move To "+myGame.getSquares()[i][j].getGoTo()); JLabel label2 = new JLabel(""+myGame.getSquares()[i][j].getSquare()); panel.setBackground(Color.ORANGE); panel.add(label2, BorderLayout.NORTH); panel.add(label1, BorderLayout.CENTER); panel.setSize(250,250); ///////// <--until here ---paint method<--- kou.add(panel); kou.setVisible(true); kou.setBackground(Color.BLACK); Squares[i][j]= kou; BoardPanel.add(kou); BoardPanel.setVisible(true); BoardPanel.setBackground(Color.WHITE); } } this.add(BoardPanel,BorderLayout.WEST); // this.pack(); //sets appropriate size for frame this.setVisible(true); //makes frame visible } IMPLEMENTED BY SQUARERENDERER: /** * Transformer for Snake/Ladder * <br>This method is used to display a square on the screen. */ public void paintPanel(int i,int j) { JPanel panel = new JPanel(); panel.setLayout(new BorderLayout()); JLabel label1 = new JLabel("Move To"+myGame.getSquares()[i][j].getGoTo()); JLabel label2 = new JLabel(""+myGame.getSquares()[i][j].getSquare()); JSeparator CellSeparator = new JSeparator(orientation); panel.add(CellSeparator); panel.setForeground(Color.ORANGE); panel.add(label2, BorderLayout.NORTH); panel.add(label1, BorderLayout.CENTER); }

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  • Play Video on Safari iTouch

    - by dave cohen
    I have a web site that opens iframe for video on page, page uses ajax to pull in videos from selected menu. As expected and understood, on iTouch after selecting video it shows a play button, which brings up video in another screen. However, when the video completes, it returns browser to page prior to one where video was played from. Sequence: - open Page1 - go to Page2 which offers videos to play, in iframe - play video - video completes, returns to Page1, not Page2!! Only happens on iTouch, so must be issue with how control is returned on video completion. Any suggestions? If this is not a known problem, I can work up example (currently, need account on site). Thanks Dave

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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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  • Cannot play a recorded sound on device.

    - by B_
    I'm using the exact code from the iPhone Application Programming Guide Multimedia Support to use AVAudioRecorder to record a file to the disk and then AVAudioPlayer to load and play that file. This is working fine in the simulator but is not working on the device. The file gets loaded (we can see the NSTimeInterval) but does not play (play returns false). After it didn't work with the sample code from the website, we tried changing to a bunch of different codecs with no success. And of course, the sound is on. Thanks a bunch.

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  • flvplayer.swf player to play the video?

    - by Surya sasidhar
    Hi, I am using flvplayer.swf player, it is playing the videos,but before playing the video the player has black screen and a play button. When I click the play button the video plays. Is it possible to show a screen-shot of the video with the play button on top, instead of the blank screen? This is the code of my player: <embed id="fl" src="flvplayer.swf" bgcolor="#FFFFFF" align="left" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" flashvars="file=hospitaldemo.swf&autostart=false&frontcolor=0xCCCCCC&backcolor=0x000000&lightcolor=0x996600&showdownload=false&showeq=false&repeat=false&volume=100&useaudio=false&usecaptions=false&usefullscreen=true&usekeys=true" style="width: 400px; height: 350px"> </embed>

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