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  • joomla sometimes messes up urls, probably cache involved

    - by Bakaburg
    Is a bit i'm having this problem and i really cannot get the hang of it... Every once in while my joomla site messes up links url and for example from something like this: http://www.sism.org/index.php?option=com_comprofiler&task=userslist&listid=4&Itemid=123 it becomes like this: http://www.sism.org/index.php/component/k2/administrator/components/com_dump/assets/css/images/stories/inrilievo/sism/htm/index.php?option=com_comprofiler&task=userslist&listid=4&Itemid=123 the new page has the right content but there are no css and other linked resources. Usually i solve the problem by deleting all the cache and turning it off and on again. Of course this is pretty annoying especially for my association. Does any one have any clue on this? Watching the URLs the components involved seems to be K2 and Jdump. Thanks

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  • How would I pursue a track in front-end web development?

    - by Koviko
    I've recently been put on heavy JavaScript projects and have become fond of the front-end world in comparison to the back-end. I have always been good at proper markup and CSS, and coupled with AJAX, pretty animations, and dynamically generated content, it's become a much more interesting and flashy world for me. I would like to be able to continue to hone my craft in the same way that I was able to become proficient at back-end development with PHP: getting paid to do it. How would I market myself as a front-end web developer with a strong interest in dynamic JavaScript-driven websites? Due to my strong background in back-end development, how would I find the companies that wouldn't waste my front-end skill set on simple HTML/CSS development? And as a bonus, how would I apply this to being a contractor/freelance developer rather than a salaried employee? While I like the idea of being able to remain a part of my creations, I also dislike the maintenance phase of projects.

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  • Pros and cons of creating a print friendly page to remove the use of pdfs?

    - by Phil
    the company I work for has a one page invoice that uses the library tcpdf. they wanted to do some design changes that I found are just incredibly difficult for setting up in .pdf format. Using html/css I could easily create the page and have it print very nicely, but I have a feeling that I am over looking something. What are the pros and cons of setting up a page just for printing? What are the pros and cons of putting out a .pdf? I could also use the CSS inline so that if they wanted to download it and open it they could.

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  • Google I/O 2012 - Android WebView

    Google I/O 2012 - Android WebView Nicolas Roard Hundred of thousands of Android applications use WebView to display HTML content. In Android 4.0 it's hardware-accelerated, which allows support for HTML5 features such as inline video, CSS 3d, CSS animations, and overflow elements. This talk will give an overview of the underlying implementation in ICS, explain how to best take advantage of WebView in your application, and cover best practices for high-performance HTML code. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 83 3 ratings Time: 52:04 More in Science & Technology

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  • Client side prediction/simulation Question

    - by Legendre
    I found a related question but it doesn't have what I needed. Client A sends input to move at T0. Server receives input at T1. All clients receive the change at T2. Question: With client-side prediction, client A would start moving at T0, client-side. All other clients receive the change at T2, so to them, client A only started moving at T2. If I understand correctly, client B will always see client A's past position and not his current position? How do I sync both client B and client A?

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  • Finding diagonal objects of an object in 3d space

    - by samfisher
    Using Unity3d, I have a array which is having 8 GameObjects in grid and one object (which is already known) is in center like this where K is already known object. All objects are equidistant from their adjacent objects (even with the diagonal objects) which means (distance between 4 & K) == (distance between K & 3) = (distance between 2 & K) 1 2 3 4 K 5 6 7 8 I want to remove 1,3,6,8 from array (the diagonal objects). How can I check that at runtime? my problem is the order of objects {1-8} is not known so I need to check each object's position with K to see if it is a diagonal object or not. so what check should I put with the GameObjects (K and others) to verify if this object is in diagonal position Regards, Sam

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  • Setting a leader from a sprite array

    - by Craig
    I'm looking to set a leader from an array of sprites, I keep on getting a NullReferenceException was unhandled error from within my main game class when calling the UpdateMouse Method. What have I dont wrong here? class MouseSprite { Random random = new Random(); private MouseSprite leader; public void UpdateBoundaryBox() { mouseBounds.X = (int)mousePosition.X - mouseTexture.Width / 2; mouseBounds.Y = (int)mousePosition.Y - mouseTexture.Height / 2; } public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; this.alive = true; mice[random.Next(0, mice.Length)] = leader;

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  • What is good side of PageRank?

    - by SharkTheDark
    I am doing research about backlinks/PR/SEO/Search Result position and all I read about is that PageRank is not important, that it worth before but now it's not important at all. Only thing I found useful about it that is "change Search Result position", but ONLY if there are two sites with same keywords and same text content value, then Search Engine will check which site has higher PR and place that site above lowest one. Google counts PR importance as 20% for displaying search rankings, and Yahoo! is like 3%... Correct me if I am wrong... Is there any other good thing from it?

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  • How to avoid circular dependencies between Player and World?

    - by futlib
    I'm working on a 2D game where you can move up, down, left and right. I have essentially two game logic objects: Player: Has a position relative to the world World: Draws the map and the player So far, World depends on Player (i.e. has a reference to it), needing its position to figure out where to draw the player character, and which portion of the map to draw. Now I want to add collision detection to make it impossible for the player to move through walls. The simplest way I can think of is to have the Player ask the World if the intended movement is possible. But that would introduce a circular dependency between Player and World (i.e. each holds a reference to the other), which seems worth avoiding. The only way I came up with is to have the World move the Player, but I find that somewhat unintuitive. What is my best option? Or is avoiding a circular dependency not worth it?

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  • HTML5 Boilerplate : 4ème version de l'outil de prototypage de designs, documentation embarquée et de nouvelles @media queries

    HTML5 Boilerplate atteint sa quatrième version Code réorganisé, documentation embarquée, licence MIT et nouvelles @media queries La nouvelle version de HTML5 Boilerplate vient d'être distribuée. C'est le quatrième opus du fameux outil de prototypage de designs HTML5, à partir de templates HTML, CSS et JavaScript. Quoi de neuf dans cette version ? D'abord un nouveau site élégant, une nouvelle licence MIT (au lieu d'être simplement dans le domaine public), une documentation embarquée et un code réorganisé et épuré. Les commentaires « inlines » superflus ont été enlevés et les fichiers CSS, JS et les sous répertoires renommés. On remarque aussi une meilleure uniformisation du formatag...

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  • Texture not drawing on cubes

    - by Christian Frantz
    I can draw the cubes fine but they are just solid black besides the occasional lighting that goes on. The basic effect is being set for each cube also. public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(vertexBuffer); device.Indices = indexBuffer; device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 8, 0, 12); } } The cubes draw method. TextureEnabled is set to true in my main draw method. My texture is also loading fine. public Cube(GraphicsDevice graphicsDevice, Vector3 Position, Texture2D Texture) { device = graphicsDevice; texture = Texture; cubePosition = Position; effect = new BasicEffect(device); } The constructor seems fine too. Could this be caused by the Vector2's of my VertexPositionNormalTexture? Even if they were out of order something should still be drawn other than a black cube

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  • How to move an object along a circumference of another object?

    - by Lumis
    I am so out of math that it hurts, but for some of you this should be a piece of cake. I want to move an object around another along its ages or circumference on a simple circular path. At the moment my game algorithm knows how to move and position a sprite just at the edge of an obstacle and now it waits for the next point to move depending on various conditions. So the mathematical problem here is how to get (aX, aY) and (bX, bY) positions, when I know the Centre (cX, cY), the object position (oX, oY) and the distance required to move (d)

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  • Associating Palettes with View TopComponents

    - by Geertjan
    A side effect of changes in NetBeans Platform 7.1 in the NetBeans window system is that palettes can now be created for view TopComponents. Below, a TopComponent in the "explorer" position is selected, which results in the Palette opening and showing items that can be dragged into the TopComponent: And here, in the same application, a TopComponent in the "output" position is now selected, which causes the Palette to open, showing items that are relevant to the TopComponent: I copied code used in the above two TopComponents from this blog entry: https://blogs.oracle.com/geertjan/entry/simple_component_palette Related issue: http://netbeans.org/bugzilla/show_bug.cgi?id=209238

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  • Storing non-content data in Orchard

    - by Bertrand Le Roy
    A CMS like Orchard is, by definition, designed to store content. What differentiates content from other kinds of data is rather subtle. The way I would describe it is by saying that if you would put each instance of a kind of data on its own web page, if it would make sense to add comments to it, or tags, or ratings, then it is content and you can store it in Orchard using all the convenient composition options that it offers. Otherwise, it probably isn't and you can store it using somewhat simpler means that I will now describe. In one of the modules I wrote, Vandelay.ThemePicker, there is some configuration data for the module. That data is not content by the definition I gave above. Let's look at how this data is stored and queried. The configuration data in question is a set of records, each of which has a number of properties: public class SettingsRecord { public virtual int Id { get; set;} public virtual string RuleType { get; set; } public virtual string Name { get; set; } public virtual string Criterion { get; set; } public virtual string Theme { get; set; } public virtual int Priority { get; set; } public virtual string Zone { get; set; } public virtual string Position { get; set; } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Each property has to be virtual for nHibernate to handle it (it creates derived classed that are instrumented in all kinds of ways). We also have an Id property. The way these records will be stored in the database is described from a migration: public int Create() { SchemaBuilder.CreateTable("SettingsRecord", table => table .Column<int>("Id", column => column.PrimaryKey().Identity()) .Column<string>("RuleType", column => column.NotNull().WithDefault("")) .Column<string>("Name", column => column.NotNull().WithDefault("")) .Column<string>("Criterion", column => column.NotNull().WithDefault("")) .Column<string>("Theme", column => column.NotNull().WithDefault("")) .Column<int>("Priority", column => column.NotNull().WithDefault(10)) .Column<string>("Zone", column => column.NotNull().WithDefault("")) .Column<string>("Position", column => column.NotNull().WithDefault("")) ); return 1; } When we enable the feature, the migration will run, which will create the table in the database. Once we've done that, all we have to do in order to use the data is inject an IRepository<SettingsRecord>, which is what I'm doing from the set of helpers I put under the SettingsService class: private readonly IRepository<SettingsRecord> _repository; private readonly ISignals _signals; private readonly ICacheManager _cacheManager; public SettingsService( IRepository<SettingsRecord> repository, ISignals signals, ICacheManager cacheManager) { _repository = repository; _signals = signals; _cacheManager = cacheManager; } The repository has a Table property, which implements IQueryable<SettingsRecord> (enabling all kind of Linq queries) as well as methods such as Delete and Create. Here's for example how I'm getting all the records in the table: _repository.Table.ToList() And here's how I'm deleting a record: _repository.Delete(_repository.Get(r => r.Id == id)); And here's how I'm creating one: _repository.Create(new SettingsRecord { Name = name, RuleType = ruleType, Criterion = criterion, Theme = theme, Priority = priority, Zone = zone, Position = position }); In summary, you create a record class, a migration, and you're in business and can just manipulate the data through the repository that the framework is exposing. You even get ambient transactions from the work context.

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  • Translate along local axis

    - by Aaron
    I have an object with a position matrix and a rotation matrix (derived from a quaternion, but I digress). I'm able to translate this object along world-relative vectors, but I'm trying to figure out how to translate it along local-relative vectors. So if the object is tilted 45 degrees around its Z-axis the vector (1, 0, 0) would make it move to the upper right. For world-space translations I simply turn the movement vector into a matrix and multiply it by the position matrix: position_mat = translation_mat * position_mat. For local-space translations I'd think I'd have to use the rotation matrix into that formula, but I see the object spin around instead when I apply a translation over time no matter where I multiply the rotation matrix.

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  • Function that requires many parameters

    - by user877329
    I have a problem related to this: Are there guidelines on how many parameters a function should accept? In my case, I have a function that describes a rounded rectangle. The caller specifies An integer which determines how the rectangle should be merged into previously created shapes An Anchor, which is a point that is used for alignment (right, left, top, bottom etc). (0,-1) means that position (next parameter) describes the top, middle point of the rectangle. The position of the rectangle Width and height Corner radius Should I use Parameter Object pattern in this case? It is hard to see how these parameters are related

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  • How does a collison engine work?

    - by JXPheonix
    Original question: Click me How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should? If you don't know what a collision engine is, basically it's generally used in platformer games to make the player acutally hit walls and the like. There's the 2d type and the 3d type, but they all accomplish the same thing: collision. So, what keeps a collision engine ticking?

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  • Friday Fun: Z-Type

    - by Asian Angel
    This week’s game is a bit like Space Invaders except you use typing to defend your position. Defending your position will be easy enough at first, but things will quickly become complicated! Do you have the speed and accuracy required to survive or will the enemy have the last word? HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How What Are the Windows A: and B: Drives Used For?

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  • How can I superscript a single character throughout my site?

    - by dvn66
    Finishing up development work for a client and they have a late request to superscript every occurrence of the &reg character throughout the site. I merely get by with CSS, but not even sure CSS provides the best solution here. how can I make a global change to every occurrence of a single character in the site copy without going back and adding tags everywhere? if the best solution does involve inserting a span or other tag I'm thinking it could be accomplished with a database query (all the copy is wired up to a CMS).

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  • Wall avoidance steering

    - by Vodemki
    I making a small steering simulator using the reynolds boid algorythm. Now I want to add a wall avoidance feature. My walls are in 3D and defined using two points like that: ---------. P2 | | P1 .--------- My agents have a velocity, a position, etc... Could you tell me how to make avoidance with my agents ? Vector2D ReynoldsSteeringModel::repulsionFromWalls() { Vector2D force; vector<Wall *> wallsList = walls(); Point2D pos = self()->position(); Vector2D velocity = self()->velocity(); for (unsigned i=0; i<wallsList.size(); i++) { //TODO } return force; } Then I use all the forces returned by my boid functions and I apply it to my agent. I just need to know how to do that with my walls ? Thanks for your help.

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  • Recherche en ligne : Bing gagne du terrain en Europe, selon AT Internet

    Recherche en ligne : Bing gagne du terrain en Europe Selon AT Internet D'après les derniers résultats du baromètre mensuel d'AT Internet , le moteur de recherche de Microsoft, Bing, serait en train de gagner du terrain en Europe. Le classement du top 5 des moteurs dans 5 pays d'Europe au cours du mois de février montre que Bing a gagné respectivement 0.4 et 0.3 point en Espagne et en France comparé à janvier 2011. En Allemagne, le moteur de Microsoft affiche une hausse de 0.2 point. Enfin, après avoir partagé la seconde position du top 5 britannique avec Yahoo! le mois dernier, Bing le relègue sévèrement à la 3ème position avec un écart de 0.7 point en part de visites (ga...

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  • What are the semantics of glRotate and glTranslate's parameters?

    - by Zarkopafilis
    I have been trying to play with OpenGL after watching some tutorials and I don't understand how the glTranslatef and glRotatef functions work. I believe a simple picture would help me. I understand that glTranslatef changes the position of the "camera" (but does it change the position in wich the shapes are getting drawn)? However, I don't understand the rotation concept at all. If I do glRotatef(1,0,0,1) it makes my quad spin around. If I just do glRotatef(1,0,0,0) it makes the quad smaller (further away) but if I try to rotate around the X or Y axis, I get a black screen. I don't understand the angle either. Help would be appreciated.

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  • World to Pixel Transformation

    - by D00d
    My objects have a location in world coordinates (basically 1.0f is a meter). If I simply draw my objects using their world coordinates, each meter will correspond to a pixel. Obviously that's not what I want. Now, I don't want to have to apply a transformation to each and every object's position when I draw them. As I happen to be using XNA, and spritebatch allows a Matrix to be passed in as an argument in it's begin method, I was wondering if there is a way to pass the World to Pixel transformation in there. Any suggestions? So far Matrix.CreateScale(new Vector3(zoom, zoom, 1)) puts the objects in their proper spot, but it also scales up the sprites. Is there a way to transform the position without enlarging the sprite? Thanks

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  • How can I implement a database TableView like thing in C++?

    - by Industrial-antidepressant
    How can I implement a TableView like thing in C++? I want to emulating a tiny relation database like thing in C++. I have data tables, and I want to transform it somehow, so I need a TableView like class. I want filtering, sorting, freely add and remove items and transforming (ex. view as UPPERCASE and so on). The whole thing is inside a GUI application, so datatables and views are attached to a GUI (or HTML or something). So how can I identify an item in the view? How can I signal it when the table is changed? Is there some design pattern for this? Here is a simple table, and a simple data item: #include <string> #include <boost/multi_index_container.hpp> #include <boost/multi_index/member.hpp> #include <boost/multi_index/ordered_index.hpp> #include <boost/multi_index/random_access_index.hpp> using boost::multi_index_container; using namespace boost::multi_index; struct Data { Data() {} int id; std::string name; }; struct row{}; struct id{}; struct name{}; typedef boost::multi_index_container< Data, indexed_by< random_access<tag<row> >, ordered_unique<tag<id>, member<Data, int, &Data::id> >, ordered_unique<tag<name>, member<Data, std::string, &Data::name> > > > TDataTable; class DataTable { public: typedef Data item_type; typedef TDataTable::value_type value_type; typedef TDataTable::const_reference const_reference; typedef TDataTable::index<row>::type TRowIndex; typedef TDataTable::index<id>::type TIdIndex; typedef TDataTable::index<name>::type TNameIndex; typedef TRowIndex::iterator iterator; DataTable() : row_index(rule_table.get<row>()), id_index(rule_table.get<id>()), name_index(rule_table.get<name>()), row_index_writeable(rule_table.get<row>()) { } TDataTable::const_reference operator[](TDataTable::size_type n) const { return rule_table[n]; } std::pair<iterator,bool> push_back(const value_type& x) { return row_index_writeable.push_back(x); } iterator erase(iterator position) { return row_index_writeable.erase(position); } bool replace(iterator position,const value_type& x) { return row_index_writeable.replace(position, x); } template<typename InputIterator> void rearrange(InputIterator first) { return row_index_writeable.rearrange(first); } void print_table() const; unsigned size() const { return row_index.size(); } TDataTable rule_table; const TRowIndex& row_index; const TIdIndex& id_index; const TNameIndex& name_index; private: TRowIndex& row_index_writeable; }; class DataTableView { DataTableView(const DataTable& source_table) {} // How can I implement this? // I want filtering, sorting, signaling upper GUI layer, and sorting, and ... }; int main() { Data data1; data1.id = 1; data1.name = "name1"; Data data2; data2.id = 2; data2.name = "name2"; DataTable table; table.push_back(data1); DataTable::iterator it1 = table.row_index.iterator_to(table[0]); table.erase(it1); table.push_back(data1); Data new_data(table[0]); new_data.name = "new_name"; table.replace(table.row_index.iterator_to(table[0]), new_data); for (unsigned i = 0; i < table.size(); ++i) std::cout << table[i].name << std::endl; #if 0 // using scenarios: DataTableView table_view(table); table_view.fill_from_source(); // synchronization with source table_view.remove(data_item1); // remove item from view table_view.add(data_item2); // add item from source table table_view.filter(filterfunc); // filtering table_view.sort(sortfunc); // sorting // modifying from source_able, hot to signal the table_view? // FYI: Table view is atteched to a GUI item table.erase(data); table.replace(data); #endif return 0; }

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  • CodeLobster PHP Edition 4.0.1 disponible : l'éditeur portable gratuit pour le Web rationalise et simplifie le processus de développement

    CodeLobster PHP Edition 4.0.1 disponible : l'éditeur portable gratuit pour PHP HTML, CSS, JavaScript rationalise et simplifie le processus de développement Web CodeLobster PHP Edition, l'environnement de développement Web gratuit est actuellement disponible en version 4.0.1. CodeLobster PHP Edition rationalise et simplifie le processus de développement en PH. Il propose un EDI pour les langages HTML, PHP, JavaSript et CSS, avec autocomplexion et coloration syntaxique. Le code mixte est encouragé, si bien que le domaine HTML sera mis en valeur en tant que HTML, le PHP en tant que PHP, et Javascript en tant que Javascript dans le même dossier. Pour PHP, la structu...

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