Q&A: What are the system requirements for installing Adobe CS4 Master Collection?

Question by Philip: What are the system requirements for installing Adobe CS4 Master Collection?
I using a computer with 320 GB HDD (partitioned into 4). I thought this is high enough. However, every time I try to install Adobe CS4 Master Collection in one partition which have 90.5 GB free disk space, the setup tells me that the size (less than 10 GB in total) of my selected options exceeds the available space. Why is this so?

Best answer:

Answer by korgrue
Your HD is likely too fragmented. In other words, you probably dont have enough continuous unused space on your drive.

Defrag and try again.

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What type of pc system should I buy to run adobe cs4 on?

Question by Peter: What type of pc system should I buy to run adobe cs4 on?
I’m about to purchase cs4, and I was wondering what it takes to run it smoothly. I’m only interested in pc’s, as I can’t afford a mac.

Best answer:

Answer by Kevin B
Try Gateway, or HP.
4GB RAM memory
320GB hard drive
AMD athlon or Turion(laptop) or Phenom (desktop)
ATI Radeon HD 4000 series graphics.

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C++ help error c1010070: Failed to load and parse the manifest. The system cannot find the file specified?

I keep getting this error for this code:

// Beginning Game Programming, Second Edition
// Chapter 4
// GameLoop project

#include
#include
#include
#include
#include

#define APPTITLE “Game Loop”

//function prototypes
LRESULT CALLBACK WinProc(HWND,UINT,WPARAM,LPARAM):
ATOM MyRegisterClass(HINSTANCE);
BOOL InitInstance(HINSTANCE,int);
void DrawBitmap(HDC,char*,int,int);
void Game_Init();
void Game_Run();
void Game_End();

//local variables
HWND global_hwnd;
HDC global_hdc;

//the window event callback function
LRESULT CALLBACK WinProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
global_hwnd = hWnd;
global_hdc = GetDC(hWnd);

switch (message)
{
case WM_DESTROY:
PostQuitMessage(0);
break;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}

//helper function to set up the window properties
ATOM MyRegisterClass(HINSTANCE hInstance)
{
//create the window class structure
WNDCLASSEX wc;
wc.cbSize = sizeof(WNDCLASSEX);

//fill the struct with info
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)WinProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = NULL;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = APPTITLE;
wc.hIconSm = NULL;

//set up the window with the class info
return RegisterClassEx(&wc);
}

//helper function to create the window and refresh it
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
HWND hWnd;

//create a new window
hWnd = CreateWindow(
APPTITLE, //window class
APPTITLE, //title bar
WS_OVERLAPPEDWINDOW, //windowstyle
CW_USEDEFAULT, //x position of window
CW_USEDEFAULT, //y position of window
500, //width of the window
400, //height of the window
NULL, //parent window
NULL, //menu
hInstance, //application instance
NULL); //window parameters

//was there an error creating the window?
if (!hWnd)
return FALSE;

//display the window
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);

return TRUE;
}

//entry point for a Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
int done = 0;
MSG msg;

// register the class
MyRegisterClass(hInstance);

// initialize application
if (!InitInstance (hInstance, nCmdShow))
return FALSE;

//initialize the game
Game_Init();

// main message loop
while (!done)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
//look for quit message
if (msg.message == WM_QUIT)
done = 1;

//decode and pass messages on to WndProc
TranslateMessage(&msg);
DispatchMessage(&msg);
}

//process game loop
Game_Run();
}

//do cleanup
Game_End();

return msg.wParam;
}
void Game_Init()
{
//initialize the game…
//load bitmaps, meshes, textures, sounds, etc.

//initialize the random number generator
srand(time(NULL));
}
void Game_Run()
{
//this is called once every frame
//do not include your own loop here!

int x = 0, y = 0;
RECT rect;
GetClientRect(global_hwnd, &rect);

if (rect.right > 0)
{
x = rand() % (rect.right – rect.left);
y = rand() % (rect.bottom – rect.top);
DrawBitmap(global_hdc, “c.bmp”, x, y);
}
}

void Game_End()
{
}
void DrawBitmap(HDC hdcDest, char *filename, int x, int y)
{
HBITMAP image;
BITMAP bm;
HDC hdcMem;

//load the bitmap image
image = (HBITMAP)LoadImage(0,”c.bmp”,IMAGE_BITMAP,0,0,LR_LOADFROMFILE);

//read the bitmap’s properties
GetObject(image, sizeof(BITMAP), &bm);

//create a device context for the bitmap
hdcMem = CreateCompatibleDC(global_hdc);
SelectObject(hdcMem, image);

//draw the bitmap to the window (bit block transfer)
BitBlt(
global_hdc, //destination device context
x, y, //x,y location on destination
bm.bmWidth, bm.bmHeight //width, height of source bitmap
hdcMem, //source bitmap device context
0, 0, //start x,y on source bitmap
SRCCOPY); //blit method

//delete the device context and bitmap
DeleteDC(hdcMem);
DeleteObject((HBITMAP)image);
}

What am I doing wrong?

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