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  • .vob to h.264 MP4 Files - Worth The Effort?

    - by harper89
    When I was doing the converting to digital format a while back I chose .VOB due to no quality loss. However recently I have been informed of this h.264 compression method. Time is not an issue here, I don't mind waiting for conversions etc. I also understand that any sort of compression will reduce quality. To test I converted a 4GB .VOB to a .mp4 using h264 in handbrake and the quality loss was very very very hard to notice. From what I have understood through research Space = .mp4(h.264) Quality = .Vob Playback = Both equally supported? But these concerns have yet to be answered: My comparison was done on a computer monitor, would the quality loss be substantially noticable if I purchased a 50 inch TV in the future? Is this type of file highly supported? (I don't want to experience incompatible players) What other issues could a conversion of files such as this cause in the future?

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  • iPack -The iOS Application Packager

    - by user13277780
    iOS applications are distributed in .ipa archive files. These files are regular zip files which contain application resources and executable-s. To protect them from unauthorized modifications and to provide identification of their sources, the content of the archives is signed. The signature is included in the application executable of an.ipa archive and protects the executable file itself and the associated resource files. Apple provides native Mac OS tools for signing iOS executable-s (which are actually generic Mach-O code signing tools), but these tools are not generally available on other platforms. To provide a multi-platform development environment for JavaFX based iOS applications, we ported iOS signing and packaging to Java and created a dedicated ipack tool for it. The iPack tool can be used as a last step of creating .ipa package on various operating systems. Prototype has been tested by creating a final distributable for JavaFX application that runs on iPad, all done on Windows 7. Source Code The source code of iPac tool is in OpenJFX project repository. You can find it in: <openjfx root>/rt/tools/ios/Maven/ipack To build the iPack tool use: rt/tools/ios/Maven/ipack$ mvn package After building, you can run the tool: java -jar <path to ipack.jar> <arguments>  Signing keystore The tool uses a java key store to read the signing certificate and the associated private key. To prepare such keystore users can use keytool from JDK. One possible scenario is to import an existing private key and the certificate from a key store used on Mac OS: To list the content of an existing key store and identify the source alias: keytool -list -keystore <src keystore>.p12 -storetype pkcs12 -storepass <src keystore password> To create Java key store and import the private key with its certificate to the keys store: keytool -importkeystore \ -destkeystore <dst keystore> -deststorepass <dst keystore password> \ -srckeystore <src keystore>.p12 -srcstorepass <src keystore password> -srcstoretype pkcs12 \ -srcalias <src alias> -destalias <dst alias> -destkeypass <dst key password> Another scenario would be to generate a private / public key pair directly in a Java key store and create a certificate request from it. After sending the request to Apple one can then import the certificate response back to the Java key store and complete the signing certificate entry. In both scenarios the resulting alias in the Java key store will contain only a single (leaf) certificate. This can be verified with the following command: keytool -list -v -keystore <ipack keystore> -storepass <keystore password> When looking at the Certificate chain length entry, the number next to it is 1. When an executable file is signed on Mac OS, the resulting signature (in CMS format) includes the whole certificate chain up to the Apple Root CA. The ipack tool includes only the chain which is stored under the alias specified on the command line. So to have the whole chain in the signature we need to replace the single certificate entry under the alias with the corresponding full certificate chain. To do that we need first to create the chain in a separate file. It is easy to create such chain when working with certificates in Base-64 encoded PEM format. A certificate chain can be created by concatenating PEM certificates, which should form the chain, into a single file. For iOS signing we need the following certificates in our chain: Apple Root CA Apple Worldwide Developer Relations CA Our signing leaf certificate To convert a certificate from the binary DER format (.der, .cer) to PEM format: keytool -importcert -noprompt -keystore temp.ks -storepass temppwd -alias tempcert -file <certificate>.cer keytool -exportcert -keystore temp.ks -storepass temppwd -alias tempcert -rfc -file <certificate>.pem To export the signing certificate into PEM format: keytool -exportcert -keystore <ipack keystore> -storepass <keystore password> -alias <signing alias> -rfc -file SigningCert.pem After constructing a chain from AppleIncRootCertificate.pem, AppleWWDRCA.pem andSigningCert.pem, it can be imported back into the keystore with: keytool -importcert -noprompt -keystore <ipack keystore> -storepass <keystore password> -alias <signing alias> -keypass <key password> -file SigningCertChain.pem To summarize, the following example shows the full certificate chain replacement process: keytool -importcert -noprompt -keystore temp.ks -storepass temppwd -alias tempcert1 -file AppleIncRootCertificate.cer keytool -exportcert -keystore temp.ks -storepass temppwd -alias tempcert1 -rfc -file AppleIncRootCertificate.pem keytool -importcert -noprompt -keystore temp.ks -storepass temppwd -alias tempcert2 -file AppleWWDRCA.cer keytool -exportcert -keystore temp.ks -storepass temppwd -alias tempcert2 -rfc -file AppleWWDRCA.pem keytool -exportcert -keystore ipack.ks -storepass keystorepwd -alias mycert -rfc -file SigningCert.pem cat SigningCert.pem AppleWWDRCA.pem AppleIncRootCertificate.pem >SigningCertChain.pem keytool -importcert -noprompt -keystore ipack.ks -storepass keystorepwd -alias mycert -keypass keypwd -file SigningCertChain.pem keytool -list -v -keystore ipack.ks -storepass keystorepwd Usage When the ipack tool is started with no arguments it prints the following usage information: -appname MyApplication -appid com.myorg.MyApplication     Usage: ipack <archive> <signing opts> <application opts> [ <application opts> ... ] Signing options: -keystore <keystore> keystore to use for signing -storepass <password> keystore password -alias <alias> alias for the signing certificate chain and the associated private key -keypass <password> password for the private key Application options: -basedir <directory> base directory from which to derive relative paths -appdir <directory> directory with the application executable and resources -appname <file> name of the application executable -appid <id> application identifier Example: ipack MyApplication.ipa -keystore ipack.ks -storepass keystorepwd -alias mycert -keypass keypwd -basedir mysources/MyApplication/dist -appdir Payload/MyApplication.app -appname MyApplication -appid com.myorg.MyApplication    

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  • X11 performance problem after upgrading from Centos3 to Centos5 with an ATI Rage XL

    - by Marcelo Santos
    After upgrading a computer from Centos3 to Centos5 an application that does a lot of scrolling took a very high performance hit. top tells me that X is using a lot of CPU and that was not happening before. The machine has an ATI Rage XL with 8MB and X is using the ati driver as there is no proprietary ATI driver for this board on linux. The xorg.conf: Section "Device" Identifier "Videocard0" Driver "ati" EndSection Section "Screen" Identifier "Screen0" Device "Videocard0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 Modes "1024x768" "800x600" "640x480" EndSubSection EndSection Section "DRI" Group 0 Mode 0666 EndSection A similar machine that still has Centos3 installed is able to start DRI on the X server while this one is not, this is the Xorg.0.log for the Centos5 machine: drmOpenDevice: node name is /dev/dri/card0 drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: Open failed drmOpenDevice: node name is /dev/dri/card0 drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: open result is -1, (No such device or address) drmOpenDevice: Open failed [drm] failed to load kernel module "mach64" (II) ATI(0): [drm] drmOpen failed (EE) ATI(0): [dri] DRIScreenInit Failed (II) ATI(0): Largest offscreen areas (with overlaps): (II) ATI(0): 1024 x 1279 rectangle at 0,768 (II) ATI(0): 768 x 1280 rectangle at 0,768 (II) ATI(0): Using XFree86 Acceleration Architecture (XAA) Screen to screen bit blits Solid filled rectangles 8x8 mono pattern filled rectangles Indirect CPU to Screen color expansion Solid Lines Offscreen Pixmaps Setting up tile and stipple cache: 32 128x128 slots 10 256x256 slots (==) ATI(0): Backing store disabled (==) ATI(0): Silken mouse enabled (II) ATI(0): Direct rendering disabled (==) RandR enabled I also tried using EXA instead of XAA and setting: Option "AccelMethod" "XAA" Option "XAANoOffscreenPixmaps" "true" uname -a Linux sir5.erg.inpe.br 2.6.18-128.7.1.el5 #1 SMP Mon Aug 24 08:20:55 EDT 2009 i686 i686 i386 GNU/Linux rpm -qa | grep xorg-x11-server xorg-x11-server-utils-7.1-4.fc6 xorg-x11-server-sdk-1.1.1-48.52.el5 xorg-x11-server-Xvfb-1.1.1-48.52.el5 xorg-x11-server-Xnest-1.1.1-48.52.el5 xorg-x11-server-Xorg-1.1.1-48.52.el5 The drmOpenDevice error continues when using the suggested Option "AIGLX" "true".

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  • Sprite animation in openGL - Some frames are being skipped

    - by Sid
    Earlier, I was facing problems on implementing sprite animation in openGL ES. Now its being sorted up. But the problem that i am facing now is that some of my frames are being skipped when a bullet(a circle) strikes on it. What I need : A sprite animation should stop at the last frame without skipping any frame. What I did : Collision Detection function and working properly. PS : Everything is working fine but i want to implement the animation in OPENGL ONLY. Canvas won't work in my case. ------------------------ EDIT----------------------- My sprite sheet. Consider the animation from Left to right and then from top to bottom Here is an image for a better understanding. My spritesheet ... class FragileSquare{ FloatBuffer fVertexBuffer, mTextureBuffer; ByteBuffer mColorBuff; ByteBuffer mIndexBuff; int[] textures = new int[1]; public boolean beingHitFromBall = false; int numberSprites = 20; int columnInt = 4; //number of columns as int float columnFloat = 4.0f; //number of columns as float float rowFloat = 5.0f; int oldIdx; public FragileSquare() { // TODO Auto-generated constructor stub float vertices [] = {-1.0f,1.0f, //byte index 0 1.0f, 1.0f, //byte index 1 //byte index 2 -1.0f, -1.0f, 1.0f,-1.0f}; //byte index 3 float textureCoord[] = { 0.0f,0.0f, 0.25f,0.0f, 0.0f,0.20f, 0.25f,0.20f }; byte indices[] = {0, 1, 2, 1, 2, 3 }; ByteBuffer byteBuffer = ByteBuffer.allocateDirect(4*2 * 4); // 4 vertices, 2 co-ordinates(x,y) 4 for converting in float byteBuffer.order(ByteOrder.nativeOrder()); fVertexBuffer = byteBuffer.asFloatBuffer(); fVertexBuffer.put(vertices); fVertexBuffer.position(0); ByteBuffer byteBuffer2 = ByteBuffer.allocateDirect(textureCoord.length * 4); byteBuffer2.order(ByteOrder.nativeOrder()); mTextureBuffer = byteBuffer2.asFloatBuffer(); mTextureBuffer.put(textureCoord); mTextureBuffer.position(0); } public void draw(GL10 gl){ gl.glFrontFace(GL11.GL_CW); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(1,GL10.GL_FLOAT, 0, fVertexBuffer); gl.glEnable(GL10.GL_TEXTURE_2D); if(MyRender.flag2==1){ /** Collision has taken place*/ int idx = oldIdx==(numberSprites-1) ? (numberSprites-1) : (int)((System.currentTimeMillis()%(200*numberSprites))/200); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glTranslatef((idx%columnInt)/columnFloat, (idx/columnInt)/rowFloat, 0); gl.glMatrixMode(GL10.GL_MODELVIEW); oldIdx = idx; } gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); //4 gl.glTexCoordPointer(2, GL10.GL_FLOAT,0, mTextureBuffer); //5 gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); //7 gl.glFrontFace(GL11.GL_CCW); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_MODELVIEW); } public void loadFragileTexture(GL10 gl, Context context, int resource) { Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resource); gl.glGenTextures(1, textures, 0); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); }

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  • Quality gets worse using ffmpeg and Flash

    - by HOpety
    I have bunch of flash videos and am adding my brand to all of them. The problem is quality gets worse. I am doing with this command: ffmpeg -i /input.flv -vhook "/usr/loca/vhook/drawtext.so -f /usr/share/fonts/somefont.ttf -x 5 -y 5 t MyBrand" -f flv -s 320x240 - | flvtools2 -U stdin /output.flv Please tell me what I am doing wrong. I need the same quality.

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  • Enable DreamScene in Any Version of Vista or Windows 7

    - by DigitalGeekery
    Windows DreamScene was a utility available for Vista Ultimate that allowed users to set video as desktop wallpaper. It was dropped in Windows 7, but we’ll take a look at how to play DreamScenes in all versions of Windows 7 or Vista. Downloading DreamScenes First, you’ll need to find some DreamScenes to download. We’ve found some nice ones at both DreamScene.org and DeviantArt. You can find those download links at the end of the article. They’ll come as compressed files, so you’ll need to extract them after downloading. Windows 7 DreamScene Activator If you are running Windows 7 you can use Windows 7 DreamScene Activator. This free portable utility enables DreamScene in both 32 & 64 bit versions of Windows 7. Users can then set either MPG or WMV files as desktop wallpaper. Download and extract the Windows 7 DreamScene Activator (link below). Once extracted, you’ll need to run the application as administrator. Right-click on the .exe and select Run as administrator. Click on Enable DreamScene. This will also restart Windows Explorer if it is open. To play your DreamScene, browse for the file in Windows Explorer, right-click the file and select Set as Desktop Background. Enjoy your new Windows 7 DreamScene.   Although it says it is for Windows 7 only, we were able to get it to work with no problems on Vista Home Premium x32 as well.   You can Pause the DreamScene at anytime by right-clicking on the desktop and selecting Pause DreamScene.   When you are ready for a change, click Disable DreamScene and switch back to your previous wallpaper. Using VLC Media Player Users of all versions of Windows 7 & Vista can enable a DreamScene using VLC. Recently, we showed you how to set a video as your desktop wallpaper in VLC.  Since DreamScenes are in MPEG or WMV format, we will use the same tactic to display them as desktop wallpaper. We’ll just need to make a few additional tweaks to the VLC settings. You’ll need to download and install VLC media player if you don’t already have it. You can find the download link below. Next, select Tools > Preferences from the Menu. Select the Video button on the left and then choose DirectX video output from the Output dropdown list. Next, select All under Show Settings at the lower left, then select the Video button on the left pane. Uncheck Show media title on video. This will prevent VLC from constantly showing the title of the video on the screen each time the video loops. Click Save and the restart VLC.   Now we will add the video to our playlist and set it to continuously loop. Select View > Playlist from the Menu. Select the Add file button from the bottom of the Playlist window and select Add file.   Browse for your file and click Open.   Click the Loop button at the bottom so the video plays in a continuous loop.   Now, we’re ready to play the video. After the video starts playing, select Video > DirectX Wallpaper from the Menu, then minimize VLC.   If you’re using Aero Themes, you may get a pop-up warning and Windows will switch automatically to a basic theme.   If looping one video gets to be a little repetitive, you can add multiple videos to your playlist in VLC and loop the entire playlist. Just make sure you toggle the Loop button on the playlist window to Loop All. Now you’ve got a nice DreamScene playing on your desktop. Another cool trick you can do with VLC is take snapshots of favorite movie scenes and set them as backgrounds. When you’re ready to go back to your old wallpaper, maximize VLC, select Video and click DirectX Wallpaper again to turn it off the video background. Occasionally we were left with a black screen and had to manually change our wallpaper back to normal even after turning off the DirectX Wallpaper. Note: Keep in mind that using the VLC method takes up a lot of resources so if you try to run it on older hardware, or say a netbook, you’re not going to get good results. We also tried to use the VLC method in XP, but couldn’t get it to work. If you have leave a comment and let us know. While the DreamScene feature never really caught on in Vista, we find them to be a cool way to pump a little life into your desktop on any version of Vista or Windows 7. Downloads DreamScenes from Dreamscene.org DreamScenes from DeviantArt Download VLC media player Windows 7 DreamScene Activator Similar Articles Productive Geek Tips Wait, How do I Turn on DreamScene Again?Enable Run Command on Windows 7 or Vista Start MenuEnable or Disable UAC From the Windows 7 / Vista Command LineUnderstanding Windows Vista Aero Glass RequirementsEnable Mapping to \HostnameC$ Share on Windows 7 or Vista TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Microsoft Office Web Apps Guide Know if Someone Accessed Your Facebook Account Shop for Music with Windows Media Player 12 Access Free Documentaries at BBC Documentaries Rent Cameras In Bulk At CameraRenter Download Songs From MySpace

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  • Software for cutting/resizing/joining videos?

    - by eSKay
    hi! I need a free software for Windows Vista that can split my videos, merge them and resize the resolution. These are the features I need. Features like conversion from one format to another would be useful but not necessary. Any cool small piece of software that comes to mind??

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  • Resolution independent physics

    - by user46877
    I'm making a game like Doodlejump but don't know how to make the physics scale on multiple resolutions. I also can't find anything related to this on Google. Right now I'm scaling the game using letterboxing and tested scaling the jump height with this code: gravity = graphics.getHeight() * 0.001f; jumpVel = graphics.getHeight() * -0.04f; ... velY += gravity; y += velY; But if I test this on my smartphone or emulator with different resolutions, I always get a slightly different jump height. I know that Farseer is resolution independent. How can I replicate this in my game? Thanks in advance.

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  • Access hulu/youtube outside the USA

    - by Artur Carvalho
    People outside of the USA have a rought time seeing hulu or some youtube videos. What proxies to do you use to see these kind of blocked sites? Moderator Note: SuperUser.com does not endorse or defend any activity which may be used to circumvent local/state/national laws.

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  • Architecture behind live streaming [on hold]

    - by l19
    I'm a Comp Sci undergraduate student, and I'm currently trying to understand the architecture behind streaming. I hear several terms and I'm not quite sure how they are related (e.g. streaming, broadcasting, ingesting, etc.) Is there a blog post or book that explains: How it all works in a high-level view (the workflow) The architecture (i.e. I capture content using my camera and want to display it real-time to an audience. I imagine that the content will be transferred to a server, but how does that server transmit the information to several users simultaneously?) Thanks!

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  • Rain effect looks like snowfall effect?

    - by Nikhil Lamba
    i am making a game in that game i want rain effect i am little bit far from this right now i am doing like below particleSystem.addParticleInitializer(new ColorInitializer(1, 1, 1)); particleSystem.addParticleInitializer(new AlphaInitializer(0)); particleSystem.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE); particleSystem.addParticleInitializer(new VelocityInitializer(2, 2, 20, 10)); particleSystem.addParticleInitializer(new RotationInitializer(0.0f, 30.0f)); particleSystem.addParticleModifier(new ScaleModifier(1.0f, 2.0f, 0, 150)); particleSystem.addParticleModifier(new ColorModifier(1, 1, 1, 1f, 1, 1, 1, 3)); particleSystem.addParticleModifier(new ColorModifier(1, 1, 1f, 1, 1, 1, 1, 6)); particleSystem.addParticleModifier(new AlphaModifier(0, 1, 0, 3)); particleSystem.addParticleModifier(new AlphaModifier(1, 0, 1, 125)); particleSystem.addParticleModifier(new ExpireModifier(50, 50)); scene.attachChild(particleSystem); But its looks like snowfall effect what changes i can do for make it rain effect please correct me EDIT : here is link for snapshot http://i.imgur.com/bRIMP.png

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  • Episode by episode DVD Rip to AVI.

    - by ProfKaos
    I'm looking for a tool to rip DVD files to AVI files. VidCode looks cool, but it wants to convert the whole DVD (all files in the VIDEO_TS folder) to one AVI. I would like to pull each episode on the DVD to its own AVI. Is their a way to that with VidCode, or another ripper? My Plan B for VidCode is to manually separate files for each episode into their own VIDEO_TS folders. Is this possible? Is there an easy, lazy way to automate this?

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  • Can I use a project code which has New BSD license but uses a GPL license library?

    - by Alok Kulkarni
    I want to use the ICSOpenVpn project source code in my commercial application. If we see the ICSOpenVpn project, it states that its license is New BSD but the libopenvpn.so library it uses is under GNU GPLv2 license. As per FAQ for version 2 of GNU GPL "If a library is released under the GPL (not the LGPL), does that mean that any program which uses it has to be under the GPL?" The answer says: "Yes, because the program as it is actually run includes the library." Also, how could ICSOpenVpn change the license to New BSD?

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  • Blur a moving area in a movie on Mac OS X

    - 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 OS X. 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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  • Technique to have screen independent grid based puzzle with sprite animation

    - by Yan Cheng CHEOK
    Hello all, let's say I have a fixed size grid puzzle game (8 x 10). I will be using sprites animation, when the "pieces" in the puzzle is moving from one grid to another grid. I was wondering, what is the technique to have this game being implemented as screen resolution independent. Here is what I plan to do. 1) The data structure coordinate will be represented using double, with 1.0 as max value. // Puzzle grid of 8 x 10 Environment { double width = 0.8; double height = 1.0; } // Location of Sprite at coordinate (1, 1) Sprite { double posX = 0.1; double posY = 0.1; double width = 0.1; double height = 0.1; } // scale = PYSICAL_SCREEN_SIZE drawBitmap ( sprite_image, sprite_image_rect, new Rect(sprite.posX * Scale, sprite.posY * Scale, (sprite.posX + sprite.width) * Scale, (sprite.posY + sprite.Height) * Scale), paint ); 2) A large size sprite image will be used (128x128). As sprite image shall look fine if we scale from large size down to small size, but not vice versa. Besides the above mentioned technique, is there any other consideration I had missed out?

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  • How to record screen and sound

    - by user23950
    Do you know of any application that can record both sound and the screen. Camstudio records only the screen but not the sound. Coming out from the monitor. How do I do this one, because I frequently stream online content. So that I'll just record it and I will have a copy of that stream

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  • LibGdx efficient data saving/loading?

    - by grimrader22
    Currently, my LibGDX game consists of a 512 x 512 map of Tiles and entities such as players and monsters. I am wondering how to efficiently save and load the data of my levels. At the moment I am using JSON serialization for each class I want to save. I implement the Json.Serializable interface for all of these classes and write only the variables that are necessary. So my map consists of 512 x 512 tiles, that's 260,000 tiles. Each tile on the map consists of a Tile object, which points to some final Tile object like a GRASS_TILE or a STONE_TILE. When I serialize each level tile, the final Tile that it points to is re-serialized over and over again, so if I have 100 Tiles all pointing to GRASS_TILE, the data of GRASS_TILE is written 100 times over. When I go to load/deserialize my objects, 100 GrassTile objects are created, but they are each their own object. They no longer point to the final tile object. I feel like this reading/writing files very slow. If I were to abandon JSON serialization, to my knowledge my next best option would be saving the level data to a sql database. Unless there is a way to speed up serializing/deserializing 260,000 tiles I may have to do this. Is this a good idea? Could I really write that many tiles to the database efficiently? To sum all this up, I am trying to save my levels using JSON serialization, but it is VERY slow. What other options do I have for saving the data of so many tiles. I also must note that the JSON serialization is not slow on a PC, it is only VERY slow on a mobile device. Since file writing/reading is so slow on mobile devices, what can I do?

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  • Lightning Wallpaper Collection for Your Nexus 7

    - by Akemi Iwaya
    Lightning can be frightfully powerful and eerily beautiful at the same time, a force of nature that is not to be taken lightly. Harness the ‘power of nature’ by electrifying your Nexus 7′s screen with the first in our series of Lightning Wallpaper collections. Lightning Series 1 Note: Click on the pictures to view and download the full-size versions at their individual homepages. The images shown here are in thumbnail format.

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  • Is there an easy way to read blu-rays on Windows?

    - by ereOn
    Some time ago, I bought my parents a computer dedicated to medias (mostly photographs and movies trough DLNA). My father asked me if he could read blu-ray on it, so I bought a blu-ray reader but I can't find a software to do the playback. I installed PowerDVD (a free version we got with a Blu-Ray) but it seems it now requires a (non-free) upgrade. Even if it were free, I hardly see my parent do the upgrade by themselves as they barely understand how computers work. I thought I would find a free software (something like VLC, but for blu-rays) but so far had no luck. Do you guys have a software to suggest that would solve my issues ? It should run on Windows Vista, shouldn't require an update every monday, or at least a free one. Thank you very much.

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  • How do I make my rain effect look more like rain and less like snowfall?

    - by Nikhil Lamba
    I am making a game in that game I want a rain effect. I am little bit far from this right now. I am creating the rain effect like below: particleSystem.addParticleInitializer(new ColorInitializer(1, 1, 1)); particleSystem.addParticleInitializer(new AlphaInitializer(0)); particleSystem.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE); particleSystem.addParticleInitializer(new VelocityInitializer(2, 2, 20, 10)); particleSystem.addParticleInitializer(new RotationInitializer(0.0f, 30.0f)); particleSystem.addParticleModifier(new ScaleModifier(1.0f, 2.0f, 0, 150)); particleSystem.addParticleModifier(new ColorModifier(1, 1, 1, 1f, 1, 1, 1, 3)); particleSystem.addParticleModifier(new ColorModifier(1, 1, 1f, 1, 1, 1, 1, 6)); particleSystem.addParticleModifier(new AlphaModifier(0, 1, 0, 3)); particleSystem.addParticleModifier(new AlphaModifier(1, 0, 1, 125)); particleSystem.addParticleModifier(new ExpireModifier(50, 50)); scene.attachChild(particleSystem); But it looks like snowfall! What changes can I do for it to look more like rain? EDIT Here is a screenshot:

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