Stimulating Concepts

Resources Concerning Each And Every One

Https://www.login.live.com - MSN Windows Live Hotmail Login Sign in

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Windows Hotmail is one of the most popular email providers on the internet. Most everyone who uses the internet on a daily basis just about has a Hotmail account. The major internet email providers besides Hotmail are Yahoo and Gmail. The main webpage for users to sign in to their Microsoft Windows Hotmail account is login.live.com. Users can input their username and password to login to their account.

Hotmail Email Features

The great thing about using Hotmail is that it's a free email service. It is completely free to register for an email account and take advantage of all of its services and options available to users. It seems the average internet user is more comfortable using free email services rather than paying a monthly fee to have an email account. It just makes more sense considering you aren't getting much more value for the money.

Email Sweep

The email sweep feature allows users to group emails that are sent from the same sender to a specific folder. This feature helps to organize your emails so you can keep track of who sent what and when. This is such a handy feature because we all lose emails from time to time or important emails get lost in the clutter. Being able to use the sweep option will really bring organization to our email box.

Hotmail Smart Screen

The Hotmail Smart Screen feature takes care of all of the junk that arrives in our email inbox. Whenever junk mail arrives it is identified as junk and put in the junk mail folder. This is a much needed feature because we all know how prevalent junk mail is and how cumbersome it can be on a daily basis. This automatic feature is a real gem.

Filter Messages Feature

With the click of a button the filter messages option filters all of your messages and only shows all the messages that are unread. This feature is a big help for email users because it helps us to remember or jogs our memory of an email we previously saw but haven't reacted to yet. The emails can be filtered depending on a person or possibly an email list you may have signed up for.

These are a few options that are associated with the Hotmail account. There are more options that are designed to make emailing more of a pleasure and more helpful. If you haven't started using your Hotmail account visit login.live.com hotmail.

Get a free Hotmail account and start using your windows live hotmail login.



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Pros And Cons Of Internet Advertising

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Regardless of the promotion package, Internet ad media plays an important role in determining the success of your product or service awareness on-line.

What are their advantages over other established media such as selling TV ads?



Advantages

1: Low-Cost

Even if the Internet ad can be displayed as very comprehensive compared to other media, it is definitely much cheaper than most. Internet Ad Packages are offered as low as $ 10.00 for a period of one month, or by a set amount of "hits", depending on the advertiser you go with.

2: The presentation to the market

If your product / service is aimed at the younger generation or the corporate world, Internet advertisements would be best because they are already hooked into the net, surfing websites. A few of these pages that you have your ad on, could give you a link to your own website as well. Result, a greater number of "hits" on your website!

3: Relatively trouble-free

Everything you really need is a PC, some knowledge and ideas for designing your site, then search for the best Internet ad package for your advertising needs and budgets, choose from a variety of advertisement ways like Banner Ads, text ads; whether you want to work with pop-ups or pop-unders, etc. All from the comfort of your home!

4: Update ads

Unlike TV commercials, which must be periodically updated, your Internet ads could go for some time without change. If they need updating, the amendment of the site or your ad is usually a very simple matter that can be done quickly and easily.

Disadvantages

1: Scope

It is a "limited" market that can be conquered, if you only use the Internet for advertising display. While more and more people every day are now into the use of technology and surfing the World Wide Web there are quite a few of the average consumers out there that are still on the older forms of advertising as a means to gather information on certain products and services. Fortunately for us Internet

advertisers, that is changing quickly in our favor, and this will soon no longer be an issue.

2: Additional costs

If you decide to rent the help of a professional, a freelancer or a company for the production of your site and /or advertising for your product or service, of course it costs more than if you did it yourself. While the costs can advance an initial disadvantage, the results in the long term may in fact be very beneficial if you have the right people to work with.

Conclusion:

The goal of Internet advertising is to offer the widest maximum exposure of your brand/product with the lowest possible cost. Given the list of advantages and disadvantages to using low-cost Internet advertising displays, an entrepreneur can now assess its applicability to his/her product or service.

In the final analysis, if you have an Internet presence and you are not using Internet advertising, then you are clearly missing out on a huge market. There is a lot of money to be made from the Internet, so go out there and snap up your share!

By: Ross the Pit Boss

Article Directory: http://www.articledashboard.com

Ross "The Pit Boss" has been involved with Customer Service and Sales, both Direct and now on-line since 1978. His years in the Casino Industry have afforded him a different perspective on internet and affiliate marketing. This unique view gives him the ability to see past the hype and go right to the heart of any product or service.



You can read more of his reviews and articles at GamblerMan.com

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InfoBarrel - Crowdsourcing Information | Make Extra Money Writing

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Marketing & Advertising :: Target Points: Long Island Online Branding Agency

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Long Island Based digital marketing agency, Target Points Inc. is looking to work with small to medium sized businesses who desire a higher level of exposure through online branding. When it comes to online branding, knowledge is power. No one knows this better than Target Points. Target Points employs various techniques in order to build the online business of a brand. Branding is more than just a logo or design. Consumers are attracted to brands that they can identify with. Target Points can help you achieve this goal on a digital level. Target Points is at your service to provide businesses with the right tools to make their brand standout throughout the web.

Online branding is the perfect way to promote and grow your brand on all levels of online marketing. It reaches beyond just about creating a blog or social media account. Target Points will use their expertise to help your business stand out, they will maximize your presence throughout the internet including social media. Social Media is a key tool in developing the online presence of a company. So with that in mind, it is vital to build a solid and reliable brand across all social media platforms. Target Points takes great value in detail and know the important role that logos, taglines, and designs play in establishing a brand. Let the Target Points team build upon your brand without tarnishing what it stands for. You already know why you are the best business around, now let Target Points show the world.



Hiring an affordable online branding agency will leave you feeling confident in the future of your business. Target Points will help you create user-friendly templates for your website, blog, and emails, specific to your business. Target Points ensures that the target audience of your business will choose you over the rest of the competition by creating memorable content that stands out among the rest.

Our business concept provides you the clarity you wish for upon hiring a branding agency. Target Points prides itself on customer satisfaction. The internet is an essential business tool when it comes to reaching a mass audience. Be recognized and known. Communicate value. Target Points will help improve and emphasize your online brand to support commercial growth and increase response.



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How to Make a Simple Media Player for Android

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main

If you are unfamilar with XML, at first glance this code might look very confusing. I assure you it is very simple, and is one of the greatest features of Android. If you are coming into Android Development from a Java Swing background, you will be happy to know that you can completely separate your layout/gui elements from your main code by setting it up in an XMLdocument.

In the MyMediaPlayer program, we use a Relative Layout with Linear Layouts nested inside. The Relative Layout allows us to specify where the Linear Layouts are placed in relation to each other. The topmost Linear Layout is used for the album art. We use the android:layout_alignParentTop= "true" and android:layout_alignParentLeft ="true" to specify that the album art layout is aligned to the topleft corner of the screen. We use layout_weight to dictate that the layout containing the image takes up 6/7 of the screen, with the remaining 1/7 for the buttons. Speaking of buttons, in each of the buttons there is android:onClick="click". This means that when you click on any of these buttons, they call a function called click in MyMediaPlayerActivity.java, which we will get to in a bit.

The best way to learn Android layouts is to simply play around with one that works. Adjust settings and values and notice the changes. Parent/Child relationships can get very complicated, so it is best to just take it one step at a time. There is a nice Tool online that generates an XML layout based on what you drag-and-drop onto the screen. If you think this tool may help you with Android Layouts, click here to download it!

Alright, Let's dive into some java code!

Music.javapackage com.technegames.mymediaplayer;

import java.io.FileDescriptor;

import java.io.IOException;

import android.content.res.AssetFileDescriptor;

import android.media.MediaPlayer;

import android.media.MediaPlayer.OnCompletionListener;

public class Music implements OnCompletionListener

MediaPlayer mediaPlayer;

boolean isPrepared = false;

public Music(AssetFileDescriptor assetDescriptor)

mediaPlayer = new MediaPlayer();

try

mediaPlayer.setDataSource(assetDescriptor.getFileDescriptor(), assetDescriptor.getStartOffset (), assetDescriptor.getLength());

mediaPlayer.prepare();

isPrepared = true;

mediaPlayer.setOnCompletionListener(this);

catch(Exception ex)

throw new RuntimeException("Couldn't load music, uh oh!");

public Music(FileDescriptor fileDescriptor)

mediaPlayer = new MediaPlayer();

try

mediaPlayer.setDataSource(fileDescriptor);

mediaPlayer.prepare();

isPrepared = true;

mediaPlayer.setOnCompletionListener(this);

catch(Exception ex)

throw new RuntimeException("Couldn't load music, uh oh!");

public void onCompletion(MediaPlayer mediaPlayer)

synchronized(this)

isPrepared = false;



public void play()

if(mediaPlayer.isPlaying())

return;

try

synchronized(this)

if(!isPrepared)

mediaPlayer.prepare();

mediaPlayer.start();

catch(IllegalStateException ex)

ex.printStackTrace();

catch(IOException ex)

ex.printStackTrace();

public void stop()

mediaPlayer.stop();

synchronized(this)

isPrepared = false;

public void switchTracks()

mediaPlayer.seekTo(0);

mediaPlayer.pause();

public void pause()

mediaPlayer.pause();

public boolean isPlaying()

return mediaPlayer.isPlaying();

public boolean isLooping()

return mediaPlayer.isLooping();

public void setLooping(boolean isLooping)

mediaPlayer.setLooping(isLooping);

public void setVolume(float volumeLeft, float volumeRight)

mediaPlayer.setVolume(volumeLe ft, volumeRight);

public void dispose()

if(mediaPlayer.isPlaying())

stop();

mediaPlayer.release();

Music

Alright, if you gave the above code a good scan, you probably noticed that Music.java is responsible for instantiating our media player and controlling it. It implements the OnCompletionListener so that we can monitor when a song is finished playing. The reason we do all of this in a separate class is because we will instantiate it every time we seek to a different track, rather than trying to load all of the tracks into memory.

Whenever you feel comfortable with the Music class, let's move on to the main attraction, MyMediaPlayerActivity.java

MyMediaPlayerActivity.java Variablespackage com.technegames.mymediaplayer;

import java.io.File;

import java.io.FileDescriptor;

import java.io.FileInputStream;

import java.io.IOException;

import java.util.ArrayList;

import java.util.List;

import java.util.Random;

import android.app.Activity;

import android.content.Context;

import android.content.res.AssetFileDescriptor;

import android.content.res.AssetManager;

import android.graphics.drawable.Drawable;

import android.media.AudioManager;

import android.os.Bundle;

import android.os.Environment;

import android.os.PowerManager;

import android.os.PowerManager.WakeLock;

import android.view.Menu;

import android.view.MenuItem;

import android.view.View;

import android.view.Window;

import android.view.WindowManager;

import android.widget.Button;

import android.widget.ImageView;

import android.widget.Toast;

public class MyMediaPlayerActivity extends Activity {

WakeLock wakeLock;

private static final String[] EXTENSIONS = ".mp3", ".mid", ".wav", ".ogg", ".mp4" ; //Playable Extensions

List<String> trackNames; //Playable Track Titles

List<String> trackArtworks; //Track artwork names

AssetManager assets; //Assets (Compiled with APK)

File path; //directory where music is loaded from on SD Card

File path2; //directory where album artwork is loaded from on SD Card

Music track; //currently loaded track

ImageView bg; //Track artwork

Button btnPlay; //The play button will need to change from 'play' to 'pause', so we need an instance of it

Random random; //used for shuffle

boolean shuffle; //is shuffle mode on?

boolean isTuning; //is user currently jammin out, if so automatically start playing the next track

int currentTrack; //index of current track selected

int type; //0 for loading from assets, 1 for loading from SD card

MyMediaPlayerActivity Variables

Before we discuss the onCreate activity, let's talk about our Class Level variables.

First, we have our wakeLock, which if you recall from earlier is used to keep the phone on. We also have our EXTENSIONS array, which is used to validate that the files we load into our program are actual sound files. The trackNames ArrayList is used to store all of the track names in memory for reference by the media player. The trackArtworks ArrayList matches the trackNames List except it does not contain any extensions. It is used when trying to find a picture with the same name as the track currently playing and if so load that image. The assets are used to retrieve a list of all the files in the 'assets' folder of your program. Assets are the resources that get compiled along with your program. I've included 4 tracks in the source of this program below. The program by default loads up the assets folder. By pressing the MENU button on your phone and then clicking the SOURCE option you can specify the program to load tracks from the 'music' folder on the root of your SD card. The rest of the variables are pretty self explanatory and if not I've included inline comments.

onCreate, onResume, onPause

These functions override their parent counterparts from Activity class. They are important because they handle the Activity Lifecycle. Lines 4-8 set up full-screen mode and a wakeLock to insure that the phone screen does not turn off (which would result in an onPause event). On Line 9 we set the content view to the layout we created above, meaning we will have an ImageView and 3 Buttons on the screen. The last thing we do in onCreate is call initialize(0). The 0 in the parentheses means that the media player will load files from the program's assets upon load. Change it to a 1 to load from the SD Card upon load. We will look at the initialize method in the next code block.

The onResume method is where we will acquire the wakeLock. We do this in onResume because we release it in the onPause method. If we were to acquire the wakeLock in the onCreate method, it would only be done so once.

The onPause method is fired when the program is interrupted. For example, the phone is receiving a phone call or the user presses the HOME button. To prepare for something like this, we override the onPause method from Activity. If track is not null and it is playing it gets paused and the pause button gets turned into a play button. We could have also chosen to override onStop, but the isFinishing method serves the same purpose. If the program is finishing, we dispose the mediaplayer object and call the Activity's finish() method.

MyMediaPlayerActivity.java initialize, addTracks, loadTrack private void initialize(int type)

bg = (ImageView) findViewById(R.id.bg);

btnPlay = (Button) findViewById(R.id.btnPlay);

btnPlay.setBackgroundResource(R.drawable.play);

trackNames = new ArrayList<String>();

trackArtworks = new ArrayList<String>();

assets = getAssets();

currentTrack = 0;

shuffle = false;

isTuning = false;

random = new Random();

this.type = type;

addTracks(getTracks());

loadTrack();

//Generate a String Array that represents all of the files found

private String[] getTracks()

if(type == 0)

try

String[] temp = getAssets().list("");

return temp;

catch (IOException e)

e.printStackTrace();

Toast.makeText(getBaseContext(), e.getMessage(), Toast.LENGTH_LONG).show();

else if(type == 1)

if(Environment.getExternalStorageState().equals(Environment.MEDIA_MOUNTED)

return null;

//Adds the playable files to the trackNames List

private void addTracks(String[] temp)

if(temp != null)

for(int i = 0; i < temp.length; i++)

//Only accept files that have one of the extensions in the EXTENSIONS array

if(trackChecker(temp[i]))

trackNames.add(temp[i]);

trackArtworks.add(temp[i].substring(0, temp[i].length()-4));

Toast.makeText(getBaseContext(), "Loaded " + Integer.toString(trackNames.si ze()) + " Tracks", Toast.LENGTH_SHORT).show();

//Checks to make sure that the track to be loaded has a correct extenson

private boolean trackChecker(String trackToTest)

for(int j = 0; j < EXTENSIONS.length; j++)

if(trackToTest.contains(EXTENSIONS[j]))

return true;

return false;

//Loads the track by calling loadMusic

private void loadTrack()

if(track != null)

track.dispose();

if(trackNames.size() > 0)

track = loadMusic(type);

setImage("drawable/" + trackArtworks.get(currentTrack));

initialize, addTracks, loadTrack

The initialize method initializes all of our variables so that we do not end up getting null pointer exceptions. The bottom of the method adds all of the tracks from either the compiled assets or from "scard/music", making sure to only add tracks with a valid extension ( e.g. ".mp3", ".mid" ) After that, the loadTrack() method is called.

The loadTrack() method will be called everytime a new track has been selected. In the loadTrack() method, we call loadMusic() and setImage(), which we will take a look at below.

MyMediaPlayerActivity.java loadMusic, setImage //loads a Music instance using either a built in asset or an external resource

private Music loadMusic(int type)

switch(type)

case 0:

try

AssetFileDescriptor assetDescriptor = assets.openFd(trackNames.get(currentTrack));

return new Music(assetDescriptor);

catch(IOException e)

e.printStackTrace();

Toast.makeText(getBaseContext(), "Error Loading " + trackNames.get(currentTrack), Toast.LENGTH_LONG).show();

return null;

case 1:

try

FileInputStream fis = new FileInputStream(new File(path, trackNames.get(currentTrack)));

FileDescriptor fileDescriptor = fis.getFD();

return new Music(fileDescriptor);

catch(IOException e)

e.printStackTrace();

Toast.makeText(getBaseContext(), "Error Loading " + trackNames.get(currentTrack), Toast.LENGTH_LONG).show();

return null;

default:

return null;

//Sets the background image to match the track currently playing or a default image

private void setImage(String name)

if(type == 0)

int imageResource = getResources().getIdentifier(n ame, null, getPackageName());

if(imageResource != 0)

Drawable image = getResources().getDrawable(imageResource);

bg.setImageDrawable(image);

else

int defaultImageResource = getResources().getIdentifier(" drawable/defaultbg", null, getPackageName());

if(defaultImageResource != 0)

Drawable image = getResources().getDrawable(defaultImageResource);

bg.setImageDrawable(image);

else if(type == 1)

if(new File(path2.getAbsolutePath(), trackArtworks.get(currentTrack ) + ".jpg").exists())

bg.setImageDrawable(Drawable.createFromPath(path2.getAbsolutePath() + "/" + trackArtworks.get(currentTrack ) + ".jpg"));

else

int defaultImageResource = getResources().getIdentifier(" drawable/defaultbg", null, getPackageName());

if(defaultImageResource != 0)

Drawable image = getResources().getDrawable(defaultImageResource);

bg.setImageDrawable(image);

loadMusic, setImage

The loadMusic is probably the most important method in the entire program. You will want to learn the Music.java class and this method because they can translate to any program that needs music, not just a media player.

In our loadMusic() method, we either load up a track from our compiled assets (the ones I include with the download above) or one of your songs located in the "music" folder on your SD Card.

The setImage() method is called immediately the loadMusic() method to change the album art accordingly. In our simple example, it simply scans the "pictures" folder on your SD Card for a picture with same name as the track currently playing excluding the extension and sets it accordingly. If no image can be found, a default image is loaded up from the drawable folder of your project.

Alright, I know we have covered a lot of ground here, but we are almost done. The next two sections cover the user input.

MyMediaPlayerActivity.java Menu, Options, setShuffle @Override

public boolean onCreateOptionsMenu(Menu menu)

super.onCreateOptionsMenu(menu);

createMenu(menu);

return true;

private void createMenu(Menu menu)

MenuItem miLooping = menu.add(0, 0, 0, "Looping");

miLooping.setIcon(R.drawable.looping);

MenuItem miShuffle = menu.add(0, 1, 1, "Shuffle");

miShuffle.setIcon(R.drawable.shuffle);

MenuItem miStop = menu.add(0, 2, 2, "Stop");

miStop.setIcon(R.drawable.stop);

MenuItem miSource = menu.add(0, 3, 3, "Source");

miSource.setIcon(R.drawable.source);

@Override

public boolean onOptionsItemSelected(MenuItem item)

switch(item.getItemId())

case 0:

//Set Looping

synchronized(this)

if(track.isLooping())

track.setLooping(false);

Toast.makeText(getBaseContext(), "Playing Tracks Sequentially", Toast.LENGTH_SHORT).show();

else

track.setLooping(true);

Toast.makeText(getBaseContext(), "Looping " + trackNames.get(currentTrack), Toast.LENGTH_SHORT).show();

return true;

case 1:

//Set Shuffle

synchronized(this)

if(shuffle)

setShuffle(false);

else

setShuffle(true);

return true;

case 2:

//Stop Music

synchronized(this)

track.switchTracks();

btnPlay.setBackgroundResource(R.drawable.play);

return true;

case 3:

//Change Source from Assets to SD Card and vice versa

synchronized(this)

type++;

if(type > 1)

type = 0;

if(type == 0)

Toast.makeText(getBaseContext(), "Loading Tracks from Assets ", Toast.LENGTH_SHORT).show();

else if(type == 1)

Toast.makeText(getBaseContext(), "Loading Tracks from SD Card", Toast.LENGTH_SHORT).show();

initialize(type);

return true;

default:

return false;

//Simply sets shuffle to isShuffle and then displays a message for confirmation

private void setShuffle(boolean isShuffle)

shuffle = isShuffle;

if(shuffle)

Toast.makeText(getBaseContext(), "Shuffle On", Toast.LENGTH_SHORT).show();

else

Toast.makeText(getBaseContext(), "Shuffle Off", Toast.LENGTH_SHORT).show();

Menu, Options, setShuffle

First off, we must override a functon called onCreateOptionsMenu(). It is called whenever the Menu Button is pressed on your phone. It is particularly useful if there are extra controls you want to provide to your users without having to clutter the screen with additional buttons. In our onCreateOptionsMenu() method, we call a createMenu() method.

The createMenu() method is responsible for setting populating the menu options. We have 4 menu options in total: "Looping", "Shuffle", "Stop", and "Source"

The onOptionsItemSelected() method provides functionality for these menu options. We use a switch on the item.getItemId() function, which returns an int that distinguishes the options from each other. The "Looping" and "Stop" Options seem pretty self explanatory, so I won't go over those.

When the "Shuffle" Option is clicked, the setShuffle() method is called, which sets shuffle to to either true of false and displays a message for confirmation.

When the "Source" Option is clicked, type is switched from 0 to 1 and vice versa and the initialize() method is called again, except this time with the new type. If the type is set to 1, the SD Card will be loaded up instead of the "assets" folder of your project.

Alright, let's move on to the on-screen controls!

click, setTrack, playTrack, setShuffle

If you recall from earlier when we created our main.xml layout, we talked about the android:onClick="click" in each of the buttons. The click function must be public, have a return type of void, and accept a View instance as a parameter; otherwise you will receive errors. Since all of the buttons call the same function, how do we know which button called it? We set up a switch on the view.getId() function, which returns the id of the button. The Next and Previous Buttons simply call the setTrack() method, the loadTrack() method we discussed earlier, and then the playTrack() method, which plays the newly loaded song if the user was playing the last song.

The setTrack() method moves the currentTrack index either forward or backward. If shuffle is on, then currentTrack index becomes a random number not equal to what it was before the method call.

The playTrack() method simply calls the play() method from Music.java, provided that track is not null.

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Entertainment and Media | HubPages

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The Betty Broderick Story & Her Childrenby GlendaGoodWitch4 months ago

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Social Media And The Four Major Record Labels

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EMI, Warner, Universal and Sony have always seemed to lead the way in terms of how music is marketed and which platforms work best for getting the artist's music to the audiences, but it was only in the last few years that social media and the online digital revolution has led way for artists to take a lead in the game. But how are the major record labels coping in the world of social media? Are they fully utilizing its capabilities, or like many musicians are they still not fully convinced that social media is an optimum platform for music?

Well, the signs show that the probably are convinced of its power (all four majors are active users of Twitter and also run frequently updated blogs) but as the following statistics collected by The Musician's Guide shows, only one record label is actually using Twitter well - EMI.

Twitter Followers

@Universal_Music are clearly in the lead with 43,000 followers, while EMI are a long way behind with just 4000 followers. However, this means nothing as quantity of Twitter followers does not reflect interaction or quality of those followers - for all we know all 43,000 of Universal's followers could be bots or inactive Twitter accounts!

Number of retweets

Retweets are one of the best metrics on Twitter to work out how much your followers agree with or enjoy your tweets. Interestingly we found that EMI are by far in the lead with an average of 24 retweets per tweet! See what I mean about quality of followers now? :)

Number of clicks per link

As well as being a great branding opportunity and reputation management tool for the four major record labels, Twitter is also a way for them to refer visitors to their website and the websites of their artists. EMI are once again in the lead with an average of 197 clicks per link posted - which is not too bad when you consider they only have just over 4000 friends!

Conclusion

Based on these three metrics I would argue that EMI are using Twitter the most effectively by a long shot - but Twitter is not just about traffic, Retweets and followers, it's also about interaction and reputation management - which are both areas that all four major record labels could improve on.



By: Marcus A Taylor

Article Directory: http://www.articledashboard.com

To find out more visit The Musician's Guide Blog

Suara.com

Effects of Social Media on Interpersonal Communication

Posted



Social media has become a routine activity for many people across the globe. Some people check their preferred networks daily or weekly while others might even check in multiple times a day.

Regardless of level of use, people have become accustomed to social media, and many often use it as a preferred form of communication. It is not uncommon for people today to learn of important news, such as engagements, births, and deaths, on social media. People also use it as a preferred form for sending invitations to family and friends as well.

With over a billion active monthly users just on Facebook alone (as of June 2014), the importance placed on online social environments is clear in today's world. There are few aspects in life not able to be integrated with social media nowadays. It is a fast and effective way to share information, especially now that networks are also integrated with mobile.

Mobile apps

Credit: Jason A. Howie at Flickr/Creative Commons-Attribution

While social media, at its core, is built around the idea of socialization and connectivity, it has also had a dynamic effect on how people communicate with one another. On one level it brings people closer, however, does it also distance people?

Whatever your perspective, social media has had an impact on interpersonal communication. Perhaps in some ways for the better, some for the worse.

Brings People Together

Social media networks advertises themselves as a way for people to connect. And they can do it very easily. How many people have reconnected with family members, old friends or classmates through finding them on any given network? In this sense, relationships can be renewed or new ones created. People that would never have otherwise talked to each other, for instance due to differences in time zones, can now communicate as frequently as they'd like. In this respect social media is very beneficial. People who might not have previously connected now routinely are able to stay in contact with one another.

Does Social Media Lead to Disconnect?

While people can be brought closer, on the flip side, can social media also tear relationships further apart? On one hand, people can rapidly respond to one another in real time. On the other, how deep are these conversations? Is the communication more superficial with social media as the intermediary between two or more people? Or does it contain the same level of intimacy it would have in days past?

Social media can perhaps be likened to a telephone conversation -- almost. But there are two major differences, the connotations that come with voice are absent and conversations are typically not private. Susan Tardanico, CEO of the Authentic Leadership Alliance (courtesy Forbes), considers the idea that social media sabotages real communication.



"Studies show that only 7 percent of communication is based on the written or verbal word. A whopping 93 percent is based on nonverbal body language," Tardanico writes.



Without voice nuances, messages can be easily misconstrued and, ultimately, have an effect on a relationship if a misunderstanding were to occur. Tardanico points out people can hide behind electronic forms of communication, such as Facebook posts, Tweets, emails and texts - even emoticons. As a result, the people who are talking may not truly know what is going on in the other person's life, making an important part of communication lacking.



Leading to the question, how in-depth can people really get online when conversing? And, if this form of communication takes precedence over other forms, can (or will) relationships become distanced over time?

Quality vs. Quantity

With communication being publicly shared, the question of quality vs. quantity also arises. Sure, people talk to one another every day online, but is the quality of communication aligned with the type associated with close relationships?

Over time the interpersonal communication that has traditionally occurred between people could theoretically disintegrate, being overcome by quick messages and conversations that are on a superficial level. Will these communications on social media be valued, or even remembered?

Not to mention the privacy factor. Not all people are willing share thoughts/feelings/ideas online, but they might also use these websites as their primary way to communicate. After a while, true sharing can also begin to disappear.

Although, while over a billion people use social media, there is a population that refuses to engage on it. An April 2013 Cornell study highlighted reasons some people quit or refused to join Facebook. The holdouts said they did not want to display or live in a "global aquarium".

With the brevity that exists in social media messages, either sent publicly or privately, do those individuals polled have a point?

Swimming in an aquarium

Credit: Leigh Goessl/All rights reserved

Depth of Relationships

Although the various networks offer a distinct way for people to communicate, they could potentially impact the depth of relationships if people aren't careful. For instance, if quality were to be replaced by quantity of the communication taking place in relationships, this could lead to a loss of close connections to family and friends.

Does the human element get lost between the messages? It could. But does it have to?

If people remain aware of this possibility and make an effort to maintain human contact with one another, in addition to the electronic methods of talking, online networks could very well enhance a relationship rather than distance it.

Electronic communications have had a significant impact on various aspects of life, including both personal and business relationships. It is important to remember that communication is a two-way street. Sending a message to everyone on an online network is not the same thing as engaging in interpersonal communication. In order for communication to succeed there has to be ongoing dialogue that contains a level of familiarity and/or intimacy.

People who can recognize the importance of talking offline and effectively maintain the two-way street can enjoy the benefits of social networks without losing true interpersonal communication. However, there may also be those that end up stuck in the "global aquarium" if they aren't careful.

[ Related reading: How the Internet Changed the World ]

Berita Hari Ini

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