Pc Modifications for Lag Clone Hero
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EZ Upgrade 3.0 USB 3.0 NOTEBOOK HARD DRIVE UPGRADE KIT User’S Guide
EZ Upgrade 3.0 USB 3.0 NOTEBOOK HARD DRIVE UPGRADE KIT User’s Guide Attention: You can download the latest version of EZ Gig IV from Apricorn’s website at: http://www.apricorn.com/ezgig Review the most current EZ Upgrade FAQ’s at: http://www.apricorn.com/support.php TABLE OF CONTENTS Getting to know your EZ Upgrade 4 SafeRescue 21 Introduction 4 CachedMemory 21 The Package Contains 4 SharedMemory 21 System Requirements 5 Animation 21 HotCopy / LiveImage 22 Connecting your EZ Upgrade 6 Avoid exclusive read access 22 Hard Drive Installation 6 For SATA hard drives 6 Partitions 23 Once your hard drive is connected 7 Resizing your partitions manually 24 Before Running the Software 8 Start Clone 25 Before running EZ Gig we recommend 8 Interupting the Cloning Process 26 EZ Gig instructions for Windows 7 & Vista 9 Aborting the Cloning Process 26 Changing the default “Power Options” 9 Interupting the Verification process 26 Connecting Your Hard Drive 10 Congratulations your Clone is Complete 27 EZ Gig Start Up Options 10 Creating a Bootable EZ Gig CD 11 SuperDuper! Backup Software for Mac 28 Cloning your hard drive with EZ Gig 12 After the Clone 29 Selecting the Source Drive 13 Using the EZ Upgrade as a external backup drive 29 Selecting the Destination Drive 14 Device Removal (Windows) 30 Speed Test 14 EZ Upgrade FAQs 31 Drive Verification 15 EZ Gig FAQs 34 Data Select 16 Contacting Technical Support 39 Using the Data Select feature 17 RMA Policy 39 Analyzing files 18 Warranty Conditions 40 Selecting Folders to Omit 19 Advanced Options 20 Verify Copy 20 Copy Free Areas 20 SmartCopy 20 Media Direct (Dell) 20 More Advanced Options 21 FastCopy 21 Getting to know your EZ Upgrade System Requirements Introduction Hardware: Pentium CPU II or Apple G3 or later 128MBs RAM With its Super Speed USB 3.0 connection, Available USB Port EZ Upgrade 3.0 is a complete hardware and CD ROM or CD-RW drive software solution that makes upgrading notebook hard drives fast and easy. -
Creating Accessibility in VR with Reused Motion Input
Replay to Play: Creating Accessibility in VR with Reused Motion Input A Technical Report presented to the faculty of the School of Engineering and Applied Science University of Virginia by Cody Robertson May 8, 2020 On my honor as a University student, I have neither given nor received unauthorized aid on this assignment as defined by the Honor Guidelines for Thesis-Related Assignments. Signed: ___________________________________________________ Approved: ______________________________________ Date _______________________ Seongkook Heo, Department of Computer Science Replay to Play: Creating Accessibility in VR with Reused Motion Input Abstract Existing virtual reality (VR) games and applications tend not to factor in accommodations for varied levels of user ability. To enable users to better engage with this technology, a tool was developed to record and replay captured user motion to reduce the strain of complicated gross motor motions to a simple button press. This tool allows VR users with any level of motor impairment to create custom recordings of the motions they need to play VR games that have not designed for such accessibility. Examples of similar projects as well as recommendations for improvements are given to help round out the design space of accessible VR design. Introduction In many instances, high-end in-home virtual reality is synonymous with a head-mounted display (HMD) on the user’s face and motion-tracked controllers, simulating the hand’s ability to grip and hold objects, in a user’s hands. This is the case with all forms of consumer available HMD that is driven by a traditional computer rather than an integrated computer, including the Oculus Rift, Valve Index, HTC Vive, the variously produced Windows Mixed Reality HMDs, and Playstation VR with the Move Controllers. -
Informatica Fast Clone Faqs
Informatica Fast Clone FAQs © 2011 Informatica Corporation. No part of this document may be reproduced or transmitted in any form, by any means (electronic, photocopying, recording or otherwise) without prior consent of Informatica Corporation. Abstract This article describes frequently asked questions about using Informatica Fast Clone for bulk data movement. It includes information about Fast Clone features and some common errors. Supported Versions ¨ Informatica Fast Clone 6.6 Table of Contents General Questions............................................................... 2 Configuration Questions........................................................... 5 Questions about Oracle Sources...................................................... 7 Troubleshooting................................................................. 8 General Questions What is Fast Clone? Fast Clone is a high-performance cloning tool for moving bulk data from Oracle databases to heterogeneous destinations, including relational databases and flat files. The optional DataStreamer component can stream data to Greenplum and Teradata destinations, which avoids intermediate storage use and reduces I/O. You can use Fast Clone for any of the following purposes: ¨ Cloning Oracle databases. ¨ Moving Oracle data to another type of platform. ¨ Migrating production data into a test environment. ¨ Initially loading data into tables that will be the targets of Informatica Data Replication jobs, before starting transactional data replication. In this case, Fast Clone is a high-speed alternative to the Data Replication InitialSync component. What is the difference between the direct path unload and conventional path unload methods? Fast Clone has two methods of unloading data from an Oracle source: direct path unload and conventional path unload. The direct path unload method is much faster. It extracts source metadata to physical files and reads Oracle data files directly. Also, it can stream data to Greenplum and Teradata destinations. -
Acronis® Disk Director® 12 User's Guide
User Guide Copyright Statement Copyright © Acronis International GmbH, 2002-2015. All rights reserved. "Acronis", "Acronis Compute with Confidence", "Acronis Recovery Manager", "Acronis Secure Zone", Acronis True Image, Acronis Try&Decide, and the Acronis logo are trademarks of Acronis International GmbH. Linux is a registered trademark of Linus Torvalds. VMware and VMware Ready are trademarks and/or registered trademarks of VMware, Inc. in the United States and/or other jurisdictions. Windows and MS-DOS are registered trademarks of Microsoft Corporation. All other trademarks and copyrights referred to are the property of their respective owners. Distribution of substantively modified versions of this document is prohibited without the explicit permission of the copyright holder. Distribution of this work or derivative work in any standard (paper) book form for commercial purposes is prohibited unless prior permission is obtained from the copyright holder. DOCUMENTATION IS PROVIDED "AS IS" AND ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE DISCLAIMED, EXCEPT TO THE EXTENT THAT SUCH DISCLAIMERS ARE HELD TO BE LEGALLY INVALID. Third party code may be provided with the Software and/or Service. The license terms for such third-parties are detailed in the license.txt file located in the root installation directory. You can always find the latest up-to-date list of the third party code and the associated license terms used with the Software and/or Service at http://kb.acronis.com/content/7696 Acronis patented technologies Technologies, used in this product, are covered and protected by one or more U.S. -
ALTAIR 8800 CLONE COMPUTER OPERATOR's MANUAL Version
ALTAIR 8800 CLONE COMPUTER OPERATOR’S MANUAL Version 2.3, April 2021 TABLE OF CONTENTS INTRODUCTION ............................................................... 1 PART 1 – ALTAIR 8800 CLONE HARDWARE SPECIFICATIONS ......................... 2 PART 2 – CONFIGURATION MONITOR ............................................. 4 A. Floppy Disk Menu ....................................................... 4 B. PROM Menu .............................................................. 6 C. Serial Port Menu ....................................................... 7 D. Load .BIN or .HEX File ................................................. 9 E. Administration Menu .................................................... 9 PART 3 – TERMINAL EMULATOR ................................................ 14 A. Overview .............................................................. 14 B. TeraTerm Terminal Emulator ............................................ 14 C. Installing TeraTerm ................................................... 14 D. Configuring TeraTerm .................................................. 14 E. Using TeraTerm ........................................................ 15 PART 4 – ALTAIR 8800 DEMONSTRATIONS ....................................... 16 A. Kill-the-Bit Front Panel Game ......................................... 16 B. Loading and Using 4K BASIC from Paper Tape ............................ 18 C. Loading and Using 8K BASIC from Cassette .............................. 21 D. Loading and Using Disk BASIC from Floppy Disk ........................ -
Using Trade Dress to Protect the Look and Feel of Video Games
THE JOHN MARSHALL REVIEW OF INTELLECTUAL PROPERTY LAW TRYING ON TRADE DRESS: USING TRADE DRESS TO PROTECT THE LOOK AND FEEL OF VIDEO GAMES BENJAMIN C.R. LOCKYER ABSTRACT With the creation of video games for smart phones, video games are some of the most accessible forms of entertainment on the market. What was once only an attraction inside the designated location of arcade halls, is now within the grip of nearly every smart phone user. With new game apps for smart phones going viral on a regular basis, the video game industry has become one of the most profitable in the entertainment realm. However, the industry's overall success has also led to increased competition amongst game developers. As a result, competing developers create near exact copies of highly successful video games called clones. By copying non-copyrightable elements, clone developers can create confusingly similar video games. This comment examines the creation of clone video games and how their developers avoid copyright infringement by exploiting scènes à faire and the merger doctrine. The exploitation of copyright law for video game developers could be combated by trademark law. By using the Lanham Act's protection for trade dress, non-copyrightable elements that identify popular games may be protected. By seeking trade dress protection against clones, game developers can sustain the value of their investment in gaming apps, while also minimizing the issue of consumer confusion. Copyright © 2017 The John Marshall Law School Cite as Benjamin C.R. Lockyer, Trying on Trade Dress: Using Trade Dress to Protect the Look and Feel of Video Games, 17 J. -
NG18 Program (Screen)
PROGRAM 2018 PROGRAM#nordicgame 2017 #nordicgame Welcome to Nordic Game 2018 It’s a great pleasure to welcome you to this fifteenth edition of Nordic Game, the only conference in the world with a dedicated focus on the entire Nordic games industry. Over the years we’ve evolved from a humble regional conference into a truly global industry event, as our vision of a strong, united games community and the values so many of us share - openness, innovation and diversity - have resonated with games industry professionals around the world, and they have been welcomed into our extended family. Of course, we continue to proudly celebrate the sheer quality and variety of games developed in the Nordic countries, and this year’s Nordic Game Awards (Thursday, 24 May from 18:00 in the Unreal Theatre) once again reflects the imagination and vitality of developers from the region we call home. However, our rapidly changing, interconnected industry doesn’t allow us to rest on our laurels, and our opening keynote (Wednesday, 23 May at 11:00 in the Unreal Theatre) brings together a panel of leaders from some of our most prominent Nordic studios to explore key challenges and opportunities for game developers moving forward. True to the many values we share with our extended global family, we’re also introducing a string of talks - the Impact sessions - that delve beyond the albeit important business and technical aspects of game development, to encourage all of us to think more deeply about the real impact of the games we create - and how we create them - on our world. -
A Literature Review of Code Clone Analysis to Improve Software Maintenance Process
A Literature Review of Code Clone Analysis to Improve Software Maintenance Process Md. Monzur Morshed* 1, 3, Md. Arifur Rahman2, Salah Uddin Ahmed1 {[email protected], [email protected], [email protected]} [email protected], [email protected] Department of Computer Science American International University-Bangladesh1, Carleton University-Canada2, SCICON & TigerHATS-Bangladesh3 Abstract—Software systems are getting more complex as the Gemini delivers the source files to the code clone detector, and system grows where maintaining such system is a primary CCFinder [24] then represents the information of the detected concern for the industry. Code clone is one of the factors making code clones to the user through various GUIs. software maintenance more difficult. It is a process of replicating code blocks by copy-and-paste that is common in software Hotta et al. [32] showed a different approach on the impact of development. In the beginning stage of the project, developers clones in software maintenance activities to measure the find it easy and time consuming though it has crucial drawbacks in the long run. There are two types of researchers where some modification frequencies of the duplicated and non-duplicated researchers think clones lead to additional changes during code segments. According to their study, the presence of maintenance phase, in later stage increase the overall clones does not introduce extra difficulties in the maintenance maintenance effort. On the other hand, some researchers think phase. that cloned codes are more stable than non cloned codes. In this study, we discussed Code Clones and different ideas, methods, M. Kim et al. -
Balasko-Mastersreport-2020
The Report Committee for Alexander Balasko Certifies that this is the approved version of the following report: An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre APPROVED BY SUPERVISING COMMITTEE: Supervisor: _____________________________________ James Buhler _____________________________________ Bryan Parkhurst An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre by Alexander Balasko Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Music The University of Texas at Austin May 2020 An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre Alexander Balasko, M.Music The University of Texas at Austin, 2020 Supervisor: James Buhler As the field of ludomusicology has grown increasingly mainstream within music studies, a methodological trend has emerged in discussions of genre that privileges the formal attributes of game sound while giving relatively little attention to aspects of its production. The problems with this methodological bent become apparent when attempting to discuss the independent (“indie”) game genre, since, from 2010-2020 the indie game genre underwent a number of significant changes in aesthetic trends, many of which seem incoherent with one another. As such, the indie genre has received relatively little attention within the ludomusicological literature despite its enormous impact on broader gaming culture. By analyzing the growth of chiptune aesthetics beginning in 2008 and the subsequent fall from popularity towards 2020, this paper considers how a satisfying understanding of the indie game genre can be ascertained through its material cultures, rather than its aesthetics or gameplay. -
Dell PS Series Snapshots and Clones: Best Practices and Sizing Guidelines
Dell PS Series Snapshots and Clones: Best Practices and Sizing Guidelines Dell Storage Engineering November 2019 Dell EMC Best Practices Revisions Date Description May 2012 Initial release December 2016 Minor updates November 2019 vVols branding update The information in this publication is provided “as is.” Dell Inc. makes no representations or warranties of any kind with respect to the information in this publication, and specifically disclaims implied warranties of merchantability or fitness for a particular purpose. Use, copying, and distribution of any software described in this publication requires an applicable software license. Copyright © 2012-2019 Dell Inc. or its subsidiaries. All Rights Reserved. Dell, EMC, and other trademarks are trademarks of Dell Inc. or its subsidiaries. Other trademarks may be the property of their respective owners. Published in the USA [11/14/2019] [Best Practices] [BP1027] Dell EMC believes the information in this document is accurate as of its publication date. The information is subject to change without notice. 2 Dell PS Series Snapshots and Clones: Best Practices and Sizing Guidelines | BP1027 Table of contents 1 Introduction ................................................................................................................................................................... 6 1.1 Audience ............................................................................................................................................................. 6 1.2 Terminology ....................................................................................................................................................... -
Clone Hero Download Spreadsheet
Clone hero download spreadsheet Continue Clone Hero Songs Spreadsheet. So, all you have to do is download clone hero songs from the links provided below. Then open the game and insert the downloaded graphics into the clone hero songs folder. This process is quite simple. Find the clone hero songs below! Here is the clone hero e-table with clone hero songs that can be downloaded. Add Clone Hero Songs File get an Error. Chorus needs feedback! Contribute to the future development of the choir with your understanding and ideas! The latest charts. Like most people, I discovered Acai threw one of his videos into my YouTube suggested feed. It made me take the couple: Here was some 21-year-old sitting with a Guitar Hero axe on his knee in his messy bedroom with a stain on black hair. I don't think I've played Activision's burned rhythm game series since high school. So at first the arrogance of the algorithm told me that I had to go back to my teenage years to watch this guy break up. But when I witnessed Acai tearing his way through an extremely surprising note chart, the suspicion passed immediately. A note chart that seems to have exceeded the physical limits of human dexterity. It's a note chart where I dwarf everything I've accomplished in my busiest Guitar Hero days. The song is called 'Soulless 4th', longer than 10 minutes and has never been released commercially. Instead, guitar hero is created by a diehard member of the community and plays out as a ROM hack specifically designed to break hearts (or fingers) of anyone who comes close. -
Adventures at the Interplay of Poetry and Computer Games
DUAL WIELD: ADVENTURES AT THE INTERPLAY OF POETRY AND COMPUTER GAMES JONATHAN STONE A thesis submitted in partial fulfilment of the requirements of the University of the West of England, Bristol for the degree of Doctor of Philosophy Faculty of Arts, Creative Industries and Education, University of the West of England, Bristol August 2019 1 Abstract In recent years, poets and digital game developers alike have begun to experiment with the possibilities of poem-game interplay and hybrid poetry games. The results of such experiments are intimately connected to poetry’s expansion into digital-interactive space, a process described by Loss Pequeño Glazier as extending “the physicality of reading”. This experiential augmentation runs both ways: the technologies associated with game development permit the reader’s cybernetic incorporation into the world of the poem, while poetry may be used to lend shape and meaning to the bodily sensations experienced by the player of computer games. Additionally, computer game culture, long underprivileged in arts discourse, represents a new frontier of emergent assimilable dialect for the poet. The components of the computer game – its rules, content, interface, hardware – may all be absorbed into the textuality of the poem, recruited as units of poetic meaning, not just verbally but ideogrammically, imagistically or calligrammically. This is, in short, an abundant new playground for poets, while on the other side of the equation, the organisational strategies of poetry make for an equally rich resource for game developers. This project takes the form of a hybrid of more conventional theoretical analysis and practice-based research, analysing the existing state of poem-game hybridity and testing ways that it might be advanced through the creation of various example artefacts.