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  • One good reason for a rewrite

    - by Supermighty
    I have a personal web project I cut my teeth on learning how to program. I wrote it in PHP and learned as I went. I eventually I re-factored it to use MVC and removed all mixing of php/html. Right now it has no users, save myself, and it makes no money. I have a strong desire to rewrite the entire app. Which really isn't that large of an app. I have a lot of reasons why I should not rewrite it. I know that I should move forward. It's a working app now and it will only set me back to rewrite it. But I can't shake this feeling that I would be better off using a different programming language in the long run. That I'd enjoy it more. That I'd feel comfortable with it. I feel like my one good reason to rewrite my app is that I have a gut feeling that I should. PHP seems like a hack thrown together. I want to use a language that feels more elegant to me. Any feedback you have would be welcome.

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  • Should i continue my self-taught coding practice or learn how to do coding professionally?

    - by G1i1ch
    Lately I've been getting professional work, hanging out with other programmers, and making friends in the industry. The only thing is I'm 100% self-taught. It's caused my style to extremely deviate from the style of those that are properly trained. It's the techniques and organization of my code that's different. It's a mixture of several things I do. I tend to blend several programming paradigms together. Like Functional and OO. I lean to the Functional side more than OO, but I see the use of OO when something would make more sense as an abstract entity. Like a game object. Next I also go the simple route when doing something. When in contrast, it seems like sometimes the code I see from professional programmers is complicated for the sake of it! I use lots of closures. And lastly, I'm not the best commenter. I find it easier just to read through my code than reading the comment. And most cases I just end up reading the code even if there are comments. Plus I've been told that, because of how simply I write my code, it's very easy to read it. I hear professionally trained programmers go on and on about things like unit tests. Something I've never used before so I haven't even the faintest idea of what they are or how they work. Lots and lots of underscores "_", which aren't really my taste. Most of the techniques I use are straight from me, or a few books I've read. Don't know anything about MVC, I've heard a lot about it though with things like backbone.js. I think it's a way to organize an application. It just confuses me though because by now I've made my own organizational structures. It's a bit of a pain. I can't use template applications at all when learning something new like with Ubuntu's Quickly. I have trouble understanding code that I can tell is from someone trained. Complete OO programming really leaves a bad taste in my mouth, yet that seems to be what EVERYONE else is strictly using. It's left me not that confident in the look of my code, or wondering whether I'll cause sparks when joining a company or maybe contributing to open source projects. In fact I'm rather scared of the fact that people will eventually be checking out my code. Is this just something normal any programmer goes through or should I really look to change up my techniques?

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  • Why does my goblin only choose a walk direction once?

    - by Eogcloud
    I'm working on a simpe 2d canvas game that has a small goblin sprite who I want to get pathing around the screen. What I originally tried was a random roll that would choose a direction, the goblin would walk that direction. It didnt work effectively, he sort of wobbled in one spot. Here's my current apporach but he only runs in a rundom direction and doesnt change. What am I doing wrong? Here's all the relevant code to the goblin object and movement. var goblin = { speed: 100, pos: [0, 0], dir: 1, changeDir: true, stepCount: 0, stepTotal: 0, sprite: new Sprite( goblinImage, [0,0], [30,45], 6, [0,1,2,3,2,1], true) }; function getNewDir(){ goblin.dir = Math.floor(Math.random()*4)+1; }; function checkGoblinMovement(){ if(goblin.changeDir){ goblin.changeDir = false; goblin.stepCount = 0; goblin.stepTotal = Math.floor(Math.random*650)+1; getNewDir(); } else { if(goblin.stepCount === goblin.stepTotal){ goblin.changeDir = true; } } }; function update(delta){ healthCheck(); if(isGameOver){ gameOver(); } if(!isGameOver){ updateCharLevel(); keyboardInput(delta); moveGoblin(delta); checkGoblinMovement(); goblin.sprite.update(delta); //update sprites if(mainChar.kills!=0 && bloodReady){ for(var i=0; i<bloodArray.length; i++){ bloodArray[i].sprite.update(delta); } } //collision detection if(collision(mainChar, goblin)) { combatOutcome(combatEvent()); combatCleanup(); } } }; function main(){ var now = Date.now(); var delta = (now - then)/1000; if(!isGameOver){ update(delta); } draw(); then = now; }; function moveGoblin(delta){ goblin.stepCount++; if(goblin.dir === 1){ goblin.pos[1] -= goblin.speed * delta* 2; if(goblin.pos[1] <= 85){ goblin.pos[1] = 86; } } if(goblin.dir === 2){ goblin.pos[1] += goblin.speed * delta; if(goblin.pos[1] > 530){ goblin.pos[1] = 531; } } if(goblin.dir === 3){ goblin.pos[0] -= goblin.speed * delta; if(goblin.pos[0] < 0){ goblin.pos[0] = 1; } } if(goblin.dir === 4){ goblin.pos[0] += goblin.speed * delta* 2; if(goblin.pos[0] > 570){ goblin.pos[0] = 571; } } };

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  • HTML5 platformer collision detection problem

    - by fnx
    I'm working on a 2D platformer game, and I'm having a lot of trouble with collision detection. I've looked trough some tutorials, questions asked here and Stackoverflow, but I guess I'm just too dumb to understand what's wrong with my code. I've wanted to make simple bounding box style collisions and ability to determine on which side of the box the collision happens, but no matter what I do, I always get some weird glitches, like the player gets stuck on the wall or the jumping is jittery. You can test the game here: Platform engine test. Arrow keys move and z = run, x = jump, c = shoot. Try to jump into the first pit and slide on the wall. Here's the collision detection code: function checkCollisions(a, b) { if ((a.x > b.x + b.width) || (a.x + a.width < b.x) || (a.y > b.y + b.height) || (a.y + a.height < b.y)) { return false; } else { handleCollisions(a, b); return true; } } function handleCollisions(a, b) { var a_top = a.y, a_bottom = a.y + a.height, a_left = a.x, a_right = a.x + a.width, b_top = b.y, b_bottom = b.y + b.height, b_left = b.x, b_right = b.x + b.width; if (a_bottom + a.vy > b_top && distanceBetween(a_bottom, b_top) + a.vy < distanceBetween(a_bottom, b_bottom)) { a.topCollision = true; a.y = b.y - a.height + 2; a.vy = 0; a.canJump = true; } else if (a_top + a.vy < b_bottom && distanceBetween(a_top, b_bottom) + a.vy < distanceBetween(a_top, b_top)) { a.bottomCollision = true; a.y = b.y + b.height; a.vy = 0; } else if (a_right + a.vx > b_left && distanceBetween(a_right, b_left) < distanceBetween(a_right, b_right)) { a.rightCollision = true; a.x = b.x - a.width - 3; //a.vx = 0; } else if (a_left + a.vx < b_right && distanceBetween(a_left, b_right) < distanceBetween(a_left, b_left)) { a.leftCollision = true; a.x = b.x + b.width + 3; //a.vx = 0; } } function distanceBetween(a, b) { return Math.abs(b-a); }

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  • How to create repeatable table with unique ID's using jQuery

    - by milbert
    I need to create a table structure that can be "copied" and populated with a new set of data. However, each table must have unique IDs for functions that must access them later. For example: <table class="main"> <thead><tr><th class="header"></th></tr></thead> <tbody> <tr class="row"><td class="col0"></td><td class="col1"></td></tr> </tbody> </table> My current thought is to use jQuery to load the table from a seperate html file into a variable. Using this saved table I could then create a function that copies it, traverses the table to add an ID to each section where information will need to be appended from a seperate data source, and return this new table. I am new to jQuery and feel like I may be missing an easier/better way to accomplish this. Any help on this subject would be appreciated.

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  • Open Source HTML/JS game(s) with license that would allow embedding in my app?

    - by DustMason
    I'm working on an educational app for kids. At the end of the sign-up process, the kids must wait for a confirmation from their parents in order to gain access to the app. While they wait for this to happen, we want to let the kid play a simple game as a way to keep their interest up. Is there a marketplace or repository for games with such a license that we could either purchase (affordably) or use for free in our own app?

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  • Will GMails Greasemoney API help me: composing and sending messages, adding a button to the compose view, listing and sending drafts [migrated]

    - by Kent
    I want to create a Greasemonkey script for GMail and I've browsed through the GMail Greasemonkey 1.0 API documentation. I haven't fully understood what the API actually provides, which leads me to ask a few concrete questions. How will the API help if I want to: Add a button to the Compose view which executes some of my code. Compose and send a new message from scratch. List the current drafts. Pick a draft and send it. From what I can see it'll help me with 1 above, but I don't see any real interaction API parts which can help me with 2-4.

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  • How can I keep track of a battle log on a web game?

    - by Jay W
    Recently I started working on a Web turn-based PvP RPG game. Now I'm working on the battle system but I encountered some issues: How can I keep track of everything that happens in the battle? It should keep track of the characters on the field, inventory, the damage done etc. I first thought I would simply put it in the (MySQL) database, but I think it will be too much. Especially if several people are in a battle. I thought of puting this in sessions or cookies but I don't think thats reliable. Does anyone have an idea how I can do this?

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  • Google Ads Blocking Other Site Elements From Loading

    - by Scott Schluer
    I'm using Google DFP to serve Adsense ads. In Google Chrome (this doesn't seem to happen in other browsers), the page will get stuck loading pagead2.googlesyndication.com. It will just load for hours if I let it. In the meantime, only about half or slightly more of the dynamic images on my page will have completed loading. It appears this is blocking other elements on my site from loading. Any suggestions on what I can do to fix this?

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  • jquery ondrag map load only what has not been viewed

    - by David
    When a person mouse down, moves the mouse, and mouses up the system gets the different in the mouse down coord and the mouse up coords and loads in the new map items. However, the problem is it loads them every time so I want a way to track what has been loaded without too much work on checking or storing checks. Most promising. Came up with while typing this. Section the screen into 250x250 sectors and check if that sector has been loaded. Keep track of each corner of the screen and see if there is an area of those that have not loaded. Keep a record of the corners of the screen. When mouse up coords are greater then load the different. Problem is if they are at coord 10,000 then it will load from -10k to 10k positive and that is a lot of items to load. Check every item on the page to see if it is loaded. If I do this I might as well reload the whole page. If anyone has some suggestions; feel free to pass them on.

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  • How to avoid movement speed stacking when multiple keys are pressed?

    - by eren_tetik
    I've started a new game which requires no mouse, thus leaving the movement up to the keyboard. I have tried to incorporate 8 directions; up, left, right, up-right and so on. However when I press more than one arrow key, the movement speed stacks (http://gfycat.com/CircularBewitchedBarebirdbat). How could I counteract this? Here is relevant part of my code: var speed : int = 5; function Update () { if(Input.GetKey(KeyCode.UpArrow)){ transform.Translate(Vector3.forward * speed * Time.deltaTime); } else if(Input.GetKey(KeyCode.UpArrow) && Input.GetKey(KeyCode.RightArrow)){ transform.Translate(Vector3.forward * speed * Time.deltaTime); } else if(Input.GetKey(KeyCode.UpArrow) && Input.GetKey(KeyCode.LeftArrow)){ transform.rotation = Quaternion.AngleAxis(315, Vector3.up); } if(Input.GetKey(KeyCode.DownArrow)){ transform.Translate(Vector3.forward * speed * Time.deltaTime); } }

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  • Domain model integration using JSON capable DTOs

    - by g-makulik
    I'm a bit confused about architectural choices for the java/web-applications world. The background is I have a system with certain hardware components (that introduce system immanent active behavior) and a configuration database for system meta and HW-components configuration data (these are even usually self contained, since the HW-components persist configuration data anyway). For realization of the configuration/status data exchange protocol with the HW-components we have chosen the Google Protobuf format, which works well for the directly wired communication with these components. Now we want to develop an abstract model (domain model) for those HW-components and I have the feeling that a plain Java class model would fit best for this (c++ implementation seems to have too much implementation/integration overhead with viable language-bridge interfaces). Google Protobuf message definitions could still serve well to describe DTO objects used to interact with a domain model API. But integrating Google Protobuf messages client side for e.g. data binding in the current view doesn't seem to be a good choice. I'm thinking about some extra serialization features, e.g. for JSON based data exchange with the views/controllers. Most lightweight solutions seem to involve a python based presentation layer using JSON based data transfer (I'm at least not sure to be fully informed about this). Is there some lightweight (applicable for a limited ARM Linux platform) framework available, supporting such architecture to realize a web-application?

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  • JQueryMobile - Problems with dialog boxes [closed]

    - by Richard van Hees
    I'm programming in JQueryMobile, but I can't seem to get some things as I want. First it's good to tell I am mostly programming in a multi-page template. I have a login function in the web based app. The idea is that the user sees he's not logged in and the user can click on the button to log in. A dialog box pops up, in which the user can enter his credentials. This dialog box is in front of the previous page, in my case just index.php. The page for profile is at profile.php#profile. In this case the url for the dialog box is index.php#profile&ui-state=dialog. Don't ask me why, that's how JQueryMobile works, I guess. Anyway, after the user clicks on 'Login' in the pop-up, I want a new dialog to pop-up in which it says you are logged in and I want the content of the page behind it (index.php#profile) to refresh. Of course I want this all to move very smooth and no refreshing of the whole page, to prevent loading time and thus a blank screen for a second. In short: User not logged in Clicks on login Dialog pops up with form Clicks login New dialog pops up with 'success' (or whatever) in the same style as the previous dialog Clicks ok Page behind the dialogues has been refreshed without user noticing Also another thing that doesn't really work out for me: I can't seem to get a dialog to pop up, triggered by an action in another dialog. It just appears as a normal page.

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  • What is the standard way of delivering HTML5 games to portals and such?

    - by Bane
    Let me explain what I mean by "standard way of delivering"... Think about Flash games sites. Flash games can be delivered as a single file, either hosted by the site, or, I guess, provided by someone else. HTML5 games, on the other hand, don't have something so standard. Usually, they have their own page, and portals just link to that page. I think that it greatly hinders the purpose of that portal, because, well, you want people to stay on your site and look for other games. Now, I think that a some kind of iframe way of delivering games would help solve this problem greatly. I saw some games doing that, and they were often included on tutorial sites to show a live example, which is obviously a great thing. So, is there a standard at all? Any suggestions? Can you create a game that just preloads itself in an iframe (I heard something about a "single document" or something)?

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  • Why do we write the action to be performed by a function in jQuery inside the parentheses?

    - by ikartik90
    Generally whenever we're programming in any Programming language, say C, we would pass the parameters we need to pass to a function using the parentheses next to the name of the function. Whereas in jQuery, other than the user defined function() we write the action we need the function to perform inside the parentheses, for example, $('div').mouseenter(function(){ /* blah blah blah*/ }); Why?

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  • How long till HTML5 canvas becomes a viable game development platform?

    - by Shouvik
    So I have been working on web application. So invariably what it boils down to is making simple games which were previously based on flash or openGL. Now I know apple was moving away from flash because its proprietary unlike their stance that its got "pathetic performance"! Not true, try playing a canvas game, I can assure you at any point of time (including when its idle) it will use up a fair bit of processing power just to redraw the UI. Now I do understand that this is my fault because when the game is not active I should not be redrawing the canvas, but honestly its a lot of work and I suppose there should be libraries which should be able to assist me with that! So, how much will it be before I see a decent canvas library which handles these "tiny" issues for me? I can't honestly expect Steve Jobs to be doing anything more for HTML5! I someone knows of a good library, I am all ears...! :) PS: I use mootools and am presently using Mootools Canvas Library.

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  • HTML5 Canvas Tileset Animation

    - by Veyha
    How to do in HTML5 canvas Image animating? I am have this code now: http://jsfiddle.net/WnjB6/1/ In here I am can add animations something like - Animation.add('stand', [0, 1, 2, 3, 4, 5]); But how to play this animation? My image drawing function is - drawTile(canvasX, canvasY, tile, tileWidth, tileHeight); Animation['stand']; return 0, 1, 2, 3, 4, 5 I am need something like when I am run Animation.play('stand') run animation from 'stand' array. I am try to do this something like one day, but no have more idea how. :( Thanks and sorry for my bad English language.

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  • Whats steps can I suggest to achieve the best Geolocation Result [migrated]

    - by Matt
    We are using Geolocation (getCurrentPosition()) in a website to determine a users position when using our site from a mobile device. I want to write an article explaining how the user can obtain the best results. Am I correct in assuming: Enabling GPS will yield the best result when in rural areas (less buildings to obscure line of sight to the satelites) Enabling Wi-Fi will yield the best results when in urban areas (generally more Wi-Fi hotspots available) Is it true that Android phones have better results from silently harvesting Wi-Fi hotspot details? Any links to reference material on this are appreciated

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  • What's the best way to use requestAnimationFrame and fixed frame rates

    - by m90
    I recently got into using the HTML5-requestAnimationFrame-API a lot on animation-heavy websites, especially after seeing the Jank Busters talk. This seems to work pretty well and really improve performance in many cases. Yet one question still persists for me: When wanting to use an animation that is NOT entirely calculated (think spritesheets for example) you will have to aim for a fixed frame rate. Of course one could go back to use setInterval again, but maybe there are other ways to tackle this. The two ways I could think of using requestAnimationFrame with a fixed frame rate are: var fps = 25; //frames per second function animate(){ //actual drawing goes here setTimeout(function(){ requestAnimationFrame(animate); }, 1000 / fps) } animate(); or var fps = 25; //frames per second var lastExecution = new Date().getTime(); function animate(){ var now = new Date().getTime(); if ((now - lastExecution) > (1000 / fps)){ //do actual drawing lastExecution = new Date().getTime(); } requestAnimationFrame(animate); } animate(); Personally, I'd opt for the second option (the first one feels like cheating), yet it seems to be more buggy in certain situations. Is this approach really worth it (especially at low frame rates like 12.5)? Are there things to be improved? Is there another way to tackle this?

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  • Attaching Events to Document Better Than Attaching Them to Elements?

    - by Todd
    While bouncing around StackOverflow, I've noticed a number of people attaching events (notably click events) to the document as opposed to the elements themselves. Example: Given this: <button id="myButton">CLICK ME</button> Instead of writing this (using jQuery just for brevity): $('#myButton').on('click', function() { ... }); They do this: $(document).on('click', function() { ... }); And then presumably use event.target to drill down to the element that was actually clicked. Are there any gains/advantages in capturing events at the document level instead of at the element level?

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  • Does google see the output of document.write?

    - by merk
    I've got a site where people can list machinery for sale. Each item for sale has it's own dynamic page. On each of these pages we allow the person selling the item to have a link back to their own website. Some people only sell a handful of items and some people are selling dozens or hundreds of items. So in some cases we can have a 100 links back to their external site. Our SEO guy is saying this is bad (i'll open another question on that). So i was wondering if i take the links and spit them out using document.write, will that hide them from google and the other SE's ?

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  • Creating several instances of the same object, and selecting only one

    - by hustlerinc
    I'm playing around with making a puzzle game, haven't done that much before I run into my first problem. Basically, I want to create a certain amount of the same object/function. But without hardcoding the different instances. I think maybe an array is a good idea? and then a for loop to push the objects in? And then I need to be able to select one of these objects by clicking on it, how would I do that? How do I know which ball in the array was clicked? A loop again? I made a jsFiddle example (you need to click the orange ball to select, then you can move it around by clicking the canvas). This is what I want to do, but with more balls. How would you solve this? Help appreciated.

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  • How to find a good photo gallery for my website?

    - by Roflcoptr
    For my website I'm searching for a really simple gallery module that looks like the one use by Dropbox. But I'd like to have 2 additional features: allow visitors to make comments and display the number of hits of a photo. I was googling a lot for such gallerys, but could find anyone that really matched my requirements. Could someone reocommend a simple good-looking gallery that fullfills these requirements.

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  • Rotate 2d sprite towards pointer

    - by Phil
    I'm using Crafty.js and am trying to point a sprite towards the mouse pointer. I have a function for getting the degree between two points and I'm pretty sure it works mathematically (I have it under unit tests). At least it responds that the degree between { 0,0} and {1,1} is 45, which seems right. However, when I set the sprite rotation to the returned degree, it's just wrong all the time. If I manually set it to 90, 45, etc, it gets the right direction.. I have a jsfiddle that shows what I've done so far. Any ideas?

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