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  • blur a moving area in a movie on osx

    - by Stefano Borini
    Note, there's already a question on this regard, but it's totally useless. I need to blur, or put a small opaque mask to a moving object on a movie I took, I am using mac osx. Clearly, I don't want to shell out a lot of money for something so simple, so getting adobe premiere or similar software is a no go. I could however consider paying a small software (max 30 dollars) for this specific task.

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  • Mise à jour du cours vidéo Python pour débutants par Pythonnerie, trois nouvelles vidéos sur les interfaces graphiques

    voici un tutoriel, destiné à des débutants en informatique, utilise la vidéo pour aider à visualiser les concepts. Cours vidéo Python pour débutants Ce tutoriel est un travail en cours, qui sera (doucement) enrichi et complété au fil du temps. Bien entendu, il n'a aucune prétention à remplacer la documentation de référence, qu'il espère simplement rendre indirectement plus accessible. Mais son auteur espère avoir confirmé le goût de l'informatique chez ceux qui l'avaient déjà et montré aux autres que la programmation n'est pas forcément rébarbative ni mystérieuse....

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  • edit .avi movie cut

    - by c0mrade
    Hello everybody, how can I edit .avi file .. let say I want first 20 seconds to play and from 120th sec untill 150th sec .. and take that out of the entire movie, with which software I can do that ?

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  • LibGDX tutorial help Scene2D

    - by BluFire
    I'm having trouble understanding this tutorial. It defines the importance of classes, but it doesn't show an outline of the project file so far. From what I got from that tutorial was that there is a stage and actors. Stage would be the static parts of the game, while the actors are the ones moving. After that I got confused with the drawing method. I tried modifying it so I can draw a shape, but it wouldn't work. How, if possible, would I create sprites using LibGDX's scene2d?

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  • convert multiple segments of DVD to FLV

    - by Josh
    I have a DVD of footage that I need to convert to FLV. I would rather not convert the whole disk as I only need specific segments. Is there a program that I can input start and end times and to get multiple files of these segments? Can you also advise on the best settings to use for best quality at the smallest file sizes. I'm working on a Vista 64bit machine. Thanks. Josh

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  • Extracting DVDs

    - by Arvind Kohli
    I have some Movie DVDs, there are 3-4 movies in a DVD and I want to extract some particular movies from the DVDs to save them on another CD. Please let me know how can I do that. I am using windows xp

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  • Disabling depth write trashes the frame buffer on some GPUs

    - by EboMike
    I sometimes disable depth buffer writing via glDepthMask(GL_FALSE) during the alpha rendering of a frame. That works perfectly fine on some GPUs (like the Motorola Droid's PowerVR), but on the HTC EVO with the Adreno GPU for example, I end up with the frame buffer being complete garbage (I see traces of the meshes I rendered somewhere, but the entire screen is mostly trashed). If I force glDepthMask to be true the entire time, everything works fine. I need glDepthMask to be off during parts of the alpha rendering. What can cause the framebuffer to get destroyed by turning the depth writing off? I do clear the depth buffer initially, and the majority of the screen has pixels rendered with depth writing turned on first before I do additional drawing with it turned off.

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  • Black screen on Ubuntu 12.04

    - by user1648371
    I've just upgraded to Ubuntu 12.04 and I'm experiencing some problems. The first thing I noticed is that when I click the Workspace switcher all I get is a black screen (I can guess where the different workspaces are located and clicked on them, not a practical solution though). In addition when I lock the screen or suspend the laptop (a Vaio VPCEB4M1E) I get a shifted screen (I see the right most vertical stripe on the left size of the monitor and nothing about all the rest, to put it clearly I can see the gear that allows me to turn the pc off, etc, but not much more..) when I go to the additional driver menu I see the "ATI/AMD proprietary FGLRX graphics driver" are installed and the post-release update version is available. I don't know if the problem is driver related, so before doing anything I'd like to get some suggestions from you guys. Thanks you!

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  • Videos of my MonoTouch and Mono and Mobile sessions from NDC 2011

    - by Chris Hardy (ChrisNTR)
    Two weeks ago, I was in Oslo, Norway getting ready to present a few talks at the Norwegian Developer's Conference 2011 and now two weeks later, it's about time I point you to my MonoTouch and Mono and Mobile talks from the conference! First I would like to thanks for everyone involved with the conference, the hosts, the staff, the speakers and the attendees. There was so many great talks going on that you're forced to download the videos afterwards! All the videos from the conference are up on the...(read more)

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  • Testing for Auto Save and Load Game

    - by David Dimalanta
    I'm trying to make a simple app that will test the save and load state. Is it a good idea to make an app that has an auto save and load game every time the newbies open the first app then continues it on the other day? I'm trying to make a simple app with a simple moving block sprite, starting at the center coordinate. Once I moved the sprite to the top by touch n' drag, I touch the back key to close the app. I expected that once I re-open the app and the block sprite is still at the top. But instead, it goes back to the center instead. Where can I find more ways to use the preferences or manipulating by telling the dispose method to dispose only specific wastes but not the important records (fastest time, last time where the sprite is located via coordinates, etc.). Is there really an easy way or it has no shortcuts but most effective way? I need help to expand more ideas. Thank you. Here are the following links that I'm trying to figure it out how to use them: http://www.youtube.com/watch?v=gER5GGQYzGc http://www.badlogicgames.com/wordpress/?p=1585 http://www.youtube.com/watch?v=t0PtLexfBCA&feature=relmfu Take note that these links above are codes. But I'm not looking answers for code but to look how to start or figure it out how to use them. Tell me if I'm wrong.

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  • Writing to the UI with MonoDroid using RunOnUIThread

    - by Wallym
    I've been pulling my hair out over the past day or so trying to update the UI in my test app.  I was having problem after problem.  I finally got down to my base problem.  I could not write out to my TextView.  WTF could be causing that?  I can write to my UI in other parts of my app.  This is pure craziness.  I thought long and hard and nothing was coming to me.  Wait, the light bulb went on.  I am in the wrong thread.  Great, how do I write in the correct thread?  MonoDroid supports the entire AsyncTask set of objects, but this seemed like overkill.  I was reading and came across RunOnUIThread().......Bing..........The lightbulb has been invented...BlueStar Airlines (oh wait, wrong context). Anyway, here is what I needed:this.RunOnUiThread(() => TextViewControl.Text = "Hello World"); Enjoy!!!!!!!  Remember kiddies, running on the main ui for off device operations is bad, not as bad as crossing the streams bad, but bad as in trying to drive on a flat tire bad. It won't kill you, but it does keep you from getting anywhere.

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  • How to soft code an MKV with subtitles?

    - by GiH
    I have an avi and corresponding .srt file for subtitles. I hate having two files for this movie, so what I want to do is convert this file to mkv as I heard it can hold subtitles. I have handbrake to convert the file, but will that allow me to include the subtitles? If not, how would I go about putting the subtitles into the mkv?

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  • After Effects CS4: Using layer markers.

    - by GuruAbyss
    I have a question regarding Layer Markers in AE. What I'm trying to do is have a layer start off normal then in the time line I'll place a marker and have it change its color using Effect Color correction Change color to. The hue will change from 0% to 50% for 10 frames then turn back to normal. How would I go about doing this?

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  • How to run adb command through a script

    - by Outride
    As the title says, I'm trying to find how to run adb commands through a pre-written script (such as how .bat and .vbs files work) so I can make a semi automatic program to pull some files from my android phone whenever I click on the launch.bat which launches a line of program to go through the phone and find certain files. I know the script line: adb pull /data/data/kik.android/databases/ %drive%\All\Database This copies all the files in this specific database into the flash drive's folder "Database" under the "All" folder. But, how could i make it so that the adb program looks through the phone and finds other files, and how could i pull the specific files, rather than pulling the entire folder?

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  • Dual monitors and flash movie to stay maximized on one of them.

    - by Kamil Zadora
    I have recently assembled a dual monitor setup. I often watch live.twit.tv in my browser and I would like to run it maximized while I do other stuff on second screen, but when I click on a desktop the full screen mode rolls back to normal view. The same case is for different Flash players and I believe Silverlight players suffer from the same problem. Is there any way to bypass this behavior?

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  • Viewing movies/TV programs requires constant mouse movements or keyboard activity to watch…

    - by greenber
    when viewing a television program using Internet Explorer/Firefox/Chrome/SeaMonkey/Safari it constantly pauses unless I have some kind of activity with either the mouse or the keyboard. The browser with the least amount of problems is SeaMonkey, the one with the most is Internet Explorer. Annie idea of what is causing this or how to prevent it? My finger gets rather tired watching a two-hour movie! :-) Thank you. Ross

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  • Cliq Wireless questions

    - by Nathan Adams
    Heres the deal: I am by no means a Linux expert, even less when it comes to the Android OS but lets see if we can't solve this problem. The problem I am having is that on the Cliq we have a broadcom chip. In order to use the wireless card you must first insert the module into the kernel. Fine: # insmod /system/lib/dhd.ko insmod /system/lib/dhd.ko # lsmod lsmod dhd 164936 0 - Live 0xbf000000 # BUT netcfg (or ifconfig in busybox) does not recognize that there is a wireless adapter there: # netcfg netcfg lo UP 127.0.0.1 255.0.0.0 0x00000049 dummy0 DOWN 0.0.0.0 0.0.0.0 0x00000082 rmnet0 UP 14.67.164.2 255.255.255.252 0x00001043 rmnet1 DOWN 0.0.0.0 0.0.0.0 0x00001002 rmnet2 DOWN 0.0.0.0 0.0.0.0 0x00001002 usb0 DOWN 0.0.0.0 0.0.0.0 0x00001002 # busybox ifconfig busybox ifconfig lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:282 errors:0 dropped:0 overruns:0 frame:0 TX packets:282 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:18754 (18.3 KiB) TX bytes:18754 (18.3 KiB) rmnet0 Link encap:Ethernet HWaddr EE:83:E8:B4:4A:ED inet addr:14.x.x.x Bcast:14.67.164.3 Mask:255.255.255.252 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:7148 errors:0 dropped:0 overruns:0 frame:0 TX packets:7659 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:2609236 (2.4 MiB) TX bytes:908575 (887.2 KiB) # For giggles if we attempt to launch wpa_supplicant anyways we get this: # wpa_supplicant -Dwext -ieth0 -c/data/misc/wifi/wpa_supplicant.conf wpa_supplicant -Dwext -ieth0 -c/data/misc/wifi/wpa_supplicant.conf ioctl[SIOCSIWPMKSA]: No such device ioctl[SIOCSIWMODE]: No such device Could not configure driver to use managed mode ioctl[SIOCGIFFLAGS]: No such device Could not set interface 'eth0' UP ioctl[SIOCGIWRANGE]: No such device ioctl[SIOCGIFINDEX]: No such device CTRL-EVENT-STATE-CHANGE id=-1 state=0 ioctl[SIOCSIWENCODEEXT]: No such device ioctl[SIOCSIWENCODE]: No such device ioctl[SIOCSIWENCODEEXT]: No such device ioctl[SIOCSIWENCODE]: No such device ioctl[SIOCSIWENCODEEXT]: No such device ioctl[SIOCSIWENCODE]: No such device ioctl[SIOCSIWENCODEEXT]: No such device ioctl[SIOCSIWENCODE]: No such device ioctl[SIOCSIWAUTH]: No such device WEXT auth param 7 value 0x0 - Failed to disable WPA in the driver. ioctl[SIOCSIWAUTH]: No such device WEXT auth param 5 value 0x0 - ioctl[SIOCSIWAUTH]: No such device WEXT auth param 4 value 0x0 - ioctl[SIOCSIWAP]: No such device ioctl[SIOCGIFFLAGS]: No such device # In dmesg we get: <4>[18300.494065] dhd_oob_enable_intr : enable <4>[18305.019976] dhd_net_start failed bus is not ready <4>[18305.020278] dhdsdio_probe: dhd_net_start failed! Do I need to specify the firmware with insmod? Why are we trying to control the interface manually instead of through the Android API? The Android API doesn't support ad-hoc connections as far as I can tell. The card, I am sure, most certainly can.

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  • Interpolation using a sprite's previous frame and current frame

    - by user22241
    Overview I'm currently using a method which has been pointed out to me is extrapolation rather than interolation. As a result, I'm also now looking into the possibility of using another method which is based on a sprite's position at it's last (rendered) frame and it's current one. Assuming an interpolation value of 0.5 this is, (visually), how I understand it should affect my sprite's position.... This is how I'm obtaining an inerpolation value: public void onDrawFrame(GL10 gl) { // Set/re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip) { SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick += skipTicks; timeCorrection += (1000d / ticksPerSecond) % 1; nextGameTick += timeCorrection; timeCorrection %= 1; loops++; tics++; } interpolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(interpolation); } I am then applying it like so (in my rendering call): render(float interpolation) { spriteScreenX = (spriteScreenX - spritePreviousX) * interpolation + spritePreviousX; spritePreviousX = spriteScreenX; // update and store this for next time } Results This unfortunately does nothing to smooth the movement of my sprite. It's pretty much the same as without the interpolation code. I can't get my head around how this is supposed to work and I honestly can't find any decent resources which explain this in any detail. My understanding of extrapolation is that when we arrive at the rendering call, we calculate the time between the last update call and the render call, and then adjust the sprite's position to reflect this time (moving the sprite forward) - And yet, this (Interpolation) is moving the sprite back, so how can this produce smooth results? Any advise on this would be very much appreciated. Edit I've implemented the code from OriginalDaemon's answer like so: @Override public void onDrawFrame(GL10 gl) { newTime = System.currentTimeMillis()*0.001; frameTime = newTime - currentTime; if ( frameTime > (dt*25)) frameTime = (dt*25); currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { SceneManager.getInstance().getCurrentScene().updateLogic(); previousState = currentState; t += dt; accumulator -= dt; } interpolation = (float) (accumulator / dt); render(); } Interpolation values are now being produced between 0 and 1 as expected (similar to how they were in my original loop) - however, the results are the same as my original loop (my original loop allowed frames to skip if they took too long to draw which I think this loop is also doing). I appear to have made a mistake in my previous logging, it is logging as I would expect it to (interpolated position does appear to be inbetween the previous and current positions) - however, the sprites are most definitely choppy when the render() skipping happens.

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  • Need to store and backup HD vid files. But need to access them alot.

    - by Mike
    I've had my 700 Gb HDD ever since I bought my computer so partitioning it is out of the question. What I need is a place to keep my HD vid files so when I edit, I don't get a long load time in the editing software. But I also need to keep a back-up of all my other important files which I haven't been doing. Should I buy an additional internal drive JUST for vid files and buy an external for backup of all my files? What are my best options?

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  • Passing values between Activities using MonoDroid

    - by Wallym
    Been doing some work in MonoDroid and found that I needed to pass a user entered value from on Activity to another Activity in MonoDroid.  Here's how I did it. In my sending Activity, I need to take some user user entered data and send it to my second activity.  Here is the code:             string UserId = Convert.ToString(et.Text);            if (!String.IsNullOrEmpty(UserId))            {                Intent i = new Intent();                i.SetClass(this, typeof(CustomList));                i.AddFlags(ActivityFlags.NewTask);                i.PutExtra("TwitterId", UserId);                StartActivity(i);            }  In this code, I have called .PutExtra and  passed it with a key.  In this case, I am passing a Twitter id.  In the code that is receiving the data, the code to retrieve the Twitter id is: string twitterId = Intent.GetStringExtra("TwitterId"); The call to GetStringExtra() returns the value passed on the key.

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  • Enable H.264 (or x264) in AVIDemux

    - by Thomas
    I am trying to get AVIDemux set up with the X264 codec using this tutorial. The following is what goes down when I get to the ./configure --enable-mp4-output command Thomas-Phillipss-MacBook:x264 tomdabomb2u$ sudo ./configure --enable-mp4-output Password: Unknown option --enable-mp4-output, ignored Found no assembler Minimum version is yasm-0.6.2 If you really want to compile without asm, configure with --disable-asm. So I tried it. Thomas-Phillipss-MacBook:x264 tomdabomb2u$ sudo ./configure --enable-mp4-output --disable-asm Unknown option --enable-mp4-output, ignored Warning: gpac is too old, update to 2007-06-21 UTC or later Platform: X86_64 System: MACOSX asm: no avs: no lavf: no ffms: no gpac: no pthread: yes filters: crop select_every debug: no gprof: no PIC: no shared: no visualize: no bit depth: 8 You can run 'make' or 'make fprofiled' now. I issued make, and then Thomas-Phillipss-MacBook:x264 tomdabomb2u$ ./x264 -v -q 20 -o foreman.mp4 foreman_part_qcif.yuv 176x144. And as expected, the results are: x264 [error]: not compiled with MP4 output support So I'm stuck. Any ideas?

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  • What are the ways to start making actual/real-world programs using Java/C++ to excel my Programming Skills?

    - by Umer Hassan
    The programming that we learn at university is not that vast, like those are really small exercises to build our logic, but everyone knows that this will not be the scenario when I'll get out in the market as a professional programmer, I really want to make real life programs which would actual make some impacts and will be useful. Tell me in the light of your experience that how should I start making those programs and polish my self as a professional programmer, if there are any sources available for it then kindly also recommend me those.

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  • What SDK I should choose on Amazon Web Service to build API on server app?

    - by Nguyen Minh Binh
    I am a newbie on Amazon Web Service. I have a task that setup then build a web service that provide APIs to Mac OS, iOS, Android client. There are some APIs and Database need to be kept in secure. I see that AWS support multiple platform such as Java, .Net, PHP,... It also support many Database Management System. Not yet, there are 2 special SDK for Android and iOS app. So, What should I choose (Java, .Net, PHP,...) to carry out my task? Does AWS support all webservice protocol? Does it support secure webservice? Thanks a lot.

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  • OpenGL slower than Canvas

    - by VanDir
    Up to 3 days ago I used a Canvas in a SurfaceView to do all the graphics operations but now I switched to OpenGL because my game went from 60FPS to 30/45 with the increase of the sprites in some levels. However, I find myself disappointed because OpenGL now reaches around 40/50 FPS at all levels. Surely (I hope) I'm doing something wrong. How can I increase the performance at stable 60FPS? My game is pretty simple and I can not believe that it is impossible to reach them. I use 2D sprite texture applied to a square for all the objects. I use a transparent GLSurfaceView, the real background is applied in a ImageView behind the GLSurfaceView. Some code public MyGLSurfaceView(Context context, AttributeSet attrs) { super(context); setZOrderOnTop(true); setEGLConfigChooser(8, 8, 8, 8, 0, 0); getHolder().setFormat(PixelFormat.RGBA_8888); mRenderer = new ClearRenderer(getContext()); setRenderer(mRenderer); setLongClickable(true); setFocusable(true); } public void onSurfaceCreated(final GL10 gl, EGLConfig config) { gl.glEnable(GL10.GL_TEXTURE_2D); gl.glShadeModel(GL10.GL_SMOOTH); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glDepthMask(false); gl.glEnable(GL10.GL_ALPHA_TEST); gl.glAlphaFunc(GL10.GL_GREATER, 0); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); } public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(0, width, height, 0, -1f, 1f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Draw all the graphic object. for (byte i = 0; i < mGame.numberOfObjects(); i++){ mGame.getObject(i).draw(gl); } // Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } mGame.getObject(i).draw(gl) is for all the objects like this: /* HERE there is always a translatef and scalef transformation and sometimes rotatef */ gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexPointer[0]); // Point to our vertex buffer gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTextureBuffer); // Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVertices.length / 3); EDIT: After some test it seems to be due to the transparent GLSurfaceView. If I delete this line of code: setEGLConfigChooser(8, 8, 8, 8, 0, 0); the background becomes all black but I reach 60 fps. What can I do?

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