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Articles indexed in November 2013

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  • Google Author information in search results still havent displayed my details in search results

    - by Jayapal Chandran
    I followed the following instructions but still not clear whether i had completely understood it. http://www.google.com/support/webmasters/bin/answer.py?answer=1408986 http://www.labnol.org/internet/author-profile-in-google/19775/ I did the above last week and i did not find my picture in google search result. First i added google + link in certain web pages and in my google profile i added those pages which had google + anchor link with rel=author tag. After updating i used the following to verify. http://www.google.com/webmasters/tools/richsnippets?url=http%3A%2F%2Fvikku.info%2Fcodesnippets%2Fphp%2F&view= You can see that my pic is appearing at the right. here is a screen shot. so, what am i missing? why it is not in the search result. The author of labnol.org said it will take 3 days for my profile photo link to appear... ? Google has stated the following Note that there is no guarantee that a Rich Snippet will be shown for this page on actual search results. For more details, see the FAQ( http://knol.google.com/k/google-rich-snippets-tips-and-tricks#Frequently_Asked_Questions ). Fingers crossed. Thoughtful.

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  • Ad networks that will serve via HTTPS?

    - by Dogweather
    I've built a website with 160K page views per month that serves every page over HTTPS. The recent FireSheep news will probably increase the adoption of "HTTPS everywhere" but it's been very hard to find ad networks and affiliates that will serve their content via HTTPS. I don't want to use these because I don't want my visitors to get "broken security" notification from their browsers (and of course, relevant ads would be a leak of private information). I'm tired of spending a ton of time signing up with ad networks and affiliates only to find out down the road that they don't support HTTPS (e.g. AdSense). Can anyone suggest any options or provide a pointer to a list of these somewhere?

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  • cookie not being sent when requesting JS

    - by Mala
    I host a webservice, and provide my members with a Javascript bookmarklet, which loads a JS sript from my server. However, clients must be logged in, in order to receive the JS script. This works for almost everybody. However, some users on setups (i.e. browser/OS) that are known to work for other people have the following problem: when they request the script via the javascript bookmarklet from my server, their cookie from my server does not get included with the request, and as such they are always "not authenticated". I'm making the request in the following way: var myScript = eltCreate('script'); myScript.setAttribute('src','http://myserver.com/script'); document.body.appendChild(myScript); In a fit of confused desperation, I changed the script page to simply output "My cookie has [x] elements" where [x] is count($_COOKIE). If this extremely small subset of users requests the script via the normal method, the message reads "My cookie has 0 elements". When they access the URL directly in their browser, the message reads "My cookie has 7 elements". What on earth could be going on?!

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  • Rendering oily/polluted water?

    - by Fraser
    Any shader wizards out there have an idea of how to achieve an oily/polluted water effect, similar to this: Ideally, the water would not be uniformly oily, but instead the oil could be generated from some source (such as a polluting drain from a chemical plant) and then diffuse throughout the water body. My thought for this part would be to keep an "oil map" as a 2D texture that determines the density of oil at each point on the water surface. It would diffuse and move naturally with the water vel;ocity at that point (I have a wave-particle simulation for dynamic waves, and am already doing something similar for foam on the water surface). However, I'm not sure how physically correct that would be, since oil might not move at the same velocity as the water. And I have no idea how to make all those trippy colors :-). Thoughts?

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  • How can I ensure reasonably spaced out enemies

    - by Samuraisoulification
    I have a simple javascript game and I'm initializing their positions on the y axis using random numbers. How can I ensure that they are reasonably spaced apart? My simple algorithm is: y = (Math.random()*1000%600); However I frequently get enemies almost directly on top of each other. This is a huge problem for the game, since it's a word game and the enemies have text on their center, that if overlapped makes them impossible to kill since you can't see the words. Any advice would be appreciated! I'm pretty new to making games in general so this has all been a learning experience for me!

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  • SharpDX: Render to bitmap using Direct2D 1.1

    - by mwhouser
    I have a command line application that I am currently using SharpDX (Direct2D 1.0) to render to PNG files. This is a window-less application. It's currently creating a SharpDX.WIC.WicBitmap, a WicRenderTarget, then rendering to that. I then save the WicBitmap to the PNG file. For various reasons, I need to migrate to Direct2D 1.1 to take advantage of some of the effects available in 1.1. I'm trying to get a SharpDX.Direct2D1.Bitmap that I can save as PNG. I cannot use FromWicBitmap because that copies the bitmap, it does not share it. I see CreateSharedBitmap in the Direct2D1 API that takes a IWICBitmapLock. However, I do not see this implemented as a constructor of SharpDX.Direct2D.Bitmap. This is what I'm trying to do: // Bunch of setup var d2dDevice = new SharpDX.Direct2D1.Device(dxgiDevice); var d2dDeviceContext = new SharpDX.Direct2D1.DeviceContext(d2dDevice, SharpDX.Direct2D1.DeviceContextOptions.None); using (var wicFactory = new SharpDX.WIC.ImagingFactory()) { using (SharpDX.WIC.Bitmap wicBitmap = new SharpDX.WIC.Bitmap(wicFactory, 500, 500, SharpDX.WIC.PixelFormat.Format32bppPBGRA, SharpDX.WIC.BitmapCreateCacheOption.CacheOnDemand)) { var wicLock = wicBitmap.Lock(SharpDX.WIC.BitmapLockFlags.Write); var props = new SharpDX.Direct2D1.BitmapProperties1(); props.BitmapOptions = SharpDX.Direct2D1.BitmapOptions.Target; var bitmap = new SharpDX.Direct2D1.Bitmap1(d2dDeviceContext, wicLock, props); // This is not available d2dDeviceContext.Target = bitmap; // Do the drawing // Save the PNG } } Is there a way to do what I'm trying to accomplish?

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  • Flickering when accessing texture by offset

    - by TravisG
    I have this simple compute shader that basically just takes the input from one image and writes it to another. Both images are 128/128/128 in size and glDispatchCompute is called with (128/8,128/8,128/8). The source images are cleared to 0 before this compute shader is executed, so no undefined values should be floating around in there. (I have the appropriate memory barrier on the C++ side set before the 3D texture is accessed). This version works fine: #version 430 layout (location = 0, rgba16f) uniform image3D ping; layout (location = 1, rgba16f) uniform image3D pong; layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in; void main() { ivec3 sampleCoord = gl_GlobalInvocationID.xyz; imageStore(pong, imageLoad(ping,sampleCoord)); } Reading values from pong shows that it's just a copy, as intended. However, when I load data from ping with an offset: #version 430 layout (location = 0, rgba16f) uniform image3D ping; layout (location = 1, rgba16f) uniform image3D pong; layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in; void main() { ivec3 sampleCoord = gl_GlobalInvocationID.xyz; imageStore(pong, imageLoad(ping,sampleCoord+ivec3(1,0,0))); } The data that is written to pong seems to depend on the order of execution of the threads within the work groups, which makes no sense to me. When reading from the pong texture, visible flickering occurs in some spots on the texture. What am I doing wrong here?

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  • What are some ways to texture map a terrain?

    - by ApocKalipsS
    I'm working with XNA on a 3D Game, and I'm trying to have a proper and nice environnement. I actually followed a tutorial to create a terrain from a heightmap. To texture it, I just apply a grass texture on it and tile it a number of times. But what I want to do is to have a really realistic texturing, but also generate it automatically (for example if I want to use Perlin noise to generate a terrain and then texture it). I already learned about multi-texturing, loading a map file with different colors for different textures, but I don't think this is really efficient, for instance for cliffs or very steep areas it will tile a texture badly as it's a view from the top. (Also, I don't know how I'll draw roads or dirt paths with that.) I'm looking for an efficient solution to realistically texture mapping procedurally-generated terrain.

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  • How can I post scores to Facebook from a LibGDX android game?

    - by Vishal Kumar
    I am using LibGDX to create an android game. I am not making the HTML backend of the game. I just want it to be on the Android Google Play store. Is it possible to post the scores to Facebook? And if so, how can I do it. I searched and found the solutions only for web-based games. For LibGDX, there is a tutorial for Scoreloop. So, I am worried whether there is a way to do so. Any Suggestion will be welcome.

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  • Heightmap and Textures

    - by Robert
    Im trying to find the "best way" to apply a texture to a heightmap with opengl 3.x. Its really hard to find something on google because tutorials are olds and they're all using different methods, im really lost and i dont know what to use at all. Here is my code that generates the heightmap (its basic) float[] vertexes = null; float[] textureCoords = null; for(int x = 0; x < this.m_size.width; x++) { for(int y = 0; y < this.m_size.height; y++) { vertexes ~= [x, 1.0f, y]; textureCoords ~= [cast(float)x / 50, cast(float)y / 50]; } } As you can see, i dont know how to apply the texture at all (i was using / 50 for my tests). Result of that code : I would like to have something very basic like : (you can find more pics in his blog) Edit : my texture size is 1024x1024.

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  • Drawing different per-pixel data on the screen

    - by Amir Eldor
    I want to draw different per-pixel data on the screen, where each pixel has a specific value according to my needs. An example may be a random noise pattern where each pixel is randomly generated. I'm not sure what is the correct and fastest way to do this. Locking a texture/surface and manipulating the raw pixel data? How is this done in modern graphics programming? I'm currently trying to do this in Pygame but realized I will face the same problem if I go for C/SDL or OpenGL/DirectX.

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  • Shell halts while looping and 'transforming' values in dictionary (Python 2.7.5)

    - by Gus
    I'm building a program that will sum digits in a given list in a recursive way. Say, if the source list has 10 elements, the second list will have 9, the third 8 and so on until the last list that will have only one element. This is done by adding the first element to the second, then the second to the third and so on. I'm stuck without feedback from the shell. It halts without throwing any errors, then in a couple of seconds the fan is spinning like crazy. I've read quite a few posts here and changed my approach, but I'm not sure that what have so far can produce the results I'm looking for. Thanks in advance: #--------------------------------------------------- #functions #--------------------------------------------------- #sum up pairs in a list def reduce(inputList): i = 0 while (i < len(inputList)): #ref to current and next item j = i + 1 #don't go for the last item if j != len(inputList): #new number eq current + next number newNumber = inputList[i] + inputList[j] if newNumber >= 10: #reduce newNumber to single digit newNumber = sum(map(int, str(newNumber))) #collect into temp list outputList.append(newNumber) i = i + 1 return outputList; #--------------------------------------------------- #program starts here #--------------------------------------------------- outputList = [] sourceList = [7, 3, 1, 2, 1, 4, 6] counter = len(sourceList) dict = {} dict[0] = sourceList print '-------------' print 'Level 0:', dict[0] for i in range(counter): j = i + 1 if j != counter: baseList = dict.get(i) #check function to understand what it does newList = reduce(baseList) #new key and value from previous/transformed value dict[j] = newList print 'Level %d: %s' % (j, dict[j])

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  • Google Apps Script: how to make suggest box library to work?

    - by Pythonista's Apprentice
    I'm trying to add an autocomplete feature in my Google Spreadsheet using this Google Apps Script suggest box library from Romain Vialard and James Ferreira's book: function doGet() { // Get a list of all my Contacts var contacts = ContactsApp.getContacts(); var list = []; for(var i = 0; i < contacts.length; i++){ var emails = contacts[i].getEmails(); if(emails[0] != undefined){ list.push(emails[0].getAddress()); } } var app = UiApp.createApplication(); var suggestBox = SuggestBoxCreator.createSuggestBox(app, 'contactPicker', 200, list); app.add(suggestBox); return app; } function onEdit() { var s = SpreadsheetApp.getActiveSheet(); if( s.getName() == "my_sheet_name" ) { //checks that we're on the correct sheet var r = s.getActiveCell(); if( r.getColumn() == 1) { doGet(); } } } But when I start editing the column 1 of "my_sheet_name" nothing hapens (if I replace doGet() for other function, this other function runs Ok). I've already installed the Suggest Box library. So, why the doGet() function doesn't work?

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  • J-Monkey subclass

    - by user2971104
    I'm new in java and J-monkey and I'm trying to make a java game so for the Menu I have made a enum so I can Switch between any of my State but I want to keep the main file shorter so it can be easily to read so I'm making subclass the problem is that when run the game it give me an error that say "Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main] NullPointerException" I think this problem has to be something whit the pipeline Here is the code of my main file: package mygame; import com.jme3.app.SimpleApplication; import com.jme3.font.BitmapText; import com.jme3.material.Material; import com.jme3.math.ColorRGBA; import com.jme3.math.Vector3f; import com.jme3.renderer.RenderManager; import com.jme3.scene.Spatial; import com.jme3.scene.Geometry; import com.jme3.input.*; import com.jme3.input.controls.*; public class Main extends SimpleApplication { //GameStates enum GameState{Logo, Menu, Playing, Option}; GameState gameState = GameState.Logo; //Class Variables Logo logo; public Main() { logo = new Logo(); } public static void main(String[] args) { Main app = new Main(); app.start(); } public static void logo(String[] args) { Logo app = new Logo(); app.start(); } @Override public void simpleInitApp() { //Load flyCam.setMoveSpeed(20); if(gameState == GameState.Logo){ logo.simpleInitApp(); } } @Override public void simpleUpdate(float tpf) { } @Override public void simpleRender(RenderManager rm) { //TODO: add render code //Load if(gameState == GameState.Logo) { } } } And here is my Logo subclass: package mygame; import com.jme3.app.SimpleApplication; import com.jme3.renderer.RenderManager; import com.jme3.scene.Spatial; public class Logo extends SimpleApplication { @Override public void simpleInitApp() { Spatial Logo_Model = assetManager.loadModel("Models/Teapot/Logo.obj"); rootNode.attachChild(Logo_Model); } public void simpleRender(RenderManager rm) { //Load } }

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  • Find Label Control in Repeater Asp.net

    - by user2769165
    I am using repeater and I want to find the label control in my repeater. here is my code <asp:Repeater ID="friendRepeater" runat="server"> <table cellpadding="0" cellspacing="0"> <ItemTemplate> <tr style=" width:700px; height:120px;"> <td> <div style=" padding-left:180px;"> <div id="leftHandPost" style="float:left; width:120px; height:120px; border: medium solid #cdaf95; padding-top:5px;"> <div id="childLeft" style=" padding-left:5px;"> <div id="photo" style=" border: thin solid black; width:100px;height:100px;"> <asp:Image id="photoImage" runat="server" ImageUrl='<%# String.Concat("Images/", Eval("Picture")) %>' Width="100px" Height="100px" /> </div> </div><!--childLeft--> </div><!--leftHandPost--> </div> </td> <td> <div id="rightHandPost" style=" float:right; padding-right:260px;"> <div id="childRight" style="width:400px; height:120px; border: medium solid #cdaf95; padding-top:5px; padding-left:10px;"> <strong><asp:Label id="lblName" runat="server"><%# Eval("PersonName") %></asp:Label></strong><br /> <div style=" float:right; padding-right:10px;"><asp:Button runat="server" Text="Add" onClick="add" /></div><br /> <asp:Label id="lblID" runat="server"><%# Eval("PersonID") %></asp:Label><br /> <asp:Label id="lblEmail" runat="server"><%# Eval("Email") %></asp:Label> </div><!--childRight--> </div><!--rightHandPost--> </td> </tr> </ItemTemplate> <AlternatingItemTemplate> <tr style=" width:700px; height:120px;"> <td> <div style=" padding-left:180px;"> <div id="Div1" style="float:left; width:120px; height:120px; border: medium solid #cdaf95; padding-top:5px;"> <div id="Div2" style="padding-left:5px;"> <div id="Div3" style=" border: thin solid black; width:100px;height:100px;"> <asp:Image id="photoImage" runat="server" ImageUrl='<%# String.Concat("Images/", Eval("Picture")) %>' Width="100px" Height="100px" /> </div> </div><!--childLeft--> </div><!--leftHandPost--> </div> </td> <td> <div id="Div4" style=" float:right; padding-right:260px;"> <div id="Div5" style="width:400px; height:120px; border: medium solid #cdaf95; padding-top:5px; padding-left:10px;"> <strong><asp:Label id="lblName" runat="server"><%# Eval("PersonName")%></asp:Label></strong> <div style=" float:right; padding-right:10px;"><asp:Button id="btnAdd" runat="server" Text="Add" onClick="add"></asp:Button></div><br /> <br /> <asp:Label id="lblID" runat="server"><%# Eval("PersonID") %></asp:Label><br /> <asp:Label id="lblEmail" runat="server"><%# Eval("Email") %></asp:Label> </div><!--childRight--> </div><!--rightHandPost--> </td> </tr> </AlternatingItemTemplate> <FooterTemplate> </table> </FooterTemplate> </asp:Repeater> Here is the code behind for the add button. protected void add(object sender, EventArgs e) { DateTime date = DateTime.Now; System.Web.UI.WebControls.Label la = (System.Web.UI.WebControls.Label)friendRepeater.FindControl("PersonID"); String id = la.Text; try { MySqlConnection connStr = new MySqlConnection(); connStr.ConnectionString = "Server = localhost; Database = healthlivin; Uid = root; Pwd = khei92;"; String insertFriend = "INSERT INTO contactFriend(friendID, PersonID, PersonIDB, date) values (@id, @personIDA, @personIDB, @date)"; MySqlCommand cmdInsertStaff = new MySqlCommand(insertFriend, connStr); cmdInsertStaff.Parameters.AddWithValue("@id", "F000004"); cmdInsertStaff.Parameters.AddWithValue("@personIDA", "M000001"); cmdInsertStaff.Parameters.AddWithValue("@personIDB", id); cmdInsertStaff.Parameters.AddWithValue("@date", date); connStr.Open(); cmdInsertStaff.ExecuteNonQuery(); MessageBox.Show("inserted"); connStr.Close(); } catch (Exception ex) { MessageBox.Show(ex.ToString()); } } I have get the error of Object reference not set to an instance of an object. I think is because there are no value in the Label. The Find Control are not working. May I know how can fix this problem? Thank you very much

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  • How to make sure an action completes before you continue

    - by HurkNburkS
    I am trying to close a UIView thats in one method from another method by calling it, The UIView closes fine but not untill after all of the processes are finished in the current method. I would like to know if there is a way to force the first thing to happen first (i.e. close UIviews) then continue the current method? This is what my method looks like - (void)selectDeselectAllPressed:(UIButton*)button { int id = button.tag; [SVProgressHUD showWithStatus:@"Updating" maskType:SVProgressHUDMaskTypeGradient]; [self displaySelected]; // removes current view so you can load hud will not be behind it if (id == 1) { [self selectAllD]; } else if (id == 2) { [self deselectAllD]; } else if (id == 3) { [self selectAllI]; } else if (id == 4) { [self deselectAllI]; } } as you can see what happens is this method is called when a button is pressed, I would like for the displaySelected method to do what it needs to do before any of the other methods are called? Currently what happes when i debug this is displaySelected method is called the thread walks through that then continues to the if statment then after the method in the if statment has finished then displaySelected changes are made... its so weird. any help would be greatly appreciated.

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  • Does a C++ destructor always or only sometimes call data member destructors?

    - by Magnus
    I'm trying to validate my understanding of C++ destructors. I've read many times that C++ supplies a default destructor if I don't write one myself. But does this mean that if I DO write a destructor that the compiler WON'T still provide the default cleanup of stack-allocated class fields? My hunch is that the only sane behavior would be that all class fields are destroyed no matter what, whether I provide my own destructor or not. In which case the statement I've read so many times is actually a little misleading and could be better stated as: "Whether or not you write your own destructor, the C++ compiler always writes a default destructor-like sequence to deallocate the member variables of your class. You may then specify additional deallocations or other tasks as needed by defining your own destructor" Is this correct?

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  • Accessing a JavaScript object property names with a "-" in it

    - by Anil kumar
    I have a requirement to read JSON data in my application. Problem is that the JSON data that I am getting from the service includes "-" and when I am trying to read it, I am getting "Uncaught ReferenceError: person is not defined ". e.g. I have below JSON object- var JSONObject ={ "name-person":"John Johnson", "street":"Oslo West 16", "age":33, "phone":"555 1234567"}; when I am writing below console log statement I am getting "Uncaught ReferenceError: person is not defined " error console.log(JSONObject.name-person); Can someone please help me how to read such data which includes "-" in it? I do not have control on the service and the DB so to modify source data is not in my hand.

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  • Installing Mapnik 2.2.0 in windows 7 with Python 2.7

    - by Joan Natalie
    I've been trying to install mapnik on my computer for hours but what i always get when I import mapnik is ImportError: DLL load failed: The specified procedure could not be found. I'm using Windows 7. The currently installed software is Geoserver from Opengeo suite. Here is my path %SystemRoot%\system32;%SystemRoot%;%SystemRoot%\System32\Wbem;%SYSTEMROOT%\System32\WindowsPowerShell\v1.0\;C:\Program Files\WIDCOMM\Bluetooth Software\;C:\Program Files\Java\jre7\bin;C:\Program Files\Java\jdk1.7.0_45\bin;C:\Python27;C:\mapnik-v2.2.0\lib My python path: C:\Python27;C:\Python27\Lib;C:\Python27\DLLs;C:\Python27\Lib\lib-tk;C:\Program Files\ArcGIS\bin;C:\\mapnik-v2.2.0\python\2.7\site-packages\;C:\mapnik-v2.2.0\bin\;

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • How to enable real time CSS editing in chrome?

    - by narayanpatra
    I have seem a lot of videos in which developers changing CSS on the fly in chrome. I tried the same thing but chrome dod not allow me to change the code. I can't write on the style sheet. Is there any specific setting to do this? Kindly help. EDIT: To edit the css, I right clock on an element, select inspect element. It will open the console. I select the id of the element and go to style.css in resource and try to change the css. It do not allow me to write there.

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  • NSUTF8StringEncoding gives me this %0A%20%20%20%20%22http://example.com/example.jpg%22%0A

    - by user1530141
    So I'm trying to load pictures from twitter. If i just use the URL in the json results without encoding, in the dataWithContentsOfURL, I get nil URL argument. If I encode it, I get %0A%20%20%20%20%22http://example.com/example.jpg%22%0A. I know I can use rangeOfString: or stringByReplacingOccurrencesOfString: but can I be sure that it will always be the same, is there another way to handle this, and why is this happening to my twitter response and not my instagram response? i have also tried stringByTrimmingCharactersInSet:[NSCharacterSet whitespaceAndNewlineCharacterSet] and it does nothing. this is the url directly from the json... 2013-11-08 22:09:31:812 JaVu[1839:1547] -[SingleEventTableViewController tableView:cellForRowAtIndexPath:] [Line 406] ( "http://pbs.twimg.com/media/BYWHiq1IYAAwSCR.jpg" ) here is my code if ([post valueForKeyPath:@"entities.media.media_url"]) { NSString *twitterString = [[NSString stringWithFormat:@"%@", [post valueForKeyPath:@"entities.media.media_url"]]stringByTrimmingCharactersInSet:[NSCharacterSet whitespaceAndNewlineCharacterSet]]; twitterString = [twitterString stringByAddingPercentEscapesUsingEncoding:NSUTF8StringEncoding]; NSLog(@"%@", twitterString); if (twitterString != nil){ NSURL *twitterPhotoUrl = [NSURL URLWithString:twitterString]; NSLog(@"%@", twitterPhotoUrl); dispatch_queue_t queue = kBgQueue; dispatch_async(queue, ^{ NSError *error; NSData* data = [NSData dataWithContentsOfURL:twitterPhotoUrl options:NSDataReadingUncached error:&error]; UIImage *image = [UIImage imageWithData:data]; dispatch_sync(dispatch_get_main_queue(), ^{ [streamPhotoArray replaceObjectAtIndex:indexPath.row withObject:image]; cell.instagramPhoto.image = image; }); }); } }

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  • Efficient counting of an association’s association

    - by Matthew Robertson
    In my app, when a User makes a Comment in a Post, Notifications are generated that marks that comment as unread. class Notification < ActiveRecord::Base belongs_to :user belongs_to :post belongs_to :comment class User < ActiveRecord::Base has_many :notifications class Post < ActiveRecord::Base has_many :notifications I’m making an index page that lists all the posts for a user and the notification count for each post for just that user. # posts controller @posts = Post.where( :user_id => current_user.id ) .includes(:notifications) # posts view @posts.each do |post| <%= post.notifications.count %> This doesn’t work because it counts notifications for all users. What’s an efficient way to do this without running a separate query for each post?

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  • Language in mdi forms

    - by WFgo
    I have a problem with set lenguage to MDI forms. In my main form I have a menustrip and I use resource file for translate I wanted to know if I'm doing the right thing My code is this (Example): Public Class Main Public SNFrm As New SalesNote Private Sub SetLanguage() SNFrm.Text = My.Resources.... SNFrm.AcceptBtn.Text = My.Resources... End Sub Private Sub MenuSalesNote_Click(......) SNFrm = New SalesNote SNFrm.MdiParent = Me SNFrm.StartPosition = FormStartPosition.CenterScreen SNFrm.Show() End Sub End Class Then, in My SalesNote Form_Closing Event Main.SNFrm.Dispose() is this correctly? Help!

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  • Trying to serialize and unserialze a Binary search tree to a file

    - by ClearMist
    I am trying to find a way to use these methods to save and restore a binary search tree that contains names and phone numbers in each node. I am just very lost and how to go about doing this. 'public void save(String fileName) { // TODO : implement this method. // save bst to its original shape. } public void restore(String fileName) { // TODO : implement this method. // restore bst from a file, if file exists. // do nothing, otherwise. File fichier = new File(fileName); if (fichier.exists()) { } }'

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