#my mp3 player's port died :']
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Good lord at this rate you're better off just buying a cheap phone to use as an mp3 player and just not activate it than even bother with a touch screen mp3 player unless you're ready to drop like $1000 because everything else is immensely questionable
#my mp3 player's port died :']#unsurprising but yet my old coby(?) one from about.... 2009? is still kicking#buttons are very finicky though#and teeny tiny storage#vena vents#not art#might as well try to get a smaller tracfone for $50 and get full app store capabilities#and then a backup if my actual phone dies ig#A lot of the non-touch ones out there are either very old or just not ideal/very cheap#Makes me miss my old prepaid from like 2014 that was one of those really early cheap smartphones that were in fact very stupid#It'd be good for this but its screen was broke and we don't have it anymore#I'd get an ipod touch but I do NOT wanna deal with itunes shit
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An ode to the iRiver iHP-120
For whatever reason, I've found myself deeply nostalgic for high school as of late. And for me, that is intractable from nostalgia for what is perhaps the peak mp3 player ever made:
The iRiver iHP-120 was released in 2003, my sophomore year of high school, and it changed my life. This thing held an astounding 10GB of music—for comparison, most mp3 players at the time were flash based, and held 128 or 256 MB of music. The only big competitor at the time was the 1st generation iPod, a mac-exclusive device that transferred data over firewire and had to be synced using the fledgling iTunes. Juxtapose that to iRiver, who took what I like to call the "we don't give a fuck" approach:
When you plugged in the iHP-120 with USB 2.0, it just showed up as an external hard drive—you could throw whatever you wanted on there. Naturally, it could read mp3 files, but this thing introduced me to the world of audio codecs and processing in a way nothing could have prepared me. WMA files worked fine (a big deal at the time because of DRM issues, during the heyday of KaZaA and Limewire). You want to play uncompressed .WAV files? No problem, put them on there. FLAC files? Absolutely, let your audiophile freak flag fly. Fucking OGG Vorbis files played on this thing. Hell, you could put text files on here and read them.
(The firmware for these was also basically open-source, and people did even crazier stuff with them. By the time I retired my player, it could do gapless playback, crossfading, 10-band equalizing, normalization and more. I think I also changed the boot screen to a picture of Sailor Moon.)
But the magic didn't end at uploading music to the iHP-120—controlling this thing was more intuitive than any other device around at the time. All of your music was displayed on the player in whatever folder structure you loaded onto the device—navigating the music was as simple as using Windows Explorer. You had your standard play/pause, skip forward/back and volume controls on the front joystick, but what are the other buttons for?
Yeah. This thing was also a portable recorder. At anytime you could just hold down the Rec button and start recording with the onboard mic, or using an external input (more on that later). On the right side, an A-B Interval control. You ever wanted to just listen to one part of a song on repeat to learn the lyrics? Just hold down the button. Lastly a hold switch to disable control inputs while it was in your pocket—no accidentally pausing the music.
Okay, back to the external input mentioned before. The top of the iHP-120 is wild.
The top I/O panel of the iRiver iHP-120, with 4 jacks.
From right to left, you have a 3.5mm headphone jack (naturally), a 2.5mm microphone jack, the remote control port (more on this in a bit), and in white you have Line In/Out jacks which you could use to record as well as just plug in a second pair of headphones for a friend—jacks which support both 3.5mm analog input, as well as 3.5mm TOSLINK optical cables.
The TOSLINK 3.5mm male plug. A plug I only ever encountered on this device and the Sound Blaster X-Fi Titanium, a sound card I wrote a review of in 2009 which seems to still be up at PC Gamer and reading it now I don't know how any of my writing was ever published, let alone in print.
Chances are good you've never encountered this, it's phenomenally uncommon, and TOSLINK as a whole largely died with the emergence of HDMI—but this fucking mp3 player could both record and transmit fiber optic audio in uncompressed stereo or lossy 7.1 surround sound. In high school, I would plug the iHP-120 into our home theatre and listened to Porcupine Tree's Stupid Dream on repeat (side tangent, I'm pretty sad 5.1 album recording never really caught on, but the Dolby Atmos music format is better in every way, and I'm grateful Apple is bringing it into the mainstream).
"Okay, so we have an music player/text reader/voice recorder with optical audio, and basically every codec under the sun, what else could you go on about Erika?"
-you, the person reading this
THE REMOTE
Let me take you back to 2003. I was a depressed theatre kid teenager who would listen to Rooney on repeat on my Koss UR40s while crying over a girl who wanted nothing to do with me.
The Koss UR40 Headphones I wore like a fashion accessory everyday.
The other thing I wore everyday besides those headphones? Baggy cargo pants (it was acceptable at the time, I swear). Inside the right cargo pocket was my iRiver iHP-120, and clipped to the velcro flap of that cargo pocket was the iHP-115R remote control.
The iHP-120 remote unit
Every function of the iHP-120 could be controlled from this little fucker. Play/pause and stop buttons. Volume, skip track and recording are all here on rocker switches. You could even change the fucking bitrate of playback on this little thing, all without taking the actual mp3 player out of your pocket because the LCD screen on the remote has all the same info you'd get on the main unit.
The remote itself connected to the iRiver with that big plug you can see in the picture above (shamelessly stolen from Nathan Edwards who I worked with at PC Gamer in the late 2000s and only while writing this post discovered has already written a much more professional ode to the beauty of the iHP-120 this year).
You would plug your headphones into the remote, (or in my case you could also plug in your 1988 Chevrolet 2500 suburban's tape deck adaptor and have controls at your fingertips. No more distracted driving).
An image of a 1988 Chevorlet 2500 diesel Suburban. Not super relevant but god I miss my high school suburban. We would take the rear and middle benches out and put a queen-size mattress in the back, which 9 of my friends would ride on as we went to Little Caesar's for lunch. Also, cars just looked way fucking better back then.
I think I'm about done waxing nostalgic, but I really do miss the days of discrete devices—I kind of find myself fighting back against my smartphone. I have a camera I carry around, a pen and paper planner and writing notebook, and a kindle for reading. There's something appealing about not having my phone be my access to music either—rather, having a device that I just threw my music on and it plays it really well was rad. The iHP-120 was really fucking rad.
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baby’s first actually-new new car has been a fascinating experience
on the one hand, I have lots of shiny functions and a crisp clean interior that I have yet to fully destroy so the car still feels kinda like I borrowed somebody else’s or I’m driving a rental still
on the other, I AM LOSING MY GOD DAMNED EVER LOVING MOTHERFUCKING MIND trying to get my FUCKING walkman to work with this goddamn car because it DOESN’T HAVE ANY AUX PORTS and my walkman DOESN’T HAVE A BLUETOOTH TRANSMITTER because sony in their INFINITE WISDOM made their WALKMAN which they produced IN TWENTY-TWENTY-ONE only capable of RECEIVING bluetooth and not TRANSMITTING it so I cannot use my BRAND-NEW music player that I got for xmas with my BRAND-NEW car that I got because my old car is an asshole and died AND NOT ONLY DOES THE CAR NOT HAVE AN AUX PORT BUT ITS USB PORT DOES NOT KNOW HOW TO READ ANY AUDIO FILES EXCEPT .MP3 WHICH IS ITSELF AN ANCIENT FILE FORMAT BY NOW SO WHAT THE FUCK HYUNDAI
before anybody says “just use your phone” MY WALKMAN HAS PHYSICAL BUTTONS AND MY PHONE DOESN’T, THAT’S THE ENTIRE POINT OF HAVING THE WALKMAN also the phone’s storage capacity is laughable and this model doesn’t have an sd card slot so I can’t expand it
YES I AM AWARE THIS IS AN EXTREMELY FIRST-WORLD PROBLEM BUT I’M STILL MAD ABOUT IT BECAUSE I AM TRYING NOT TO WASTE MORE MONEY THAN I ALREADY HAVE BUYING THE DAMN CAR
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# 2,811
I forgot to tell you all: I bought a new Apple device for Christmas.
The Spring of ‘07 (I will never forget it) began me purchasing Apple. I ordered an iPod Classic (30GB) because storing lots of music without fumbling for cassettes or carrying discs was a real good idea. A friend (no longer) who worked at Apple and was part of WUSB made it happen and a few days later it found itself in my hands, with personal engraving right on its’ shiny silver backing. Whitehouse, Boards Of Canada, and Vincent Gallo were the first artists I remember listening to on the new iPod, taken on a train ride to Penn Station to meet up with a friend of mine who came with me to the Brooklyn Museum. I still remember that day as one of my all-time favorite memories of going to the city, and one of my favorite memories of her.
Nine months later and already my 30GB was full. The fun was over, but not for long. That’s when I learned about bitrates, the measure of clarity of how an MP3 or M4A sounds. The higher the bitrate, the larger the file and better the quality. But I wasn’t concerned about quality. I wanted quantity. My high bitrate songs ate up a lot of space when it shouldn’t have, so I had to re-up everything in a lower bitrate and 2,000+ songs became 4,500+. My first classic would come with me everywhere on more train rides and to-and-from the gym. It then took five years on-and-off and sacrificing some songs before my iPod was totally filled with no outs. Time for a new one.
Had I waited a little longer, I would’ve gotten an 80GB Classic, a decision I regretted not making. But five years is more than enough time to redeem oneself in getting a 160GB Classic, the largest capacity stand-alone MP3 player they ever made. My local gaming store sold one used for $170.00, I couldn’t pass it up. I arrived and saw the iPod was selling for a larger price. I pointed it out to the guy behind the cashier. He argued with me that it wasn’t the case but I proved him wrong. Even after I won and purchased it he was still arguing with me as I walked out the store. A complaint to customer service later, they reimbursed me for $50.00 worth of iTunes cards for my trouble.
It took a few days to unlock my old iPod and physically remove all of the music from my old one to the new. It’s a process of showing hidden folders in Windows and finding 50 folders of music (labeled “FXX”) inside your device which get classified by overall song length. Save for about 20 songs which were thought to be unidentifiable, all 4,500+ songs were imported to the new 160GB with no problem, artist name and song titles intact. In time, too, as the 30GB’s battery died out completely and rendered it totally useless. From there I made numerous iTunes playlists which, from this point on, made me finally stop burning mix discs and continued the tradition of seasonal mixtapes. I would use the new Classic (sans engraving) for more train rides, car rides via auxiliary port, and to put an automatic playlist in order for all Omega WUSB shows.
Only recently did I realize that I was running out of storage. After months of thinking about it, I had originally planned on getting an 256GB iPhone. Then Apple released a second-generation that maxed out at 512GB. That’s where I’m going, I said. I price-matched B&H for a gold 10.5” model and put $300.00 in my pocket. Add an employee-discounted Otterbox with two years of Applecare (because I take no chances on a $700 tablet), and a $1,400 transaction becomes $900. Merry Christmas to me. The third-generation iPad Pros just came out six weeks prior with a maximum capacity at 1TB. There was no way I could’ve co-signed on it. At least, not for now.
I thought the process of moving out all 36,000+ songs (!) was going to be seamless as it was the last time. Oh, how I thought wrong. Only about 60% of those songs, all uploaded from disc, digitizing, and downloaded from Bandcamp, only retained both artist name and song title. Great. For several days I looked up how to salvage and recover all that information in transit. I even called Apple tech support and stayed on the line for two hours for solutions. Two hours later painstakingly going through every option and all I got was an Apple representative who shockingly asked me “how do you happen to have all this music in your iPod?!” Thanks for the help.
I found my answer: I needed to have the proper tags before importing the MP3s into my device. Because in iTunes, when you later remove those songs from your physical device (Classic 160GB), the information will come out exactly how it came in, so re-naming them after they hit iTunes’ interface doesn’t work. When importing music, you can set it up properly so that they’re duplicated into a library folder which (potentially) produces thousands of folders based on artist name. Inconveniently frustrating when I needed to find a specific artist for whatever purpose and not find their respective folder there. I have no time to go through all those artist folders one-by-one, so now it goes back to my 160GB.
Now I take all that music from every ‘F’ folder and move it all into one giant folder. I noticed that all of those unidentified imports are labeled by a four-character code (say “HRGW”). MP3s which haven’t been properly tagged don’t get an artist folder when imported / exported and instead get the code. That can be found by “name” on Windows and the file is missing artist names and song title in iTunes which is found under “contributing artist” and “title”. How do I now register a valid change and make it count when importing songs into a device? Highlight the song and right-click it, go to “properties” and hit the “detail” tab. Fill in all the necessary information. If you don’t hit “apply” on the bottom-right hand corner, those changes won’t be made. Re-naming them in Windows and even moving them to another location without hitting “apply” loses those changes and you re-do everything again. Argh.
Now how did I identify which songs in Windows needed to be changed? I had to plug in my older Classic 160GB and bring up my iPod’s contents. Hit “time” to re-order the songs accordingly from longest to shortest and then for all those songs in Windows hit “length”. I can now match them up accordingly. With multiple songs having the same length (say, 10 out of 15 of them at 9:30 long), I have to match up the untagged songs in Windows to the ones already labeled in the device simply by playing them to see which is which. When all songs are properly tagged and edited, they’ll go into one final folder which all music will be imported from and for the next device, I won’t have to do this ever again. And there you go. I’m on the road to painstakingly go through my entire list of songs that now have to be imported into a 512GB iPad; really ~478GB because a whopping 34GB of it is the iOS. Time to uninstall some apps- I won’t need.
And to top it all off, my iTunes doesn’t downconvert high-quality MP3s like it says it would (320 mbps to 128 mbps). All incoming music gets converted to 128mbps but not so for whatever reason. Thank you Lord I have Roxio which does have a down-conversion tool, So that means I’ll have to spend even more time whittling down songs for quantity before it goes in.
Imagine doing that for 36,000+ songs. It’s been one of the most daunting tasks I ever had to do. I haven’t been able to do it because I’m constantly writing, auditioning, sound editing, graphics and doing photography. Everyone who follows me here knows that what I do is a creative lifestyle that’s can’t-stop-won’t-stop. My work as a selector, artist, archivist, editor, and writer is never done. When everything’s imported the fun’s not over yet, because I’ll have to create about 120 of my personal seasonal playlists all over again, plus whatever playlists for my Omega WUSB shows for auditioning music. But when all is said and done, I’ll have at least another five years after importing and adding music from my collection before looking to upgrade and double my storage. Trillion-dollar Apple has to pay for that halo in San Cupertino somehow.
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Here's the thing: if you include a USB port, you have the ability to have a CD drive on demand when you need one, and unplug it and put it in a drawer when you are done (the same goes for a full physical keyboard of your preferred format and style, and a ball or optical mouse, and better speakers than the built-ins). I have an eight-year-old MacBook (when it dies I'll get a PC, but in the meantime waste not want not); that is exactly what I do when I want to add the contents of the physical music CDs I own to my mp3 player (it also came with a number pad if I need to do any large scale data entry). Additionally, I have a USB-C to headphone adapter, which allows me to use wired headphones with my phone even though no cell phones made in the last several years include a dedicated headphone jack any more (I don't know if they make lightning to headphone adapters, but I certainly would hope so). I buy the vast majority of my video games and music on physical media, and save buying downloads for expansion packs (and imported music where I can get just the mp3s for less than $10 vs the fancy package for $30+, I don't care about getting collectable headshots of idols... I just want to bop along with the songs). Going to download-only is *not* just keeping up with technology and it pisses me off -- save space by making the less used components plug-and-play if you want, but don't just toss them out wholesale!
Let me put it this way: here's a perfectly plausible non-conspiracy scenario that shouldn't be apocalyptic (unless it fucks with a disability assistance device, in which case I sincerely hope it doesn't happen to you, and also I recommend having backup options)... your WiFi crashes and/or the Bluetooth functionality on one or more of your devices is on the fritz, and it'll be a week before it's fixed. How fucked are you? Pissed that you have to go digging through your junk drawer for cords and can only play your favorite game in single player mode? Or freaking the fuck out because your doorbell and thermostat and computer are now bricks, and your fridge may or may not keep running?
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Final Project Documentation
Final Project Documentation
This is a write up for my final project, a multiplayer shooting game called 'Space'. It is a rework and touch of my previous project. I added better graphics to my game and added a settings menu, where players can change their name and color. The most significant change is the server-client relationship. Before, my system was a hybrid, as my server handled synchronization and the clients handled collision and movement. Now, it's primarily server-sided. Collision handling and synchronization is being handled by the server while the play can only control movement.
Server Code
const express = require('express') const routes = require('routes') const app = express() var server = app.listen(8080) var io = require('socket.io')(server); const canvas_size = 1500; const port = 3000 var players = {} var bullets = {} var shadows = {}
I first imported libraries that are necessary to work with websockets and servers. I also included global variables that will contain player information and basic server/game information. The server will listen on port 8080 for any websocket packets.
io.on('connection', function(socket) { socket.on('player_new', function(data) { let player_id = data['id']; players[player_id] = data; }); socket.on('sync', function() { socket.emit('sync', {'players': players, 'bullets': bullets, 'shadows': shadows}); }) socket.on('player_move', function(data) { let player_id = data['id'] players[player_id] = data; }) socket.on('player_shoot', function(data) { let player = players[data['id']] let bid = data['bid'] let id = data['id']; let direction = data['direction'] let offset = 35; let x_offset = 0; let y_offset = 0; if (direction === 'up') { y_offset -= offset; x_offset += 0; } else if (direction === 'down') { y_offset += offset; x_offset += 0; } else if (direction === 'left') { x_offset -= offset; y_offset += 0; } else { x_offset += offset; y_offset += 0; } bullets[bid] = {'x': player['x'] + x_offset, 'y': player['y'] + y_offset, 'direction': direction, 'bid': bid, 'color': data['color'], 'id': id} }) socket.on('player_color_change', function(data) { let player_id = data['id'] players[player_id]['color'] = data['color'] console.log('changing colors') }) socket.on('disconnect', function(data) { console.log('player has disconnected') }); });
Next, I created functions that react to websocket events. When somebody loads the webpage, it calls the main function and find which function to call next. Based on the event name, the server either creates a new player, syncs the data, etc.
The first function handles player creation. It adds the player's information to the players data structure. The sync function packages the global variables of the server and sends it to the client. The next function updates the player's information if they made any movement. The shooting function is a more complicated function because it handles the bullets. Based off of the direction the player is going, the bullet will travel that same direction. This can be seen in the four conditional statements. The x and y coordinates of the bullet will depend on the direction. For example, if the player is going up, the x coordinate of the bullet will stay the same, but the y coordinate will be increased so that it appears above the player. This is done by adding an offset to the specified coordinate. The bullet is now packaged into a dictionary and added the bullets data structure. The second to last function handles player color change. It updates the player's color to the players data structure. The disconnect function currently does nothing, which is intended. Disconnected players should still exist in the game, so if somebody kills them, then the player will die and the scores will be updated.
function collideCircleCircle(p1x, p1y, r1, p2x, p2y, r2) { let a; let x; let y; a = r1 + r2; x = p1x - p2x; y = p1y - p2y; if (a > Math.sqrt((x * x) + (y * y))) { return true; } else { return false; } }
This function returns whether two circles have collided.
function tick() { for (let key in bullets) { let offset = 5; let bullet = bullets[key]; let direction = bullet['direction']; if (direction === 'up') { bullet['y'] -= offset; } else if (direction === 'down') { bullet['y'] += offset; } else if (direction === 'left') { bullet['x'] -= offset; } else { bullet['x'] += offset; } if (bullet['x'] > canvas_size || bullet['x'] < 0) { delete bullets[key] } if (bullet['y'] > canvas_size || bullet['y'] < 0) { delete bullets[key] } for (let p_key in players) { let player = players[p_key] let player_x = player['x'] let player_y = player['y'] let killer_score = players[bullet['id']]['score'] let x = bullet['x'] let y = bullet['y'] let hit = collideCircleCircle(x, y, 15, player_x, player_y, 15); if (hit && bullet['id'] != p_key) { player['health'] -= 20 delete bullets[key] if (player['health'] <= 0) { player['alive'] = false players[bullet['id']]['score'] += 10 shadows[Math.round(Math.random() * 10000)] = {'x': player_x, 'y': player_y, 'r1': 15 + (killer_score / 10) * 2, 'r2': 35 + (killer_score / 10) * 2, 'rgb': player['rgb'], 'duration': 2000 } io.sockets.emit('player_death', player) delete players[p_key] } } } } for (let key in shadows) { let shadow = shadows[key] shadow['duration'] -= 1 shadow['rgb'] = [shadow['rgb'][0] + 0.2, shadow['rgb'][1] + 0.2, shadow['rgb'][2] + 0.2] if (shadow['duration'] <= 0) { delete shadows[key] } } io.sockets.emit('sync', {'players': players, 'bullets': bullets, 'shadows': shadows}) }
The tick function is a complicated function because it handles what happens to the data at every tick. First of all, it updates each bullet that was created. Depending on the direction it was shot in, the x or y coordinate will be updated so that it travels in that direction. It also checks if any bullet is outside the canvas because those bullets will become 'lost' and just use up precious memory. After that, I handled player an bullet collision. Using the function I created earlier, I check if any players have collided with any bullets. If so, the player's health is reduced and if the player's health is below 0, the player is killed. Dead players will leave behind a star. Stars are also updated every tick. Its color will slowly increase until it become white and it eventually dies after the its duration reaches 0.
setInterval(function() { try { tick() } catch(err) { console.log(err) } }, 10); app.use('/maze/', express.static('maze'))
The last part of this code causes the tick function to run every 10 ms. This creates a smooth experience for players because the data will be rapidly updating. The last line is to serve the client side code, which I will explain now.
Client Code
const speed = 5; const player_size = 50; const canvas_w = 1200; const canvas_h = 800; const naturalKeyNames = ['A', 'B', 'C', 'D', 'E', 'F', 'G']; const ip = 'localhost'; var socket = io.connect(ip + ':8080'); var words; var bg, start, button, red, green, blue, menu, canvas; // Player Info var player_name, player_id, player_id, player_rgb, player_x, player_y, player_info; var player_score = 0; var player_health = 100; var player_direction = 'up'; var player_alive = true; var in_game = false; var players = {}; var bullets = {}; var shadows = []; var sounds = [];
I first created global variables to store player information and basic game information. The constants hold canvas information and sound file names. The last block of variables will contain information sent from the server.
function preload() { bg = loadImage('assets/bg3.jpg') start = loadImage('assets/start.png') words = loadJSON('assets/words.json') for (let i = 0; i < naturalKeyNames.length; i++) { sounds.push(loadSound(String('assets/reg-' + naturalKeyNames[i] + '.mp3'))); } }
I first preloaded game assets, which includes the background image, the center lobby image, a list of random nouns, and piano sounds. The words will form random names for players and the sounds will play if the player dies.
function setup() { canvas = createCanvas(canvas_w, canvas_h); let menu = select('.drop') let dropdown = select('.dropdown') let input_name = select('#name_i') let input_red = select('#red_i') let input_green = select('#green_i') let input_blue = select('#blue_i') let sub_name = select('#name_s') let sub_color = select('#color_s') menu.mouseOver(function() { dropdown.show(300) }) menu.mouseOut(function() { dropdown.hide(300) }) sub_name.mousePressed(function() { player_name = input_name.value() }) sub_color.mousePressed(function() { player_rgb = [clean_color_input(input_red.value()), clean_color_input(input_green.value()), clean_color_input(input_blue.value()) ] }) lobby() socket.on('sync', sync) socket.on('player_score', increment_score) socket.on('player_death', death) } function lobby() { player_id = Math.round(random(100000)); player_x = 50 + random(canvas_w - 50); player_y = 35 + random(canvas_h/2 - 175); let r = random(255); let g = random(255); let b = random(255); player_name = words.words[Math.floor(Math.random()*words.words.length)] + ' ' + words.words[Math.floor(Math.random()*words.words.length)]; player_rgb = [r, g, b]; draw_player(player_name, player_x, player_y, player_rgb, player_health) console.log(player_name) } function draw_player(name, x, y, rgb, health) { fill('white'); text(name, x - (25 + name.length), y - 30); fill(rgb); ellipse(x, y, player_size, player_size); fill('white') text(String(health), x - 9, y + 4) } function clean_color_input(color) { color = parseInt(color); if (isNaN(color)) { return random(255); } return color; } function changeColor() { if (player_alive) { player_rgb = [red.value(), green.value(), blue.value()] socket.emit('player_color_change', {'color': player_rgb, 'id': player_id}) } }
The setup function creates the canvas with the specified global dimensions. It also creates the settings menu for players and defines functions that allows the player to change their name or color. There are helper functions that clean the color input, if the player enters invalid values and sends it to the server. As an important note, there should be one for name too, but I forgot to include it. The lobby function creates the player at a random location that is not in the middle, and gives a random name. The draw_player function draws the player on the canvas, with their color, health, and name.
function check_player_movement() { if (keyIsDown(UP_ARROW) && player_y >= 0) { move(-speed, 0, 'up') } if (keyIsDown(DOWN_ARROW) && player_y <= canvas_h) { move(speed, 0, 'down') } if (keyIsDown(RIGHT_ARROW) && player_x <= canvas_w) { move(0, speed, 'right') } if (keyIsDown(LEFT_ARROW) && player_x >= 0) { move(0, -speed, 'left') } } function move(v, h, d) { player_direction = d player_x += h player_y += v package_player() if (player_alive) { socket.emit('player_move', player_info) } } function keyPressed() { if (keyCode === 32 && player_alive && in_game) { shoot() } } function shoot() { console.log('shoot') socket.emit('player_shoot', {'direction': player_direction, 'id': player_id, 'bid': Math.round(random(1000)), 'color': player_rgb}) } function package_player() { player_info = {'id': player_id, 'x': player_x, 'y': player_y, 'name': player_name, 'rgb': player_rgb, 'score': player_score, 'health': player_health, 'alive': player_alive, } } function update_player() { if (player_info != undefined) { player_name = player_info['name'] player_rgb = player_info['rgb'] player_score = player_info['score'] player_health = player_info['health'] player_alive = player_info['alive'] } } function check_start() { let start_x_left = canvas_w/2 - 50 let start_x_right = canvas_w/2 + 50 let start_y_top = canvas_h/2 - 50 let start_y_bottom = canvas_h/2 + 50 if (player_x >= start_x_left && player_x <= start_x_right && player_y <= start_y_bottom && player_y >= start_y_top) { player_alive = true; in_game = true; player_health = 100; player_score = 0; package_player() socket.emit('player_new', player_info) socket.emit('sync') } }
This next block of code performs basic checking and server packaging. The first function checks if the player has pressed any arrow keys. It also checks if the player is inbounds, so they won't disappear from the screen. Also, if the player presses the space button, they will shoot a bullet. Any successful movements will be passed down to the next function, where it updates the player's x and y coordinates and sends it to the server. Player data packaging is handled by the update_player function. It updates the global variable that holds the player's attributes. The last function checks if the player wants to enter the multiplayer game. If the player enters the middle circle, the packaged player information is sent to the server and requests a sync from the server.
function draw() { background(bg) if (!in_game) { image(start, canvas_w/2 - 100, canvas_h/2 - 100, 200, 200) check_player_movement() check_start() } else { socket.emit('sync') tick() } draw_player(player_name, player_x, player_y, player_rgb, player_health) } function tick() { update_player() if (!player_alive) { text("YOU ARE DEAD", 500, 150, 100, 100) in_game = false } if (player_alive) { check_player_movement() } for (let key in players) { let player = players[key] let id = player['id'] if (id != player_id) { let name = player['name'] let x = player['x'] let y = player['y'] let rgb = player['rgb'] let health = player['health'] draw_player(name, x, y, rgb, health) } } for (let key in bullets) { let bullet = bullets[key] let x = bullet['x'] let y = bullet['y'] let color = bullet['color'] let id = bullet['id'] let bid = bullet['bid'] fill(color) ellipse(x, y, 15, 15) } for (let key in shadows) { let shadow = shadows[key] let x = shadow['x'] let y = shadow['y'] let r1 = shadow['r1'] let r2 = shadow['r2'] fill(shadow['rgb']) star(x, y, r1, r2, 5); } }
The draw function draws on the canvas. If the user is still in the lobby, the game will keep on checking if the player has entered the the middle of the circle, using the previously defined functions. Also, there will be no server communication until the game has started. If the user is in game, it will sync the information from the server to the client. The player is always drawn so they can see where they are. The tick function is called from the draw function. It handles drawing all of the data that the server sends and checks for player movement. It first renders all of the other players in the game. Then it renders all bullets that were fired. Last of all, it renders the shadows or 'stars' of dead players.
function sync(data) { players = data['players'] bullets = data['bullets'] shadows = data['shadows'] if (player_alive) { player_info = players[player_id] } } function star(x, y, radius1, radius2, npoints) { var angle = TWO_PI / npoints; var halfAngle = angle/2.0; beginShape(); for (var a = 0; a < TWO_PI; a += angle) { var sx = x + cos(a) * radius2; var sy = y + sin(a) * radius2; vertex(sx, sy); sx = x + cos(a+halfAngle) * radius1; sy = y + sin(a+halfAngle) * radius1; vertex(sx, sy); } endShape(CLOSE); }
The sync function is the key method for client-server communication. When the client receives data from the server, it updates global variables that were created at the start. The client will use the data to draw and perform everything else. The last function just forms a star when it is called.
<!DOCTYPE html> <html> <head> <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.2/p5.min.js"></script> <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.2/addons/p5.dom.min.js"></script> <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.2/addons/p5.sound.min.js"></script> <script src="https://cdnjs.cloudflare.com/ajax/libs/socket.io/2.1.1/socket.io.js"></script> <script src="assets/p5.collide2d.js"></script> <link rel="stylesheet" type="text/css" href="style.css"> <meta charset="utf-8" /> </head> <body> <script src="sketch.js"></script> <nav class="nav"> <ul> <li> <li class="drop"><a href="#">Settings</a> <ul class="dropdown"> <li><a href="#"> <label for="inp" class="inp"> <input type="text" id="name_i" placeholder="Insert Name"> <button id="name_s"> Submit </button> <span class="border"></span> </label> </a></li> <li><a href="#"> <label for="inp" class="inp"> <input type="text" id="red_i" placeholder="Change Red"> <input type="text" id="green_i" placeholder="Change Green"> <input type="text" id="blue_i" placeholder="Change Blue"> <button id="color_s"> Submit </button> <span class="border"></span> </label> </a></li> </ul> </li> </ul> </nav> </body> </html>
This contains the html for everything. It contains the elements that holds the settings menu and libraries for p5.
@import url(https://fonts.googleapis.com/css?family=Montserrat:300&subset=latin-ext); body { -moz-osx-font-smoothing:grayscale; -ms-flex-direction:column; -webkit-box-direction:normal; -webkit-box-orient:vertical; -webkit-font-smoothing:antialiased; background:#f5f5f5; color:#777; display:flex; flex-direction:column; font-family:Montserrat, sans-serif; font-size: 1em; font-weight:300; margin:0; min-height:100vh; padding:0%; overflow: hidden; } h1 { font-weight: 200; font-size: 2.2rem; color: #222; text-align: center; } nav { margin: 0 auto; max-width: 800px; background: #008FEA; box-shadow:0 3px 15px rgba(0,0,0,.15); position: fixed; right: 100px; } nav::after { display: block; content: ''; clear: both; } nav ul { padding: 0; margin: 0; list-style: none; } nav ul li { float: left; position: relative; } nav ul li a { display: block; color: rgba(255, 255, 255, .9); text-decoration: none; padding: 1rem 2rem; border-top: 2px solid transparent; border-bottom: 2px solid transparent; transition: all .3s ease-in-out; } nav ul li a:hover, nav ul li a:focus { background: rgba(0, 0, 0, .15); } nav ul li a:focus { color: white; } nav ul li a:not(:only-child)::after { padding-left: 4px; content: ' ▾'; } nav ul li ul li { min-width: 190px; } nav ul li ul li a { background: transparent; color: #555; border-bottom: 1px solid #DDE0E7; } nav ul li ul li a:hover, nav ul li ul li a:focus { background: #eee; color: #111; } .dropdown { display: none; position: absolute; background: #fff; box-shadow: 0 4px 10px rgba(10, 20, 30, .4); } footer { color: #555; font-size:12px; margin-top:5em; text-align:center; } footer a { color:#008FEA; text-decoration:none; }
This is the CSS for the html. It basically updates the graphical properties of specific elements.
As a final note, this documentation code is a cleaned version of my Github code. My code on Github might contain old functions and other lines of code that are no longer useful. The webserver is hosted on Digitalocean. I am using Nginx as the primary web framework and pm2 to create a process to host the server code. The client code is delivered with Nginx.
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Driver Tv Tuner Gadmei 380 Windows 10
Gadmei Xga Tv Box
Driver Tv Tuner Gadmei
TV Tuner Driver
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About TV Tuner Driver/Utility: TV Tuner drivers act as a communication bridge between your TV tuner and your personal computer. Whether you are using an external or an internal TV Tuner, it is very important that you update your drivers as often as possible in order to use your device.
USB Mass Storage Class
TV Stick Connection
USB STICK TV GADMEI 380 DRIVER DETAILS:
Type:DriverFile Name:usb_stick_5270.zipFile Size:3.7 MBRating:
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Downloads:86Supported systems:Windows 7/8/10, Windows XP 64-bit, Mac OS X 10.XPrice:Free* (*Registration Required)
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ULS USB Devices Driver
DI-710 General-purpose USB Data Acquisition System with Windaq software. Features 8 differential or 16 single-ended analog input channels, 4,000 Samples per second throughput, 14-bit measurement resolution, and full scale ranges of ±10mV, ±100mV, ±1V, ±10 V full scale.
Uls Usb Devices Driver Updater
ULS USB Devices Driver
You can develop a custom host controller driver that communicates with the USB host controller extension (UCX) driver. For more information, see Developing Windows drivers for USB host controllers. For handling common function logic for USB devices. For more information, see USB device-side drivers in Windows. For supporting Type-C connectors. To install the driver, unzip the package and right-click Install the androidwinusb.inf file on your PC.
The DI-710 Series of products is a family of instruments for general purpose and stand-alone data logger data acquisition applications. Options include interface type, input voltage range, and PC-connected or standalone data logger operation. Interface options are USB or Ethernet. Gain ranges have selectable factors per channel of 1, 2, 4, and 8, or 1, 10, 100, and 1000. Instruments with the stand-alone data logger option feature a built-in multimedia socket that accepts standard Secure Digital (SD) memories to which acquired data may be stored without a connected PC. SD memories are the same commonly available mass storage devices used with digital cameras and MP3 players. Memories ranging in size from 16 MB to 2 GB are supported. Instruments without this option must remain tethered to a PC’s USB or Ethernet port during data acquisition and use the PC’s own program and memory to store acquired data.
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For certain Universal Serial Bus (USB) devices, such as devices that are accessed by only a single application, you can install WinUSB (Winusb.sys) in the device's kernel-mode stack as the USB device's function driver instead of implementing a driver.
This topic contains these sections:
Automatic installation of WinUSB without an INF file
As an OEM or independent hardware vendor (IHV), you can build your device so that the Winusb.sys gets installed automatically on Windows 8 and later versions of the operating system. Such a device is called a WinUSB device and does not require you to write a custom INF file that references in-box Winusb.inf.
When you connect a WinUSB device, the system reads device information and loads Winusb.sys automatically.
For more information, see WinUSB Device.
Installing WinUSB by specifying the system-provided device class
When you connect your device, you might notice that Windows loads Winusb.sys automatically (if the IHV has defined the device as a WinUSB Device). Otherwise follow these instructions to load the driver:
Plug in your device to the host system.
Open Device Manager and locate the device.
Select and hold (or right-click) the device and select Update driver software... from the context menu.
In the wizard, select Browse my computer for driver software.
Select Let me pick from a list of device drivers on my computer.
From the list of device classes, select Universal Serial Bus devices.
The wizard displays WinUsb Device. Select it to load the driver.
If Universal Serial Bus devices does not appear in the list of device classes, then you need to install the driver by using a custom INF.The preceding procedure does not add a device interface GUID for an app (UWP app or Windows desktop app) to access the device. You must add the GUID manually by following this procedure.
Load the driver as described in the preceding procedure.
Generate a device interface GUID for your device, by using a tool such as guidgen.exe.
Find the registry key for the device under this key:
HKEY_LOCAL_MACHINESYSTEMCurrentControlSetEnumUSB<VID_vvvv&PID_pppp>
Under the Device Parameters key, add a String registry entry named DeviceInterfaceGUID or a Multi-String entry named DeviceInterfaceGUIDs. Set the value to the GUID you generated in step 2.
Disconnect the device from the system and reconnect it to the same physical port.Note If you change the physical port then you must repeat steps 1 through 4.
Writing a custom INF for WinUSB installation
As part of the driver package, you provide an .inf file that installs Winusb.sys as the function driver for the USB device.
The following example .inf file shows WinUSB installation for most USB devices with some modifications, such as changing USB_Install in section names to an appropriate DDInstall value. You should also change the version, manufacturer, and model sections as necessary. For example, provide an appropriate manufacture's name, the name of your signed catalog file, the correct device class, and the vendor identifier (VID) and product identifier (PID) for the device.
Also notice that the setup class is set to 'USBDevice'. Vendors can use the 'USBDevice' setup class for devices that do not belong to another class and are not USB host controllers or hubs.
If you are installing WinUSB as the function driver for one of the functions in a USB composite device, you must provide the hardware ID that is associated with the function, in the INF. You can obtain the hardware ID for the function from the properties of the devnode in Device Manager. The hardware ID string format is 'USBVID_vvvv&PID_pppp'.
The following INF installs WinUSB as the OSR USB FX2 board's function driver on a x64-based system.
Starting in Windows 10, version 1709, the Windows Driver Kit provides InfVerif.exe that you can use to test a driver INF file to make sure there are no syntax issues and the INF file is universal. We recommened that you provide a universal INF. For more information, see Using a Universal INF File.
Only include a ClassInstall32 section in a device INF file to install a new custom device setup class. INF files for devices in an installed class, whether a system-supplied device setup class or a custom class, must not include a ClassInstall32 section.
Except for device-specific values and several issues that are noted in the following list, you can use these sections and directives to install WinUSB for any USB device. These list items describe the Includes and Directives in the preceding .inf file.
USB_Install: The Include and Needs directives in the USB_Install section are required for installing WinUSB. You should not modify these directives.
USB_Install.Services: The Include directive in the USB_Install.Services section includes the system-supplied .inf for WinUSB (WinUSB.inf). This .inf file is installed by the WinUSB co-installer if it isn't already on the target system. The Needs directive specifies the section within WinUSB.inf that contains information required to install Winusb.sys as the device's function driver. You should not modify these directives.Note Because Windows XP doesn't provide WinUSB.inf, the file must either be copied to Windows XP systems by the co-installer, or you should provide a separate decorated section for Windows XP.
USB_Install.HW: This section is the key in the .inf file. It specifies the device interface globally unique identifier (GUID) for your device. The AddReg directive sets the specified interface GUID in a standard registry value. When Winusb.sys is loaded as the device's function driver, it reads the registry value DeviceInterfaceGUIDs key and uses the specified GUID to represent the device interface. You should replace the GUID in this example with one that you create specifically for your device. If the protocols for the device change, create a new device interface GUID.
Note User-mode software must call SetupDiGetClassDevs to enumerate the registered device interfaces that are associated with one of the device interface classes specified under the DeviceInterfaceGUIDs key. SetupDiGetClassDevs returns the device handle for the device that the user-mode software must then pass to the WinUsb_Initialize routine to obtain a WinUSB handle for the device interface. For more info about these routines, see How to Access a USB Device by Using WinUSB Functions.
The following INF installs WinUSB as the OSR USB FX2 board's function driver on a x64-based system. The example shows INF with WDF coinstallers.
USB_Install.CoInstallers: This section, which includes the referenced AddReg and CopyFiles sections, contains data and instructions to install the WinUSB and KMDF co-installers and associate them with the device. Most USB devices can use these sections and directives without modification.
The x86-based and x64-based versions of Windows have separate co-installers.
Note Each co-installer has free and checked versions. Use the free version to install WinUSB on free builds of Windows, including all retail versions. Use the checked version (with the '_chk' suffix) to install WinUSB on checked builds of Windows.
Uls Usb Devices Driver Updater
Each time Winusb.sys loads, it registers a device interface that has the device interface classes that are specified in the registry under the DeviceInterfaceGUIDs key.
Note If you use the redistributable WinUSB package for Windows XP or Windows Server 2003, make sure that you don't uninstall WinUSB in your uninstall packages. Other USB devices might be using WinUSB, so its binaries must remain in the shared folder.
How to create a driver package that installs Winusb.sys
To use WinUSB as the device's function driver, you create a driver package. The driver package must contain these files:
WinUSB co-installer (Winusbcoinstaller.dll)
KMDF co-installer (WdfcoinstallerXXX.dll)
An .inf file that installs Winusb.sys as the device's function driver. For more information, see Writing an .Inf File for WinUSB Installation.
A signed catalog file for the package. This file is required to install WinUSB on x64 versions of Windows starting with Vista.
Note Make sure that the driver package contents meet these requirements:
The KMDF and WinUSB co-installer files must be obtained from the same version of the Windows Driver Kit (WDK).
The co-installer files must be obtained from the latest version of the WDK, so that the driver supports all the latest Windows releases.
The contents of the driver package must be digitally signed with a Winqual release signature. For more info about how to create and test signed catalog files, see Kernel-Mode Code Signing Walkthrough on the Windows Dev Center - Hardware site.
Download the Windows Driver Kit (WDK) and install it.
Create a driver package folder on the machine that the USB device is connected to. For example, c:UsbDevice.
Copy the WinUSB co-installer (WinusbcoinstallerX.dll) from the WinDDKBuildNumberredistwinusb folder to the driver package folder.
The WinUSB co-installer (Winusbcoinstaller.dll) installs WinUSB on the target system, if necessary. The WDK includes three versions of the co-installer depending on the system architecture: x86-based, x64-based, and Itanium-based systems. They are all named WinusbcoinstallerX.dll and are located in the appropriate subdirectory in the WinDDKBuildNumberredistwinusb folder.
Copy the KMDF co-installer (WdfcoinstallerXXX.dll) from the WinDDKBuildNumberredistwdf folder to the driver package folder.
The KMDF co-installer (WdfcoinstallerXXX.dll) installs the correct version of KMDF on the target system, if necessary. The version of WinUSB co-installer must match the KMDF co-installer because KMDF-based client drivers, such as Winusb.sys, require the corresponding version of the KMDF framework to be installed properly on the system. For example, Winusbcoinstaller2.dll requires KMDF version 1.9, which is installed by Wdfcoinstaller01009.dll. The x86 and x64 versions of WdfcoinstallerXXX.dll are included with the WDK under the WinDDKBuildNumberredistwdf folder. The following table shows the WinUSB co-installer and the associated KMDF co-installer to use on the target system.
Use this table to determine the WinUSB co-installer and the associated KMDF co-installer.
WinUSB co-installerKMDF library versionKMDF co-installerWinusbcoinstaller.dllRequires KMDF version 1.5 or later
Wdfcoinstaller01005.dll
Wdfcoinstaller01007.dll
Wdfcoinstaller01009.dll
Winusbcoinstaller2.dllRequires KMDF version 1.9 or laterWdfcoinstaller01009.dllWinusbcoinstaller2.dllRequires KMDF version 1.11 or laterWdfCoInstaller01011.dll
Write an .inf file that installs Winusb.sys as the function driver for the USB device.
Create a signed catalog file for the package. This file is required to install WinUSB on x64 versions of Windows.
Attach the USB device to your computer.
Open Device Manager to install the driver. Follow the instructions on the Update Driver Software wizard and choose manual installation. You will need to provide the location of the driver package folder to complete the installation.
ULS USB Devices Driver
Related topics
WinUSB Architecture and Modules Choosing a driver model for developing a USB client driver How to Access a USB Device by Using WinUSB Functions WinUSB Power Management WinUSB Functions for Pipe Policy Modification WinUSB Functions WinUSB
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How Music Saved the Galaxy (and me too)
When I watched the first Guardians of the Galaxy in 2014, I was immediately taken with the soundtrack — I even wrote about it here. It’s still one of my favourite film soundtracks, and always will be.
A lot has happened since the first film, not only in the fictional realm but in my life too.
(Spoilers Ahead for Guardians of the Galaxy Vol. 2!)
Peter Quill had an awesome mom who shared her love of music with him. Peter Quill lost her.
I couldn’t possibly have related to that in 2014, but now my own awesome mom who shared her love of music with me is gone. There were some parts in the film that hit awfully close to home, like Peter’s recollections of her. So I cried a lot, laughed a lot, laughed while crying even. Still, I left that cinema hall uplifted and I know it’s because of the music.
That’s true in real life. Music has been my constant. My therapist. My home — because my definition of that word has changed. I can always go back to my music and it won’t let me down. And I realize that my strongest connection to my mother is through the music we loved listening to. Come to think of it, Mom enjoyed the first film’s soundtrack just as much as I, in particular — Hooked On A Feeling. We both agreed that we preferred Blue Swede’s version to the one by B.J. Thomas — because the latter lacked “ooga chakas”. Up the volume would go. Ditto for 10CC’s I’m Not In Love.
There was never a moment in my life that was without music — and that’s only because of my mother. For one thing, she ALWAYS had the radio on. We had a radio in every room — even the kitchen. When the radio wasn’t on, she would lament that it was too quiet. Last year she was obsessing over YouTube and Spotify — excitedly searching for her favourite songs. I’ve kept her account intact, just so I always have a record of the songs she was listening to. When you lose someone you grasp at just about anything to keep them close. On my bad days, when all I want is to talk to her, I find refuge in songs.
Like Peter, my mom got me my first Walkman as a kid in the 90s, and believe me when I say it was with me constantly. Following that was the mp3 player, which also was a companion that always had a place in my bag/pocket. Now we have music on our phones, and I can’t imagine not having my Spotify playlist a click away.
When people prioritized packing clothes for trips, my mom and I would get excited about what music to bring to play in the car. It started off with cassettes back in the day and progressed to CDs. My car only has a CD player, no USB port, so I still love having CDs. We had this ritual until our very last trip together, which was sadly a few days before she died. We sang Bohemian Rhapsody on that trip, she really loved that song. I can still remember the first time she heard it because I was singing this line:
“Mama, I don’t wanna die,
I sometimes wish I’d never been born at all”
I’ll never forget the horrified look she gave me after I sang it, it was almost like she thought I meant those words. She asked me to play it again, and that kickstarted her Queen fandom. There was eventually an unwritten law in our house that whenever a Queen song came on the volume would be eardrum-shatteringly loud. I always loved that we influenced each other’s music tastes. As a child, a lot of time spent in record stores (bookstores too but I’ll save that for another post!), so we both accumulated a lot of cassettes. I’d listen intently to her cassettes whether it was The Beatles, Shirley Bassey, Tammy Wynette or Jim Reeves. She indulged me with soundtracks and VHS tapes of Disney films and musicals, and lots of Michael Jackson.
So when Peter Quill’s Walkman is destroyed in the film — my reaction was quite visceral. When the Walkman is later upgraded, I almost wanted to fist-pump. Peter isn’t Peter without his music, we saw that in the first film. Here we see it’s now a shared sentiment — with even Rocket requesting a little background music. Heck, even the baddies get in on the music, with one character quoting lyrics and interpreting them his way, in a telling scene.
It’s a testament to the power of music, be it for dancing, romancing, villainy or heroism. Or purely for joy. Joy is such a foreign concept to me lately. But encapsulating myself in a cocoon of music is sometimes the ONLY way I can get my mind to quiet down, and forget the pain. It’s my only shot of joy on days when darkness attempts its hostile takeover.
Yesterday when I watched the film, I tapped my feet, sang along, and grooved to the music, because it felt good to do so. And boy, have I missed that feeling. Plus, I’d like to think if I had the soundtrack to Vol 2 playing, and my Mom was here, she’d turn up the volume for Brandy and Come A Little Bit Closer, and we’d be singing out loud. So for my Mama, I won’t stop singing along, or tapping my feet, or dancing. Or turning up the volume way too loud, for that matter.
#music#grief#mother#loss#guardians of the galaxy vol 2#spoilers for guardians of the galaxy vol 2#gotg#marvel#james gunn#soundtrack#peter quill#starlord#meredith quill#marvel universe
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So my phone died last night. (okay, it still has 3% battery, but the charging port is broken and won't charge at all. I dug out an old phone to use for an alarm and MP3 player until I can go get a new phone, and God it's weird looking at this phone. The keyboard feels weird and I keep mistyping stuff, tumblr mobile won't work on it at all, and it has apps I haven't used in years.
8tracks is on this phone.
College apps are on this phone.
Care.com from the summer I worked as a babysitter is on this phone.
YikYak is on this phone.
#I saw the yikyak icon and felt something strange in my soul#on the bright side with this phone i still have most of my contacts#I kinda want to listen to the 8tracks playlists though#it's a lot of musical theatre and queer girl covers#and some pop punk stuff
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