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  • Get Youtube Video ID from html code with PHP

    - by asumaran
    I want to get all only youtube video ID from html code look the (or multiple) object/embed code for youtube video // html from database <p>loremm ipsum dolor sit amet enot <a href="link" attribute=""blah blah blah">anchor link</a> </p> <object width="425" height="344"> <param name="movie" value="http://www.youtube.com/v/Ou5eVl5eqtg&hl=es_ES&fs=1&"></param> <param name="allowFullScreen" value="true"></param> <param name="allowscriptaccess" value="always"></param> <embed src="http://www.youtube.com/v/Ou5eVl5eqtg&hl=es_ES&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"> </embed> </object> <image src="path/to/image.ext" > <p>lorem ipsum dolor sit amet... blah</p> <p>lorem ipsum dolor sit amet... blah</p> <object width="425" height="344"> <param name="movie" value="http://www.youtube.com/v/Ou5eVl5eqtg&hl=es_ES&fs=1&"></param> <param name="allowFullScreen" value="true"></param> <param name="allowscriptaccess" value="always"></param> <embed src="http://www.youtube.com/v/Ou5eVl5eqtg&hl=es_ES&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"> </embed> </object> <p>blah</p> blah<br/> blah<br/> blah<br/>

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  • Embedded Youtube video in a Ruby on Rails page

    - by dan
    Hi, New to programming. I am trying to embed a YouTube video from a link stored in a database named "Promoter" into a ruby-on-rails page (.erb). I've looked at the source the code turns out, but the object video player does not appear (on heroku here: http://blazing-mountain-574.heroku.com/). The code in the home.html.erb file: <h1>Pages#home</h1> <p>Find me in app/views/pages/home.html.erb</p> <object width="640" height="385"> <param name="movie" value="<%= sanitize Promoter.first.link %>"> </param><param name="allowFullScreen" value="true"></param ><param name="allowscriptaccess" value="always"></param> <embed src="<%= sanitize Promoter.first.link %>" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object> Is there something real simple that I'm missing?

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  • Picture lead-in to Youtube video

    - by cf_PhillipSenn
    I have the following, which displays an image and when the user clicks on the image, it takes them to the Youtube video: <html> <head> <script src="http://www.google.com/jsapi"></script> <script type="text/javascript"> google.load("jquery", "1", {uncompressed: true}); </script> <script> jQuery(function($){ $('a').click(function() { $(this).html('<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/Msef24JErmU&hl=en_US&fs=1&rel=0&color1=0x2b405b&color2=0x6b8ab6"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Msef24JErmU&hl=en_US&fs=1&rel=0&color1=0x2b405b&color2=0x6b8ab6" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>'); return false; }); }); </script> </head> <body> <a href="javascript:void();"><img src="http://www.clipov.net/pic/paul_oakenfold+%5Bstarry_eyed_surprise%5D+_+3-07+mtv_dance_beats+clear.jpg"></a> </body> </html> Q: How do I autoplay the video to keep the user from having to click on it (a second time)?

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  • Cocos2d: Changing b2Body x val every frame causes jitter

    - by Joey Green
    So, I have a jumping mechanism similar to what you would see in doodle jump where character jumps and you use the accelerometer to make character change direction left or right. I have a player object with position and a box2d b2Body with position. I'm changing the player X position via the accelerometer and the Y position according to box2d. pseudocode for this is like so -----accelerometer acceleration------ player.position = new X -----world update--------- physicsWorld-step() //this will get me the new Y according to the physics similation //so we keep the bodys Y value but change x to new X according to accelerometer data playerPhysicsBody.position = new pos(player.position.x, keepYval) player.position = playerPhysicsBody.position Now this is simplifying my code, but I'm doing the position conversion back and forth via mult or divide by PTM_. Well, I'm getting a weird jitter effect after I get big jump in acceleration data. So, my questions are: 1) Is this the right approach to have the accelerometer control the x pos and box2d control the y pos and just sync everthing up every frame? 2) Is there some issue with updating a b2body x position every frame? 3) Any idea what might be creating this jitter effect? I've collecting some data while running the game. Pre-body is before I set the x value on the b2Body in my update method after I world-step(). Post of course is afterwards. As you can see there is definitively a pattern. 012-06-19 08:14:13.118 Game[1073:707] pre-body pos 5.518720~24.362963 2012-06-19 08:14:13.120 Game[1073:707] post-body pos 5.060156~24.362963 2012-06-19 08:14:13.131 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.133 Game[1073:707] delta 0.016669 2012-06-19 08:14:13.135 Game[1073:707] pre-body pos 5.060156~24.689455 2012-06-19 08:14:13.137 Game[1073:707] post-body pos 5.502138~24.689455 2012-06-19 08:14:13.148 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.150 Game[1073:707] delta 0.016667 2012-06-19 08:14:13.151 Game[1073:707] pre-body pos 5.502138~25.006948 2012-06-19 08:14:13.153 Game[1073:707] post-body pos 5.043575~25.006948 2012-06-19 08:14:13.165 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.167 Game[1073:707] delta 0.016644 2012-06-19 08:14:13.169 Game[1073:707] pre-body pos 5.043575~25.315441 2012-06-19 08:14:13.170 Game[1073:707] post-body pos 5.485580~25.315441 2012-06-19 08:14:13.180 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.182 Game[1073:707] delta 0.016895 2012-06-19 08:14:13.185 Game[1073:707] pre-body pos 5.485580~25.614935 2012-06-19 08:14:13.188 Game[1073:707] post-body pos 5.026768~25.614935 2012-06-19 08:14:13.198 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.199 Game[1073:707] delta 0.016454 2012-06-19 08:14:13.207 Game[1073:707] pre-body pos 5.026768~25.905428 2012-06-19 08:14:13.211 Game[1073:707] post-body pos 5.469213~25.905428 2012-06-19 08:14:13.217 Game[1073:707] acceleration x -0.137421 2012-06-19 08:14:13.223 Game[1073:707] player velocity x: -65.022644 2012-06-19 08:14:13.229 Game[1073:707] delta 0.016603

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  • How does interpolation actually work to smooth out an object's movement?

    - by user22241
    I've asked a few similar questions over the past 8 months or so with no real joy, so I am going make the question more general. I have an Android game which is OpenGL ES 2.0. within it I have the following Game Loop: My loop works on a fixed time step principle (dt = 1 / ticksPerSecond) loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ updateLogic(dt); nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; loops++; } render(); My intergration works like this: sprite.posX+=sprite.xVel*dt; sprite.posXDrawAt=sprite.posX*width; Now, everything works pretty much as I would like. I can specify that I would like an object to move across a certain distance (screen width say) in 2.5 seconds and it will do just that. Also because of the frame skipping that I allow in my game loop, I can do this on pretty much any device and it will always take 2.5 seconds. Problem However, the problem is that when a render frame skips, the graphic stutter. It's extremely annoying. If I remove the ability to skip frames, then everything is smooth as you like, but will run at different speeds on different devices. So it's not an option. I'm still not sure why the frame skips, but I would like to point out that this is Nothing to do with poor performance, I've taken the code right back to 1 tiny sprite and no logic (apart from the logic required to move the sprite) and I still get skipped frames. And this is on a Google Nexus 10 tablet (and as mentioned above, I need frame skipping to keep the speed consistent across devices anyway). So, the only other option I have is to use interpolation (or extrapolation), I've read every article there is out there but none have really helped me to understand how it works and all of my attempted implementations have failed. Using one method I was able to get things moving smoothly but it was unworkable because it messed up my collision. I can foresee the same issue with any similar method because the interpolation is passed to (and acted upon within) the rendering method - at render time. So if Collision corrects position (character now standing right next to wall), then the renderer can alter it's position and draw it in the wall. So I'm really confused. People have said that you should never alter an object's position from within the rendering method, but all of the examples online show this. So I'm asking for a push in the right direction, please do not link to the popular game loop articles (deWitters, Fix your timestep, etc) as I've read these multiple times. I'm not asking anyone to write my code for me. Just explain please in simple terms how Interpolation actually works with some examples. I will then go and try to integrate any ideas into my code and will ask more specific questions if need-be further down the line. (I'm sure this is a problem many people struggle with).

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  • LibGdx drawing weird behaviour

    - by Ryckes
    I am finding strange behaviour while rendering TextureRegions in my game, only when pausing it. I am making a game for Android, in Java with LibGdx. When I comment out the line "drawLevelPaused()" everything seems to work fine, both running and paused. When it's not commented, everything works fine until I pause the screen, then it draws those two rectangles, but maybe ships are not shown, and if I comment out drawShips() and drawTarget() (just trying) maybe one of the planets disappears, or if I change the order, other things disappear and those that disappeared before now are rendered again. I can't find the way to fix this behaviour I beg your help, and I hope it's my mistake and not a LibGdx issue. I use OpenGL ES 2.0, stated in AndroidManifest.xml, if it is of any help. Thank you in advance. My Screen render method(game loop) is as follows: @Override public void render(float delta) { Gdx.gl.glClearColor(0.1f, 0.1f, 0.1f, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); controller.update(delta); renderer.render(); } When world state is PAUSED controller.update does nothing at all, there is a switch in it. And renderer.render() is as follows: public void render() { int worldState=this.world.getWorldState(); updateCamera(); spriteBatch.begin(); drawPlanets(); drawTarget(); drawShips(); if(worldState==World.PAUSED) { drawLevelPaused(); } else if(worldState==World.LEVEL_WON) { drawLevelWin(); } spriteBatch.end(); } And those methods are: private void updateCamera() { this.offset=world.getCameraOffset(); } private void drawPlanets() { for(Planet planet : this.world.getPlanets()) { this.spriteBatch.draw(this.textures.getTexture(planet.getTexture()), (planet.getPosition().x - this.offset[0]) * ppuX, (planet.getPosition().y - this.offset[1]) * ppuY); } } private void drawTarget() { Target target=this.world.getTarget(); this.spriteBatch.draw(this.textures.getTexture(target.getTexture()), (target.getPosition().x - this.offset[0]) * ppuX, (target.getPosition().y - this.offset[1]) * ppuY); } private void drawShips() { for(Ship ship : this.world.getShips()) { this.spriteBatch.draw(this.textures.getTexture(ship.getTexture()), (ship.getPosition().x - this.offset[0]) * ppuX, (ship.getPosition().y - this.offset[1]) * ppuY, ship.getBounds().width*ppuX/2, ship.getBounds().height*ppuY/2, ship.getBounds().width*ppuX, ship.getBounds().height*ppuY, 1.0f, 1.0f, ship.getAngle()-90.0f); } if(this.world.getStillShipVisibility()) { Ship ship=this.world.getStillShip(); Arrow arrow=this.world.getArrow(); this.spriteBatch.draw(this.textures.getTexture(ship.getTexture()), (ship.getPosition().x - this.offset[0]) * ppuX, (ship.getPosition().y - this.offset[1]) * ppuY, ship.getBounds().width*ppuX/2, ship.getBounds().height*ppuY/2, ship.getBounds().width*ppuX, ship.getBounds().height*ppuY, 1f, 1f, ship.getAngle() - 90f); this.spriteBatch.draw(this.textures.getTexture(arrow.getTexture()), (ship.getCenter().x - this.offset[0] - arrow.getBounds().width/2) * ppuX, (ship.getCenter().y - this.offset[1]) * ppuY, arrow.getBounds().width*ppuX/2, 0, arrow.getBounds().width*ppuX, arrow.getBounds().height*ppuY, 1f, arrow.getRate(), ship.getAngle() - 90f); } } private void drawLevelPaused() { this.shapeRenderer.begin(ShapeType.FilledRectangle); this.shapeRenderer.setColor(0f, 0f, 0f, 0.8f); this.shapeRenderer.filledRect(0, 0, this.width/this.ppuX, PAUSE_MARGIN_HEIGHT/this.ppuY); this.shapeRenderer.filledRect(0, (this.height-PAUSE_MARGIN_HEIGHT)/this.ppuY, this.width/this.ppuX, PAUSE_MARGIN_HEIGHT/this.ppuY); this.shapeRenderer.end(); for(Button button : this.world.getPauseButtons()) { this.spriteBatch.draw(this.textures.getTexture(button.getTexture()), (button.getPosition().x - this.offset[0]) * this.ppuX, (button.getPosition().y - this.offset[1]) * this.ppuY); } }

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  • How to translate along Z axis in OpenTK

    - by JeremyJAlpha
    I am playing around with an OpenGL sample application I downloaded for Xamarin-Android. The sample application produces a rotating colored cube I would simply like to edit it so that the rotating cube is translated along the Z axis and disappears into the distance. I modified the code by: adding an cumulative variable to store my Z distance, adding GL.Enable(All.DepthBufferBit) - unsure if I put it in the right place, adding GL.Translate(0.0f, 0.0f, Depth) - before the rotate functions, Result: cube rotates a couple of times then disappears, it seems to be getting clipped out of the frustum. So my question is what is the correct way to use and initialize the Z buffer and get the cube to travel along the Z axis? I am sure I am missing some function calls but am unsure of what they are and where to put them. I apologise in advance as this is very basic stuff but am still learning :P, I would appreciate it if anyone could show me the best way to get the cube to still rotate but to also move along the Z axis. I have commented all my modifications in the code: // This gets called when the drawing surface is ready protected override void OnLoad (EventArgs e) { // this call is optional, and meant to raise delegates // in case any are registered base.OnLoad (e); // UpdateFrame and RenderFrame are called // by the render loop. This is takes effect // when we use 'Run ()', like below UpdateFrame += delegate (object sender, FrameEventArgs args) { // Rotate at a constant speed for (int i = 0; i < 3; i ++) rot [i] += (float) (rateOfRotationPS [i] * args.Time); }; RenderFrame += delegate { RenderCube (); }; GL.Enable(All.DepthBufferBit); //Added by Noob GL.Enable(All.CullFace); GL.ShadeModel(All.Smooth); GL.Hint(All.PerspectiveCorrectionHint, All.Nicest); // Run the render loop Run (30); } void RenderCube () { GL.Viewport(0, 0, viewportWidth, viewportHeight); GL.MatrixMode (All.Projection); GL.LoadIdentity (); if ( viewportWidth > viewportHeight ) { GL.Ortho(-1.5f, 1.5f, 1.0f, -1.0f, -1.0f, 1.0f); } else { GL.Ortho(-1.0f, 1.0f, -1.5f, 1.5f, -1.0f, 1.0f); } GL.MatrixMode (All.Modelview); GL.LoadIdentity (); Depth -= 0.02f; //Added by Noob GL.Translate(0.0f,0.0f,Depth); //Added by Noob GL.Rotate (rot[0], 1.0f, 0.0f, 0.0f); GL.Rotate (rot[1], 0.0f, 1.0f, 0.0f); GL.Rotate (rot[2], 0.0f, 1.0f, 0.0f); GL.ClearColor (0, 0, 0, 1.0f); GL.Clear (ClearBufferMask.ColorBufferBit); GL.VertexPointer(3, All.Float, 0, cube); GL.EnableClientState (All.VertexArray); GL.ColorPointer (4, All.Float, 0, cubeColors); GL.EnableClientState (All.ColorArray); GL.DrawElements(All.Triangles, 36, All.UnsignedByte, triangles); SwapBuffers (); }

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  • I need help with specific types of movement.

    - by IronGiraffe
    I'm adding movable crates to my game and I need some help with my movement code. The way I've set up my movement code the crate's X and Y are moved according to a vector2 unless it hits a wall. Here's the movement code: if (frameCount % (delay / 2) == 0) { for (int i = 0; i < Math.Abs(cSpeed.X); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X += Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } else { if (!Level.CollideTiles(crateBounds.X - (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X -= Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } } for (int i = 0; i < Math.Abs(cSpeed.Y); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y += Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } else { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y - Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y -= Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } } } The frameCount and delay variables just slow down the movement somewhat. Anyway, I've added a tool to my game that acts as a gravity well (drawing objects into it's center; the closer they get to the center the faster they go) and what I'm trying to do is make it so that the crate will bounce off the player (and vice versa) when they collide. Thus far, my code only keeps the crate and player from getting stuck inside each other (the player can still get stuck under the crate, but I'll fix that later.) So what I'd like to know is how I can best make the crate bounce off the player. The other movement problem I'm having is related to another tool which allows the player to pick up crates and move around with them. The problem is that the crate's movement while being carried isn't tied to the movement script (it moves the crate itself, instead of adding to speed), which makes the crate go through walls and such. I know what I have to do: make the crate's speed match the player's speed while the player is holding it, but I need the crate to snap to a certain position (just in front of the player) when the player grabs it and it needs to switch to another position (just in front of the player on the other side) when they player faces the other direction while holding it. What would be the best way to make it switch places while keeping all the movement tied to the speed vector?

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  • How to add video / monitor resolution in Ubuntu 10.4

    - by lexu
    I picked up an ASUS EEE 1101HA with Windows 7 and installed UBUNTU 10.4 Netbook Remix (dual boot). Ubuntu runs fine, but it doesn't recognize that the notebook LCD is 1388x768 and thus only offers 1024x768 and 800x600 as monitor resolution. So .. how can I tell it about that higher resolution? (Have root pwd & vi, una-bash-ed to use both.. )

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  • Upgrading Ubuntu to 9.04 breaks ATI video card driver, VESA and ati/radeon drivers

    - by Neil
    I upgraded my Ubuntu 8.10 to 9.04, and it not only broke the ATI proprietary fglrx driver, but also the ability to use the VESA or open-source ati or radeon drivers. I have an ATI RV610 which is an ATI Radeon HD 2400 XT. I have Linux Kernel 2.6.27-14-generic and 2.6.28-13-generic. With fglrx, vesa, ati and radeon, the Xserver hangs the machine as soon as it starts by invoking X or startx, which is seen by observing that caps lock doesn't work. There's nothing useful in /var/log/Xorg.0.log, no errors at all. This is with either kernel. When I download a new proprietary driver from ATI, I install it successfully on kernel 2.6.27, and it doesn't hang when X starts up, but it just shows a blank screen and does nothing. I also can't CTRL+ALT+Backspace out of X at this point. In all the years I've used ATI's Linux drivers, this has happened almost every time I've upgraded my kernel, but it's been fixable with much effort. This time I'm really stuck. Does anyone know how to fix these problems?

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  • Windows 7 video driver for Intel 82865G graphics chipset

    - by Nick Kavadias
    I have an old Dell Inspirion 3000 which came with Windows XP. It's still quite decent, 3 GHz P4, 2 GB RAM. I've installed windows 7 RTM (x86) & the best resolution it will do is 640x480 with a generic driver. It has an integrated Intel 8265G graphics card, and only PCI slots on the motherboard. I cannot stick another graphics card on it. Can I get a working driver for Windows 7? Official Dell website only lists XP drivers Am I destined to have the suckiness of XP on this computer forever?

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  • BSOD - probably video card prob

    - by Shimmy
    I'm receiving the following BSOD: I've tried installing the latest driver from nVidia (296.10), but it says "NVIDIA installer cannot continue", "The graphics driver could not find compatible graphics hardware.": I installed it manually at device manager, but problem still occurs. The problem does not happen in safe mode at all. Note: After restarting the computer when seeing this BSOD, the BIOS welcome screen is full of random black dots spread around: Any solutions? Update: I've tried disabling Aero by following this guide, but that didn't help.

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  • Running a 2048 x 1152 monitor on a Dell Vostro 220s with HD3450 video card

    - by Jon
    I recently bought a new monitor which has a resolution of 2048 x 1152. However, this resolution is not on in the options list. I have tried installing ATI Catalyst but to no avail. I am running the monitor on the VGA cable. How can I add the resolution to the settings drop down? Additional info: VGA is through a splitter cable from DVI The outputs on my grahics card are DVI and VGA Monitor only has VGA input

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  • How to add higher video resolution in Ubuntu 10.4 (UNR on EEE1101HA)

    - by lexu
    I picked up an ASUS EEE 1101HA with Windows 7 and installed UBUNTU 10.4 Netbook Remix (dual boot). Ubuntu runs fine, but it doesn't recognize that the notebook LCD is 1388x768 and thus only offers 1024x768 and 800x600 as monitor resolution. So .. how can I tell it about that higher resolution? (Have root pwd & vi, una-bash-ed to use both.. )

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  • XBMC DVB-T and Played Video filling screen

    - by Tubs
    I have a small PC running as an XBMC attached to a Samsung le37m87bd. The PC isn't powerful enough to output a full HD 1080 image at 1920x1080 which is the TVs native resolution (about every 1/2 a second things go extra fast, I assume skipping frames), so I want to reduce this. Annoyingly, the TV does not support any other widescreen resolutions. (720 etc) If I use a a 4:3 image, the TV stretches it to be the 16:9, however, all 16:9 content is stretched sideways as XBMC is sending out a 4:3 image with a 16:9 image inside. Is there anyway I can force XBMC to compensate for this, ie stretch vertically so that black bars are removed, but not stretched horizontally?

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  • Multitasking on iOS4 and its stated battery efficiency

    - by eml
    Apple stated that the reason multitasking didn't arrive before iOS4 is because they hadn't figured out how to do it right. Jobs stated at Apple WWDC 2010 that they now do and that they solved the problem of preserving battery performance regarding multitasking. Is iOS4's multitasking "feature" indeed more efficient regarding battery performance compared to Android? Have the Android developers managed to "do it right" too?

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  • On an HTC Hero - with provider Orange in the UK - can one upgrade the OS?

    - by user32648
    Currently it's running Android 1.5 - I'd clearly prefer to be on 1.6, 2.0 or 2.1 - but there seems to be limited information on this available on the internet. If anyone can confirm whether it's been done before, what versions are compatible with the handset, and any problems, it'd be really useful. Aside - it's kind of poor that a phone sold in March 2010 only runs Android 1.5... :(

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  • How to measure Citrix receiver video buffer framerate?

    - by Rex Hardin
    How can I measure Citrix receiver framerate at the client end? I've tried FRAPS, but that doesn't seem to work. Is there a way to determine how many "frames" are sent per second from the client side? Assume a Windows 7 client connecting to a Windows 7 VM using the Citrix web plugin. To restate the question, how could I potentially measure the Citrix client's frame display rate for some 200px^2 area? Assume that the remote VM will try and play back a frame sequence at 24fps. Will any frames drop?

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  • What contributes to smooth online video streaming?

    - by Wesley
    I had a general question about streaming videos online; in particular, on YouTube. What really is required to smoothly stream videos at 360p or 480p? Then for that HD goodness, what really allows a computer to smoothly stream 720p and 1080p? I'm not too sure whether it's to do with the CPU (speed, # cores, cache size), GPU (chipset, VRAM, memory type) or even HDD (IDE vs SATA). What contributes to the ability to stream regular videos and, furthermore, high-definition videos online?

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  • Does the Fast Video Download addon share my data?

    - by Frost Shadow
    I've installed the Fast Video Download version 3.0.8 addon for Firefox to download flash videos, like from youtube. What I'm wondering is, how does the addon download it, and do other people see that i'm downloading the videos? For example, is all the software to download the video already on my computer, or does the addon contact someone else to get the video, or let them know? Can the webpage's administrator see I'm downloading the video?

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  • uk change to gmail

    - by csetzkorn
    This is really annoying. google changed googlemail to gmail today and my android phone does not synch anymore. how can i change my email address (???) in my android so that it works with the switched gmail rather than googlemail? thanks. christian

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  • Having to Toggle Between Two Sets of Video Drivers

    - by Maarx
    So, I've got a Win7 64-bit gaming PC with GTX 260's. Recently, StarCraft 2 had an issue with flickering, which NVidia fixed with a new set of drivers. However, these new drivers induce unplayable graphical errors with Neverwinter Nights 2, something me and my friends still play from time to time. I am seeking advice on the "best" way to rectify this situation, to be able to switch between two driver releases, without compromising the stability of my system (if Windows stability isn't an oxymoron). I'm wondering if Windows 7 is structured in such a way that I can constantly reinstall these two sets of drivers back and forth overtop each other, possibly six or eight times a day, without very quickly driving myself to reformat to maintain that "just like new" performance. I'm loathe to have to reformat the drive and maintain two copies of the operating system, but I'll do it if I have to.

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