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  • Collisions not working as intended

    - by Stan
    I'm making a game, it's a terraria-like game, with 20x20 blocks, and you can place and remove those blocks. Now, I am trying to write collisions, but it isn't working as I want, the collision succesfully stops the player from going through the ground, but, when I press a key like A + S, that means if I walk down and left (Noclip is on atm), my player will go into the ground, bug up, and exit the ground somewhere else in the level. I made a video of it. The red text means which buttons I am pressing. http://www.youtube.com/watch?v=mo4frZyNwOs You see, if I press A and S together, I go into the ground. Here is my collision code: Vector2 collisionDist, normal; private bool IsColliding(Rectangle body1, Rectangle body2) { normal = Vector2.Zero; Vector2 body1Centre = new Vector2(body1.X + (body1.Width / 2), body1.Y + (body1.Height / 2)); Vector2 body2Centre = new Vector2(body2.X + (body2.Width / 2), body2.Y + (body2.Height / 2)); Vector2 distance, absDistance; float xMag, yMag; distance = body1Centre - body2Centre; float xAdd = ((body1.Width) + (body2.Width)) / 2.0f; float yAdd = ((body1.Height) + (body2.Height)) / 2.0f; absDistance.X = (distance.X < 0) ? -distance.X : distance.X; absDistance.Y = (distance.Y < 0) ? -distance.Y : distance.Y; if (!((absDistance.X < xAdd) && (absDistance.Y < yAdd))) return false; xMag = xAdd - absDistance.X; yMag = yAdd - absDistance.Y; if (xMag < yMag) normal.X = (distance.X > 0) ? xMag : -xMag; else normal.Y = (distance.Y > 0) ? yMag : -yMag; return true; } private void PlayerCollisions() { foreach (Block blocks in allTiles) { collisionDist = Vector2.Zero; if (blocks.Texture != airTile && blocks.Texture != stoneDarkTexture && blocks.Texture != stoneDarkTextureSelected && blocks.Texture != airTileSelected && blocks.Texture != doorTexture && blocks.Texture != doorTextureSelected) { if (IsColliding(player.plyRect, blocks.tileRect)) { if (normal.Length() > collisionDist.Length()) { collisionDist = normal; } player.Position.X += collisionDist.X; player.Position.Y += collisionDist.Y; break; } } } } I got PlayerCollisions() running in my Update method. As you can see it works partly, but if it runs perfectly, it would be awesome, though I have no idea how to fix this problem. Help would be greatly appreciated. EDIT: If I remove the break; it works partly, then it is just the thing that it spasms when it hits two or more blocks at once, like, if I touch 2/3 blocks at once, it does twice the force up. How can I make it so that it only does the force for one block, so it stays correct, and does not spasm? Thanks.

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  • Vertical Scrolling In Tile Based XNA Platformer

    - by alec100_94
    I'm making a 2D platformer in XNA 4.0. I have created a working tile engine, which works well for my purposes, and Horizontal Scrolling works flawlessly, however I am having great trouble with Vertical scrolling. I Basically want the camera to scroll up (world to scroll down) when the player reaches a certain Y co-ordinate, and I would also like to automatically scroll back down if coming down, and that co-ordinate is passed. My biggest problem is I have no real way of detecting the direction the player is moving in using only the Y Co-ord. Here Is My Code Code For The Camera Class (which appears to be a very different approach to most camera classes I have seen). using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace Marvin { class Camera : TileEngine { public static bool startReached; public static bool endReached; public static void MoveRight(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X -= speed; } } } public static void MoveLeft(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X += speed; } } } public static void MoveUp(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y += speed; } } } public static void MoveDown(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y -= speed; } } } public static void Restrain() { if(tiles.Last().position.X<Main.graphics.PreferredBackBufferWidth-tiles.Last().size.X) { MoveLeft(); endReached = true; } else { endReached = false; } if(tiles[1].position.X>0) { MoveRight(); startReached = true;} else { startReached = false; } } } } Here is My Player Code for Left and Right Scrolling/Moving if (Main.currentKeyState.IsKeyDown(Keys.Right)) { Camera.MoveRight(); if(Camera.endReached) { MoveRight(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveRight(2); Camera.MoveLeft(); } } } if(Main.currentKeyState.IsKeyDown(Keys.Left)) { Camera.MoveLeft(); if(Camera.startReached) { MoveLeft(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveLeft(2); Camera.MoveRight(); } } } Camera.Restrain(); if(marvin.GetRectangle().X>Main.graphics.PreferredBackBufferWidth-marvin.GetRectangle().Width) { MoveLeft(2); } if(marvin.GetRectangle().X<0) { MoveRight(2); } And Here Is My Player Jumping/Falling Code which may cause some conflicts with the vertical camera movement. if (!jumping) { if(!TileEngine.TopOfTileCollidingWith(footBounds)) { MoveDown(5); } else { if(marvin.GetRectangle().Y != TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) { float difference = (TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) - (marvin.GetRectangle().Y); marvin.SetRectangle(marvin.GetRectangle().X,(int)(marvin.GetRectangle().Y+difference)); armR.SetRectangle(armR.GetRectangle().X,(int)(armR.GetRectangle().Y+difference)); armL.SetRectangle(armL.GetRectangle().X,(int)(armL.GetRectangle().Y+difference)); eyeL.SetRectangle(eyeL.GetRectangle().X,(int)(eyeL.GetRectangle().Y+difference)); eyeR.SetRectangle(eyeR.GetRectangle().X,(int)(eyeR.GetRectangle().Y+difference)); } } } if (Main.currentKeyState.IsKeyDown(Keys.Up) && Main.previousKeyState.IsKeyUp(Keys.Up) && TileEngine.TopOfTileCollidingWith(footBounds)) { jumping = true; } if(jumping) { if(TileEngine.LastPlatformStoodOnTop()>0 && (TileEngine.LastPlatformStoodOnTop() - footBounds.Bottom)<120) { MoveUp(5); } else { jumping = false; } } All player code I have tried for vertical movements has failed, or caused weird results (like falling through platforms), and most have been a variation on the method I described above, hence I have not included it. I would really appreciate some help implementing a simple vertical scrolling into this game, Thanks.

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  • Resolving collisions between dynamic game objects

    - by TheBroodian
    I've been building a 2D platformer for some time now, I'm getting to the point where I am adding dynamic objects to the stage for testing. This has prompted me to consider how I would like my character and other objects to behave when they collide. A typical staple in many 2D platformer type games is that the player takes damage upon touching an enemy, and then essentially becomes able to pass through enemies during a period of invulnerability, and at the same time, enemies are able to pass through eachother freely. I personally don't want to take this approach, it feels strange to me that the player should receive arbitrary damage for harmless contact to an enemy, despite whether the enemy is attacking or not, and I would like my enemies' interactions between each other (and my player) to be a little more organic, so to speak. In my head I sort of have this idea where a game object (player, or non player) would be able to push other game objects around by manner of 'pushing' each other out of one anothers' bounding boxes if there is an intersection, and maybe correlate the repelling force to how much their bounding boxes are intersecting. The problem I'm experiencing is I have no idea what the math might look like for something like this? I'll show what work I've done so far, it sort of works, but it's jittery, and generally not quite what I would pass in a functional game: //Clears the anti-duplicate buffer collisionRecord.Clear(); //pick a thing foreach (GameObject entity in entities) { //pick another thing foreach (GameObject subject in entities) { //check to make sure both things aren't the same thing if (!ReferenceEquals(entity, subject)) { //check to see if thing2 is in semi-near proximity to thing1 if (entity.WideProximityArea.Intersects(subject.CollisionRectangle) || entity.WideProximityArea.Contains(subject.CollisionRectangle)) { //check to see if thing2 and thing1 are colliding. if (entity.CollisionRectangle.Intersects(subject.CollisionRectangle) || entity.CollisionRectangle.Contains(subject.CollisionRectangle) || subject.CollisionRectangle.Contains(entity.CollisionRectangle)) { //check if we've already resolved their collision or not. if (!collisionRecord.ContainsKey(entity.GetHashCode())) { //more duplicate resolution checking. if (!collisionRecord.ContainsKey(subject.GetHashCode())) { //if thing1 is traveling right... if (entity.Velocity.X > 0) { //if it isn't too far to the right... if (subject.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height)) || subject.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = entity.CollisionRectangle.Right - subject.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the left, and thing2 to the right. entity.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //if thing1 is traveling left... if (entity.Velocity.X < 0) { //if thing1 isn't too far left... if (entity.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height)) || entity.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = subject.CollisionRectangle.Right - entity.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the right, and thing2 to the left. entity.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //Make record that thing1 and thing2 have interacted and the collision has been solved, so that if thing2 is picked next in the foreach loop, it isn't checked against thing1 a second time before the next update. collisionRecord.Add(entity.GetHashCode(), subject.GetHashCode()); } } } } } } } } One of the biggest issues with my code aside from the jitteriness is that if one character were to land on top of another character, it very suddenly and abruptly resolves the collision, whereas I would like a more subtle and gradual resolution. Any thoughts or ideas are incredibly welcome and helpful.

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  • Use DivX settings to encode to mp4 with ffmpeg

    - by sjngm
    I'm used to use VirtualDub to encode a video to AVI container with DivX-codec (and MP3 for audio). Now I'm planning to use ffmpeg to encode videos to MP4 container with h264-codec. What I've figured out is that I need to use libx264 and one of those presets to make anything work. However, I'm amazed about the video bitrate ffmpeg uses for encoding. What I currently have is this little batch file: @ECHO OFF SETLOCAL SET IN=source.avs SET FFMPEG_PATH=C:\Program Files (x86)\ffmpeg SET PRESET=-fpre "%FFMPEG_PATH%\presets\libx264-lossless_slow.ffpreset" SET AUDIO=-acodec libmp3lame -ab 128000 SET VIDEO=-vcodec libx264 -vb 1978000 "%FFMPEG_PATH%\ffmpeg.exe" -i %IN% %AUDIO% %VIDEO% %PRESET% test.mp4 ENDLOCAL With this I tell ffmpeg to use 1978k as the bitrate, but ffmpeg uses 15000k+! I tried other presets, but they don't use my specified bitrate. Here are the presets I have: libx264-baseline.ffpreset libx264-ipod320.ffpreset libx264-ipod640.ffpreset libx264-lossless_fast.ffpreset libx264-lossless_max.ffpreset libx264-lossless_medium.ffpreset libx264-lossless_slow.ffpreset libx264-lossless_slower.ffpreset libx264-lossless_ultrafast.ffpreset ffmpeg version: FFmpeg git-N-29181-ga304071 libavutil 50. 40. 1 / 50. 40. 1 libavcodec 52.120. 0 / 52.120. 0 libavformat 52.108. 0 / 52.108. 0 libavdevice 52. 4. 0 / 52. 4. 0 libavfilter 1. 79. 0 / 1. 79. 0 libswscale 0. 13. 0 / 0. 13. 0 Note that I don't use the latest version as it has problems with spaces in filenames. Here's what seems to be the full parameter list DivX 6.9.2 uses: -bvnn 1978000 -vbv 218691200,100663296,100663296 -dir "C:\Users\sjngm\AppData\Roaming\DivX\DivX Codec" -w -b 1 -use_presets=1 -preset=10 -windowed_fullsearch=2 -thread_delay=1 What command line parameters would that be for ffmpeg? EDIT: Going with slhck's suggestion I tried a new 32-bit version. I have no idea if that is 0.9 or newer, I can't find that info. ffmpeg version N-36890-g67f5650 libavutil 51. 34.100 / 51. 34.100 libavcodec 53. 56.105 / 53. 56.105 libavformat 53. 30.100 / 53. 30.100 libavdevice 53. 4.100 / 53. 4.100 libavfilter 2. 59.100 / 2. 59.100 libswscale 2. 1.100 / 2. 1.100 libswresample 0. 6.100 / 0. 6.100 libpostproc 51. 2.100 / 51. 2.100 I reworked my batch file to look like this (interestingly enough I can't find parameter -vprofile in the documentation): @ECHO OFF SETLOCAL SET IN=VTS_01_1.avs SET FFMPEG_PATH=C:\Program Files (x86)\ffmpeg SET PRESET=-vprofile high -preset veryslow SET AUDIO=-acodec libmp3lame -ab 128000 SET VIDEO=-vcodec libx264 -vb 1978000 "%FFMPEG_PATH%\ffmpeg.exe" -i %IN% %AUDIO% %PRESET% %VIDEO% test.mp4 ENDLOCAL I see that it now uses the bitrate properly (thanks to LongNeckbeard for pointing out that the lossless-stuff ignores the bitrate!). Just in case you wonder how I came up with the 1978000, I'm using this formula which I found valid for DivX-files (I'm guessing the bitrate won't change that much for h264): width * height * 25 * 0.22 / 1000 I'm not sure if the 0.22 correlates with the CRF somehow. Overall I forgot to say the I will use a two-pass scenario, which is why I don't use the CRF here. I will try to read more about this. Currently I'm just trying to get something running that shows me that I'm doing something right (ffmpeg isn't the easiest tool to understand ;)). C:\Program Files (x86)\ffmpeg\ffmpeg.exe" -i VTS_01_1.avs -acodec libmp3lame -ab 128000 -vcodec libx264 -vb 1978000 -vprofile high -preset veryslow test.mp4 The output is now: ffmpeg version N-36890-g67f5650 Copyright (c) 2000-2012 the FFmpeg developers built on Jan 16 2012 21:57:13 with gcc 4.6.2 configuration: --enable-gpl --enable-version3 --disable-w32threads --enable-runtime-cpudetect --enable-avisynth --enable-bzlib --enable-frei0r --enable-libopencore-amrnb --enable-libopencore-amrwb --enable-libfreetype --enable-libgsm --enable-libmp3lame --enable-libopenjpeg --enable-librtmp --enable-libschroedinger --enable-libspeex --enable-libtheora --enable-libvo-aacenc --enable-libvo-amrwbenc --enable-libvorbis --enable-libvpx --enable-libx264 --enable-libxavs --enable-libxvid --enable-zlib libavutil 51. 34.100 / 51. 34.100 libavcodec 53. 56.105 / 53. 56.105 libavformat 53. 30.100 / 53. 30.100 libavdevice 53. 4.100 / 53. 4.100 libavfilter 2. 59.100 / 2. 59.100 libswscale 2. 1.100 / 2. 1.100 libswresample 0. 6.100 / 0. 6.100 libpostproc 51. 2.100 / 51. 2.100 Input #0, avs, from 'VTS_01_1.avs': Duration: 00:58:46.12, start: 0.000000, bitrate: 0 kb/s Stream #0:0: Video: rawvideo (YV12 / 0x32315659), yuv420p, 576x448, 77414 kb/s, 25 tbr, 25 tbn, 25 tbc Stream #0:1: Audio: pcm_s16le ([1][0][0][0] / 0x0001), 48000 Hz, 2 channels, s16, 1536 kb/s File 'test.mp4' already exists. Overwrite ? [y/N] y w:576 h:448 pixfmt:yuv420p tb:1/1000000 sar:0/1 sws_param: [libx264 @ 05A2C400] using cpu capabilities: MMX2 SSE2Fast FastShuffle SSEMisalign LZCNT [libx264 @ 05A2C400] profile High, level 3.1 [libx264 @ 05A2C400] 264 - core 120 r2120 0c7dab9 - H.264/MPEG-4 AVC codec - Copyleft 2003-2011 - http://www.videolan.org/x264.html - options: cabac=1 ref=16 deblock=1:0:0 analyse=0x3:0x133 me=umh subme=10 psy=1 psy_rd=1.00:0.00 mixed_ref=1 me_range=24 chroma_me=1 trellis=2 8x8dct=1 cqm=0 deadzone=21,11 fast_pskip=1 chroma_qp_offset=-2 threads=3 sliced_threads=0 nr=0 decimate=1 interlaced=0 bluray_compat=0 constrained_intra=0 bframes=8 b_pyramid=2 b_adapt=2 b_bias=0 direct=3 weightb=1 open_gop=0 weightp=2 keyint=250 keyint_min=25 scenecut=40 intra_refresh=0 rc_lookahead=60 rc=abr mbtree=1 bitrate=1978 ratetol=1.0 qcomp=0.60 qpmin=0 qpmax=69 qpstep=4 ip_ratio=1.40 aq=1:1.00 Output #0, mp4, to 'test.mp4': Metadata: encoder : Lavf53.30.100 Stream #0:0: Video: h264 (![0][0][0] / 0x0021), yuv420p, 576x448, q=-1--1, 1978 kb/s, 25 tbn, 25 tbc Stream #0:1: Audio: mp3 (i[0][0][0] / 0x0069), 48000 Hz, 2 channels, s16, 128 kb/s Stream mapping: Stream #0:0 -> #0:0 (rawvideo -> libx264) Stream #0:1 -> #0:1 (pcm_s16le -> libmp3lame) Press [q] to stop, [?] for help frame= 0 fps= 0 q=0.0 size= 0kB time=00:00:00.00 bitrate= 0.0kbits/s frame= 0 fps= 0 q=0.0 size= 0kB time=00:00:00.00 bitrate= 0.0kbits/s frame= 0 fps= 0 q=0.0 size= 0kB time=00:00:00.00 bitrate= 0.0kbits/s frame= 3 fps= 1 q=22.0 size= 39kB time=00:00:00.04 bitrate=8063.8kbits/ frame= 8 fps= 2 q=22.0 size= 82kB time=00:00:00.24 bitrate=2801.3kbits/ frame= 13 fps= 3 q=23.0 size= 120kB time=00:00:00.44 bitrate=2229.5kbits/ frame= 16 fps= 4 q=23.0 size= 147kB time=00:00:00.56 bitrate=2156.7kbits/ frame= 20 fps= 4 q=22.0 size= 175kB time=00:00:00.72 bitrate=1987.4kbits/ : video:4387kB audio:273kB global headers:0kB muxing overhead 0.260038% [libx264 @ 05A2C400] frame I:2 Avg QP:19.53 size: 29850 [libx264 @ 05A2C400] frame P:76 Avg QP:22.24 size: 19541 [libx264 @ 05A2C400] frame B:359 Avg QP:25.93 size: 8210 [libx264 @ 05A2C400] consecutive B-frames: 0.5% 0.5% 0.0% 8.2% 17.2% 52.2% 16.0% 5.5% 0.0% [libx264 @ 05A2C400] mb I I16..4: 5.4% 75.3% 19.3% [libx264 @ 05A2C400] mb P I16..4: 1.3% 16.5% 2.2% P16..4: 36.3% 28.6% 12.7% 1.8% 0.2% skip: 0.4% [libx264 @ 05A2C400] mb B I16..4: 0.4% 3.8% 0.3% B16..8: 40.0% 18.4% 4.7% direct:18.5% skip:13.9% L0:45.4% L1:38.1% BI:16.5% [libx264 @ 05A2C400] final ratefactor: 20.35 [libx264 @ 05A2C400] 8x8 transform intra:83.1% inter:68.5% [libx264 @ 05A2C400] direct mvs spatial:99.2% temporal:0.8% [libx264 @ 05A2C400] coded y,uvDC,uvAC intra: 64.9% 83.4% 49.2% inter: 49.0% 50.4% 4.4% [libx264 @ 05A2C400] i16 v,h,dc,p: 25% 22% 27% 26% [libx264 @ 05A2C400] i8 v,h,dc,ddl,ddr,vr,hd,vl,hu: 10% 7% 23% 9% 10% 10% 10%10% 13% [libx264 @ 05A2C400] i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 12% 11% 13% 9% 12% 11% 10% 9% 12% [libx264 @ 05A2C400] i8c dc,h,v,p: 42% 28% 16% 14% [libx264 @ 05A2C400] Weighted P-Frames: Y:18.4% UV:7.9% [libx264 @ 05A2C400] ref P L0: 29.1% 11.3% 15.7% 7.3% 6.9% 4.9% 5.1% 3.4%3.9% 2.7% 2.8% 1.8% 1.7% 1.2% 1.4% 0.9% [libx264 @ 05A2C400] ref B L0: 68.8% 11.4% 5.5% 2.9% 2.3% 1.9% 1.5% 1.1%1.1% 1.0% 0.9% 0.7% 0.5% 0.3% 0.1% [libx264 @ 05A2C400] ref B L1: 91.9% 8.1% [libx264 @ 05A2C400] kb/s:2055.88 As far as I'm concerned it doesn't look that bad to me.

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  • How to convert Silverlight XAML to Resource dictionary in Silverlight 2

    - by Vecdid
    I am looking for the quickest and easiest way to combine two silverlight projects. Once has controls all in Silverlight XAML the other is template driven and uses a template based on a Silverlight resource dictionary. I am looking for some advice and resources on the best and quickest way to do this. One project is based on this: Silverlight Image Slider http://www.silverlightshow.net/items/Image-slider-control-in-Silverlight-1.1.aspx the other project is based on this: Open Video Player http://www.openvideoplayer.com/ I need to move the slider into the player, but the player uses a template and I just don't get how to merge the two as I do not understand resource dictionaries as they are applied to the player. We have completely gutted and made each proiject do what we want, but heck if I can figure out how to combine them.

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  • Blackberry Development, communicating two Blackberry device in a multiplayer game programatically

    - by Nikesh Yadav
    Hi Forum, We are developing a game application for Blackberry, which will have multi player option to let two or more player compete against each other. We have implemented the logic for that and already two or more player are able to play the game simultaneously on single device. Now we want to upgrade our application so that two or more user can compete each other playing from different device and different locations. Can anyone please help me by providing me the way (or code) to achieve this (communicating two blackberry devices over the air to access single session programmaticaly)? I found the code to connect two device using Bluetooth but as the player may situated in different geographic regions we need to achieve this using over the air connection. Thanks in advance. Thanks, Nikesh

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  • Getting the index of the returned max or min item using max()/min() on a list

    - by KevinGriffin
    I'm using Python's max and min functions on lists for a minimax algorithm, and I need the index of the value returned by max() or min(). In other words, I need to know which move produced the max (at a first player's turn) or min (second player) value. for i in range(9): newBoard = currentBoard.newBoardWithMove([i / 3, i % 3], player) if newBoard: temp = minMax(newBoard, depth + 1, not isMinLevel) values.append(temp) if isMinLevel: return min(values) else: return max(values) I need to be able to return the actual index of the min or max value, not just the value.

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  • Getting problem in accessing web cam.

    - by Chetan
    Hi... I have written code in Java to access web cam,and to save image... I am getting following exceptions : Exception in thread "main" java.lang.NullPointerException at SwingCapture.(SwingCapture.java:40) at SwingCapture.main(SwingCapture.java:66) how to remove this exceptions. here is the code: import javax.swing.*; import javax.swing.event.; import java.io.; import javax.media.; import javax.media.format.; import javax.media.util.; import javax.media.control.; import javax.media.protocol.; import java.util.; import java.awt.; import java.awt.image.; import java.awt.event.; import com.sun.image.codec.jpeg.; public class SwingCapture extends Panel implements ActionListener { public static Player player = null; public CaptureDeviceInfo di = null; public MediaLocator ml = null; public JButton capture = null; public Buffer buf = null; public Image img = null; public VideoFormat vf = null; public BufferToImage btoi = null; public ImagePanel imgpanel = null; public SwingCapture() { setLayout(new BorderLayout()); setSize(320,550); imgpanel = new ImagePanel(); capture = new JButton("Capture"); capture.addActionListener(this); String str1 = "vfw:iNTEX IT-308 WC:0"; String str2 = "vfw:Microsoft WDM Image Capture (Win32):0"; di = CaptureDeviceManager.getDevice(str2); ml = di.getLocator(); try { player = Manager.createRealizedPlayer(ml); player.start(); Component comp; if ((comp = player.getVisualComponent()) != null) { add(comp,BorderLayout.NORTH); } add(capture,BorderLayout.CENTER); add(imgpanel,BorderLayout.SOUTH); } catch (Exception e) { e.printStackTrace(); } } public static void main(String[] args) { Frame f = new Frame("SwingCapture"); SwingCapture cf = new SwingCapture(); f.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { playerclose(); System.exit(0);}}); f.add("Center",cf); f.pack(); f.setSize(new Dimension(320,550)); f.setVisible(true); } public static void playerclose() { player.close(); player.deallocate(); } public void actionPerformed(ActionEvent e) { JComponent c = (JComponent) e.getSource(); if (c == capture) { // Grab a frame FrameGrabbingControl fgc = (FrameGrabbingControl) player.getControl("javax.media.control.FrameGrabbingControl"); buf = fgc.grabFrame(); // Convert it to an image btoi = new BufferToImage((VideoFormat)buf.getFormat()); img = btoi.createImage(buf); // show the image imgpanel.setImage(img); // save image saveJPG(img,"\test.jpg"); } } class ImagePanel extends Panel { public Image myimg = null; public ImagePanel() { setLayout(null); setSize(320,240); } public void setImage(Image img) { this.myimg = img; repaint(); } public void paint(Graphics g) { if (myimg != null) { g.drawImage(myimg, 0, 0, this); } } } public static void saveJPG(Image img, String s) { BufferedImage bi = new BufferedImage(img.getWidth(null), img.getHeight(null), BufferedImage.TYPE_INT_RGB); Graphics2D g2 = bi.createGraphics(); g2.drawImage(img, null, null); FileOutputStream out = null; try { out = new FileOutputStream(s); } catch (java.io.FileNotFoundException io) { System.out.println("File Not Found"); } JPEGImageEncoder encoder = JPEGCodec.createJPEGEncoder(out); JPEGEncodeParam param = encoder.getDefaultJPEGEncodeParam(bi); param.setQuality(0.5f,false); encoder.setJPEGEncodeParam(param); try { encoder.encode(bi); out.close(); } catch (java.io.IOException io) { System.out.println("IOException"); } } }

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  • MediaElement.Position behaviour and Windows Phone 7 issue

    - by RoguePlanetoid
    I have a problem, I have written a simple Media Player for Windows Phone 7 and can Play, Stop and control the Volume of a Video (loaded from a URI) however when I try to set the position, this causes the application to freeze. I have used both these lines, but either does not work: Player.Position = new TimeSpan(0, 0, 0, 0, (int)Position.Value); Player.Position = TimeSpan.FromSeconds((int)(Position.Value)); I do have this event handler: void Player_MediaOpened(object sender, RoutedEventArgs e) { Position.Maximum = Player.NaturalDuration.TimeSpan.TotalMilliseconds; } And have tried using the Seconds value, casting to Ints etc, however everytime I try to set the Position, the app freezes. The video otherwise plays normally - anyone know what the problem may be here?

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  • Sound Effects/Manipulation?

    - by Adam
    Hello, I am creating an android app that basically records an applies an "Effect" on the audio track then plays it back. I got my app to record an play back but I am stuck an not sure where do go from here. I have been Googling for days now trying to find a open source audio library or some way to change the audio after I record it. I currently have it setup to play back using SoundPool an I't lets me speed up an slow down the audio. I would like to do things like change pitch an add echo etc. I will appreciate any responses because I am totally stumped right now. Thanks Adam

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  • Using of html5 <video> tag in web-based applications for iPhone

    - by Alexander Sharov
    As you know iPhone plays video content from < video tags in full-screen mode via internal media player. Here I have several questions: 1) is it possible to show custom text over video playing? something like subtitles appeared during movie playback. I tried several solutions like http://blog.gingertech.net/2008/12/12/attaching-subtitles-to-html5-video/, but seems they are not working in iPhone case. Ideally, I want to add some div over media player and show necessary information there. 2) is there any way to disable controls of iPhone media player. Seams it is not metter if you add "controls" attrinbute to < video tag or don't add, iPhone always switch on controls for media player. The goal for me is do not allow to user to change playback possition(user should see full movie from start to finish. Of course user can stop the video, but he can't rewind a record) Thanks for your help.

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  • Quartz compositions created in Snow Leopard (10.6) doesn't work in Leopard (10.5) despite testing in

    - by adib
    Hi I have a reasonably advanced (many patches and subpatches) quartz composition that was created in Snow Leopard but doesn't run well (many elements are not rendered) in Leopard. The composition tested OK via Quartz Composer's Test in Runtime option and works fine for both Leopard 32-bits and Leopard 64-bits (menu item "File | Test in Runtime | Leopard 32-bits". In an actual Leopard (32-bits) system, a lot of elements are not rendered in the quartz composition. Below are the log file excerpt when the composition is run in QuickTime Player under Leopard: QuickTime Player[134] *** <QCNodeManager | namespace = "com.apple.QuartzComposer" | 335 nodes>: Patch with name "/units to pixels" is missing QuickTime Player[134] *** Message from <QCPatch = 0x06D82880 "(null)">:Cannot create node of class "/units to pixels" and identifier "(null)" QuickTime Player[134] *** Message from <QCPatch = 0x06D7C130 "(null)">:Cannot create node of class "/resize image to target" and identifier "(null)" QuickTime Player[134] *** Message from <QCPatch = 0x06D7C130 "(null)">:Cannot create connection from ["outputValue" @ "Math_1"] to ["Target_Pixels" @ "Patch_2"] The patch "units to pixels" is a system patch in Snow Leopard whereas the patch "resize image to target" is a custom virtual patch located in my home directory. It seems that we can cross out problems in which the composition is referencing a missing virtual patch. I have tested the composition under another user's account and it ran fine which shows that it already embeds the "resize image to target" virtual patch that is located in my home directory. I'm really puzzled why the composition passes the Leopard Runtime test but yet fail to run in an actual Leopard OS? Is there a post-processing step that I need to run to the composition file? Is there any way to make this patch more compatible with Leopard? Thanks in advance.

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  • game speed problem

    - by Meko
    HI..I made a little game.But this game works on every computer with different speed.I think it is about resolution.I used every thing in paintcomponent.and If I change screen size the game goes slower or faster.And if i run this game on another computer wich has different resolution it also works different. This is my game http://rapidshare.com/files/364597095/ShooterGame.2.6.0.jar and here code public class Shooter extends JFrame implements KeyListener, Runnable { JFrame frame = new JFrame(); String player; Font startFont, startSubFont, timerFont,healthFont; Image img; Image backGround; Graphics dbi; URL url1 = this.getClass().getResource("Images/p2.gif"); URL url2 = this.getClass().getResource("Images/p3.gif"); URL url3 = this.getClass().getResource("Images/p1.gif"); URL url4 = this.getClass().getResource("Images/p4.gif"); URL urlMap = this.getClass().getResource("Images/zemin.jpg"); Player p1 = new Player(5, 150, 10, 40, Color.GREEN, url3); Computer p2 = new Computer(750, 150, 10, 40, Color.BLUE, url1); Computer p3 = new Computer(0, 0, 10, 40, Color.BLUE, url2); Computer p4 = new Computer(0, 0, 10, 40, Color.BLUE, url4); ArrayList<Bullets> b = new ArrayList<Bullets>(); ArrayList<CBullets> cb = new ArrayList<CBullets>(); Thread sheap; boolean a, d, w, s; boolean toUp, toDown; boolean GameOver; boolean Level2; boolean newGame, resart, pause; int S, E; int random; int cbSpeed = 0; long timeStart, timeEnd; int timeElapsed; long GameStart, GameEnd; int GameScore; int Timer = 0; int timerStart, timerEnd; public Shooter() { sheap = new Thread(this); sheap.start(); startFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 32); startSubFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 25); timerFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 16); healthFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 16); setTitle("Shooter 2.5.1"); setBounds(350, 250, 800, 600); // setResizable(false); setBackground(Color.black); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); addKeyListener(this); a = d = w = s = false; toUp = toDown = true; GameOver = true; newGame = true; Level2 = false; S = E = 0; setVisible(true); } public void paint(Graphics g) { img = createImage(getWidth(), getHeight()); dbi = img.getGraphics(); paintComponent(dbi); g.drawImage(img, 0, 0, this); } public void paintComponent(Graphics g) { repaint(); timeStart = System.currentTimeMillis(); backGround = Toolkit.getDefaultToolkit().getImage(urlMap); g.drawImage(backGround, 0, 0, null); g.setColor(Color.red); g.setFont(healthFont); g.drawString("" + player + " Health : " + p1.health, 30, 50); g.setColor(Color.red); g.drawString("Computer Health : " + (p2.health + p3.health + p4.health), 600, 50); g.setColor(Color.BLUE); g.setFont(timerFont); g.drawString("Time : " + Timer, 330, 50); if (newGame) { g.setColor(Color.LIGHT_GRAY); g.setFont(startFont); g.drawString("Well Come To Shoot Game", 200, 190); g.drawString("Press ENTER To Start", 250, 220); g.setColor(Color.LIGHT_GRAY); g.setFont(startSubFont); g.drawString("Use W,A,S,D and Space For Fire", 200, 250); g.drawString("GOOD LUCK", 250, 280); newGame(); } if (!GameOver) { for (Bullets b1 : b) { b1.draw(g); } for (CBullets b2 : cb) { b2.draw(g); } update(); // Here MOvements for Player and For Fires } if (p1.health <= 0) { g.setColor(p2.col); g.setFont(startFont); g.drawString("Computer Wins ", 200, 190); g.drawString("Press Key R to Restart ", 200, 220); GameOver = true; } else if (p2.health <= 0 && p3.health <= 0 && p4.health <= 0) { g.setColor(p1.col); g.setFont(startFont); g.drawString(""+player+" Wins ", 200, 190); g.drawString("Press Key R to Resart ", 200, 220); GameOver = true; g.setColor(Color.MAGENTA); g.drawString(""+player+"`s Score is " + Timer, 200, 120); } if (Level2) { if (p3.health >= 0) { p3.draw(g); for (CBullets b3 : cb) { b3.draw(g); } } else { p3.x = 1000; } if (p4.health >= 0) { p4.draw(g); for (CBullets b4 : cb) { b4.draw(g); } } else { p4.x = 1000; } } if (p1.health >= 0) { p1.draw(g); } if (p2.health >= 0) { p2.draw(g); } else { p2.x = 1000; } } public void update() { if (w && p1.y > 54) { p1.moveUp(); } if (s && p1.y < 547) { p1.moveDown(); } if (a && p1.x > 0) { p1.moveLeft(); } if (d && p1.x < 200) { p1.moveRight(); } random = 1 * (int) (Math.random() * 100); if (random > 96) { if (p2.health >= 0) { CBullets bo = p2.getCBull(); bo.xVel =-1-cbSpeed; cb.add(bo); } if (Level2) { if (p3.health >= 0) { CBullets bo1 = p3.getCBull(); bo1.xVel = -2-cbSpeed; cb.add(bo1); } if (p4.health >= 0) { CBullets bo2 = p4.getCBull(); bo2.xVel = -4-cbSpeed; cb.add(bo2); } } } if (S == 1) { if (p1.health >= 0) { Bullets bu = p1.getBull(); bu.xVel = 5; b.add(bu); S += 1; } } //Here Also Problem .. When COmputer have More fire then it gaves Array Exeption . Or Player have More Fire for (int i = cb.size() -1; i = 0 ; i--) { boolean bremoved = false; for (int j = b.size() -1 ; j =0 ; j--) { if (b.get(j).rect.intersects(cb.get(i).rect) || cb.get(i).rect.intersects(b.get(j).rect)) { bremoved = true; b.remove(j); } } if(bremoved) cb.remove(i); } for (int i = 0; i < b.size(); i++) { b.get(i).move(); if (b.get(i).rect.intersects(p2.rect)) { if (p2.health >= 0) { p2.health--; b.remove(i); // System.out.println("Hited P2"); i--; continue; } } if (b.get(i).rect.intersects(p3.rect)) { if (p3.health >= 0) { p3.health--; b.remove(i); // System.out.println("Hited P3"); i--; continue; } } if (b.get(i).rect.intersects(p4.rect)) { if (p4.health >= 0) { p4.health--; b.remove(i); // System.out.println("Hited P4"); i--; continue; } } if (b.get(i).rect.x > 790) { b.remove(i); } } for (int j = 0; j < cb.size(); j++) { cb.get(j).move(); if (cb.get(j).rect.intersects(p1.rect) && cb.get(j).xVel < 0) { p1.health--; cb.remove(j); j--; continue; } } timeEnd = System.currentTimeMillis(); timeElapsed = (int) (timeEnd - timeStart); } public void level2() { if (p2.health <= 10) { Level2 = true; cbSpeed = 4; p3.x = 750; p4.x = 750; p2.speed = 10; p3.speed = 20; p4.speed = 30; } } public void keyTyped(KeyEvent e) { } public void keyPressed(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_ENTER: newGame = false; break; case KeyEvent.VK_P: pause = true; break; case KeyEvent.VK_R: resart = true; break; case KeyEvent.VK_A: a = true; break; case KeyEvent.VK_D: d = true; break; case KeyEvent.VK_W: w = true; break; case KeyEvent.VK_S: s = true; break; case KeyEvent.VK_SPACE: S += 1; break; } } public void keyReleased(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_A: a = false; break; case KeyEvent.VK_D: d = false; break; case KeyEvent.VK_W: w = false; break; case KeyEvent.VK_S: s = false; break; case KeyEvent.VK_SPACE: S = 0; break; } } public void newGame() { p1.health = 20; p2.health = 20; p3.health = 20; p4.health = 20; p3.x = 0; p4.x = 0; p2.x = 750; Level2 = false; cbSpeed = 0; p2.speed = 9; b.removeAll(b); cb.removeAll(cb); timerStart = (int) System.currentTimeMillis(); GameOver = false; } public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { public void run() { KeyListener k = new Shooter(); } }); } @Override public void run() { player = JOptionPane.showInputDialog(frame, "Enter Player Name", "New Player", JOptionPane.DEFAULT_OPTION); while (true) { timerEnd = (int) System.currentTimeMillis(); if (resart) { newGame(); resart = false; } if (pause) { Thread.currentThread().notify(); } try { if (!GameOver) { Timer = timerEnd - timerStart; level2(); if (p1.y < p2.y && p2.y60) { p2.moveUp(); } if (p1.y < p3.y && p3.y43) { p3.moveUp(); } if (p1.y < p4.y && p4.y43) { p4.moveUp(); } if (p1.y > p2.y && p2.y<535) { p2.moveDown(); } if (p1.y > p3.y && p3.y<535) { p3.moveDown(); } if (p1.y > p4.y && p4.y<530) { p4.moveDown(); } } if (timeElapsed < 125) { Thread.currentThread().sleep(125); } } catch (InterruptedException ex) { System.out.print("FInished"); } } } }

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  • avaudioplayer interferes with mpmovieplayer on ipad

    - by user175826
    my app plays video and audio. however, i have a problem where once i play an audio file using avaudioplayer, the video refuses to play. when i play the video first, everything is fine. but if the audio is played first, any time i try to play the video it simply pops up the video player but will not play the actual video (you can use the scroller to go to any point in the video, but no playback will happen). this issue does not come up on the iphone, nor on the ipad simulator. clearly there is some resource conflict here, probably related to the audio, and i'd welcome some input on how to address it.

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  • VU meter implementaion in iphone

    - by Sreelal
    Hi, I am developing an aplication for iphone which records audio and save that audio file .I need to create a UI similar to that in Voice Memo app with VU meter .I implemented codes to record audio,but i have no idea about VU meter implementation.Looking forward for a reply ......Thanks in advance

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  • Modeling a Generic Relationship in a Database

    - by StevenH
    This is most likely one for all you sexy DBAs out there: How would I effieciently model a relational database whereby I have a field in an "Event" table which defines a "SportType". This "SportsType" field can hold a link to different sports tables E.g. "FootballEvent", "RubgyEvent", "CricketEvent" and "F1 Event". Each of these Sports tables have different fields specific to that sport. My goal is to be able to genericly add sports types in the future as required, yet hold sport specific event data (fields) as part of my Event Entity. Is it possible to use an ORM such as NHibernate / Entity framework which would reflect such a relationship? I have thrown together a quick C# example to express my intent at a higher level: public class Event<T> where T : new() { public T Fields { get; set; } public Event() { EventType = new T(); } } public class FootballEvent { public Team CompetitorA { get; set; } public Team CompetitorB { get; set; } } public class TennisEvent { public Player CompetitorA { get; set; } public Player CompetitorB { get; set; } } public class F1RacingEvent { public List<Player> Drivers { get; set; } public List<Team> Teams { get; set; } } public class Team { public IEnumerable<Player> Squad { get; set; } } public class Player { public string Name { get; set; } public DateTime DOB { get; set;} }

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  • AVAudioPlayer only initializes with some files

    - by Brendan
    Hi everyone, I'm having trouble playing some files with AVAudioPlayer. When I try to play a certain m4a, it works fine. It also works with an mp3 that I try. However it fails on one particular mp3 every time (15 Step, by Radiohead), regardless of the order in which I try to play them. The audio just does not play, though the view loading and everything that happens concurrently happens correctly. The code is below. I get the "Player loaded." log output on the other two songs, but not on 15 Step. I know the file path is correct (I have it log outputted earlier in the app, and it is correct). Any ideas? NSData *musicData = [NSData dataWithContentsOfURL:[[NSURL alloc] initFileURLWithPath:[[NSBundle mainBundle] pathForResource:[song filename] ofType:nil]]]; NSLog([[NSBundle mainBundle] pathForResource:[song filename] ofType:nil]); if(musicData) { NSLog(@"File found."); } self.songView.player = [[AVAudioPlayer alloc] initWithData:musicData error:nil]; if(self.songView.player) { NSLog(@"Player loaded."); } [self.songView.player play]; NSLog(@"You should be hearing something now."); Thanks, Brendan

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  • Testing MPMoviePlayerViewController in iPad simulator

    - by hgpc
    I have a view that shows a MPMoviePlayerViewController modally. When testing it in the iPad simulator it works well on the first try. If I dismiss the video and then show the view again, the player only plays the audio, but not the video. Is this a simulator quirk or am I doing something wrong? Here's my code: - (void)viewWillAppear:(BOOL)animated { [super viewWillAppear:animated]; MPMoviePlayerViewController* v = [[MPMoviePlayerViewController alloc] initWithContentURL:url]; [[NSNotificationCenter defaultCenter] addObserver:self selector: @selector(playbackDidFinish:) name:MPMoviePlayerPlaybackDidFinishNotification object:v.moviePlayer]; [self presentMoviePlayerViewControllerAnimated:v]; [v release]; } -(void) playbackDidFinish:(NSNotification*)aNotification { MPMoviePlayerController *player = [aNotification object]; [[NSNotificationCenter defaultCenter] removeObserver:self name:MPMoviePlayerPlaybackDidFinishNotification object:player]; [player stop]; [self dismissMoviePlayerViewControllerAnimated]; }

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  • Avaudioplayer problem regarding songs

    - by Arun Sharma
    I am using avaudioplayer for playing mp3 songs. The problem is in being able to catch the instance of the player to control it i.e. Stop it, Play it etc. The code by default creates multiple instances of the same player and overlaps the songs. I am being unable to reference the player specifically. Do you have an idea as to how we can do so? Thanks Arun Sharma

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  • Combining lists but getting unique members

    - by MC
    I have a bit of a special requirement when combining lists. I will try to illustrate with an example. Lets say I'm working with 2 lists of GamePlayer objects. GamePlayer has a property called LastGamePlayed. A unique GamePlayer is identified through the GamePlayer.ID property. Now I'd like to combine listA and listB into one list, and if a given player is present in both lists I'd like to keep the value from listA. I can't just combine the lists and use a comparer because my uniqueness is based on ID, and if my comparer checks ID I will not have control over whether it picks the element of listA or listB. I need something like: for each player in listB { if not listA.Contains(player) { listFinal.Add(player) } } However, is there a more optimal way to do this instead of searching listA for each element in listB?

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  • Sound File editing in Objective C

    - by Biranchi
    Hi All, I am able to record and create audio files using AudioFileCreateWithURL in the AudioToolbox Framework. I want to figure out if there is any way to edit the .caf sound files. I want to insert another recoreded audio inside the main audio file. Any thoughts or suggestions how to proceed ?? Thanks.

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  • How to play .3gp videos in mobile using RTMP (FMS) and HTTP?

    - by Sunil Kumar
    Hi I am not able to play video on mobile device which is .3gp container and H.263 / AMR_NB encoded. I just want to play my website videos in mobile device also just like youtube.com. I want to use RTMP and HTTP both. My requirement is as follows- Which codec and container will be best? Should I use FLV to play video on mobile device? RTSP required or can be use RTMP? Is NetStream and NetConnection methods different from Flash Player in Flash Lite Player? How to play 3gp video using RTMP stream ie. ns.play(“mp4:mobilevideo.3gp”, 0, -1, true) is it ok or any thing else required? For mobile browser and computer browser, can I use single player or I have to make different player for computer browser and mobile browser? It would be better if I can do it with single player for both mobile and computer browser. Sample code required for testing. If you can. I got below article in which they mention that we can play video 3gp container in mobile also. Please find the article. Articles URL- http://www.hsharma.com/tech/articles/flash-lite-30-video-formats-and-video-volume/ http://www.adobe.com/devnet/logged_in/dmotamedi_fms3.html Thanks Sunil Kumar

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  • Flash, getURL works from time to time

    - by Sergey
    I'm not a flasher, but i did a menu for site on flash i have about 10 buttons working like hyperlink using getURL. So, problem is: it works perfectly on my netbook (Win XP - Mozilla/Chrome/IE - last flash player) it works perfectly on my wife's laptop (Vista - Mozilla/chrome/IE - last flash player) But it does not work at all on my employer's computers (XP/Vista - Mozilla/Chrome - last flash player) I'm using swfobject (i'm not sure what version is, but i think it's 2.x) Do you have any ideas?

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  • AVAudioPlayer via Speakers

    - by Mark
    I got the following code: - (id)init { if (self = [super init]) { UInt32 sessionCategory = kAudioSessionCategory_MediaPlayback; AudioSessionSetProperty(kAudioSessionProperty_AudioCategory, sizeof(sessionCategory), &sessionCategory); UInt32 audioRouteOverride = kAudioSessionOverrideAudioRoute_Speaker; AudioSessionSetProperty (kAudioSessionProperty_OverrideAudioRoute,sizeof (audioRouteOverride),&audioRouteOverride); [[AVAudioSession sharedInstance] setDelegate:self]; [[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayAndRecord error:nil]; [[AVAudioSession sharedInstance] setActive:YES error:nil]; } return self; } But somehow the sound does not want to come out of the speakers, can someone see what I am doing wrong? The code I use for playing is: AVAudioPlayer *player = [[AVAudioPlayer alloc] initWithContentsOfURL:soundFilePathURL error:nil]; [player prepareToPlay]; [player setVolume:1.0]; [player play];

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  • Extract item in a list if Contains returns true

    - by Matt
    I have two lists A and B, at the beginning of my program, they are both filled with information from a database (List A = List B). My program runs, List A is used and modified, List B is left alone. After a while I reload List B with new information from the database, and then do a check with that against List A. foreach (CPlayer player in ListA) if (ListB.Contains(player)) ----- Firstly, the object player is created from a class, its main identifier is player.Name. If the Name is the same, but the other variables are different, would the .Contains still return true? Class CPlayer( public CPlayer (string name) _Name = name At the ---- I need to use the item from ListB that causes the .Contains to return true, how do I do that?

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