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  • Cancelling Route Navigation in AngularJS Controllers

    - by dwahlin
    If you’re new to AngularJS check out my AngularJS in 60-ish Minutes video tutorial or download the free eBook. Also check out The AngularJS Magazine for up-to-date information on using AngularJS to build Single Page Applications (SPAs). Routing provides a nice way to associate views with controllers in AngularJS using a minimal amount of code. While a user is normally able to navigate directly to a specific route, there may be times when a user triggers a route change before they’ve finalized an important action such as saving data. In these types of situations you may want to cancel the route navigation and ask the user if they’d like to finish what they were doing so that their data isn’t lost. In this post I’ll talk about a technique that can be used to accomplish this type of routing task.   The $locationChangeStart Event When route navigation occurs in an AngularJS application a few events are raised. One is named $locationChangeStart and the other is named $routeChangeStart (there are other events as well). At the current time (version 1.2) the $routeChangeStart doesn’t provide a way to cancel route navigation, however, the $locationChangeStart event can be used to cancel navigation. If you dig into the AngularJS core script you’ll find the following code that shows how the $locationChangeStart event is raised as the $browser object’s onUrlChange() function is invoked:   $browser.onUrlChange(function (newUrl) { if ($location.absUrl() != newUrl) { if ($rootScope.$broadcast('$locationChangeStart', newUrl, $location.absUrl()).defaultPrevented) { $browser.url($location.absUrl()); return; } $rootScope.$evalAsync(function () { var oldUrl = $location.absUrl(); $location.$$parse(newUrl); afterLocationChange(oldUrl); }); if (!$rootScope.$$phase) $rootScope.$digest(); } }); .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; } The key part of the code is the call to $broadcast. This call broadcasts the $locationChangeStart event to all child scopes so that they can be notified before a location change is made. To handle the $locationChangeStart event you can use the $rootScope.on() function. For this example I’ve added a call to $on() into a function that is called immediately after the controller is invoked:   function init() { //initialize data here.. //Make sure they're warned if they made a change but didn't save it //Call to $on returns a "deregistration" function that can be called to //remove the listener (see routeChange() for an example of using it) onRouteChangeOff = $rootScope.$on('$locationChangeStart', routeChange); } This code listens for the $locationChangeStart event and calls routeChange() when it occurs. The value returned from calling $on is a “deregistration” function that can be called to detach from the event. In this case the deregistration function is named onRouteChangeOff (it’s accessible throughout the controller). You’ll see how the onRouteChangeOff function is used in just a moment.   Cancelling Route Navigation The routeChange() callback triggered by the $locationChangeStart event displays a modal dialog similar to the following to prompt the user:     Here’s the code for routeChange(): function routeChange(event, newUrl) { //Navigate to newUrl if the form isn't dirty if (!$scope.editForm.$dirty) return; var modalOptions = { closeButtonText: 'Cancel', actionButtonText: 'Ignore Changes', headerText: 'Unsaved Changes', bodyText: 'You have unsaved changes. Leave the page?' }; modalService.showModal({}, modalOptions).then(function (result) { if (result === 'ok') { onRouteChangeOff(); //Stop listening for location changes $location.path(newUrl); //Go to page they're interested in } }); //prevent navigation by default since we'll handle it //once the user selects a dialog option event.preventDefault(); return; } .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; } Looking at the parameters of routeChange() you can see that it accepts an event object and the new route that the user is trying to navigate to. The event object is used to prevent navigation since we need to prompt the user before leaving the current view. Notice the call to event.preventDefault() at the end of the function. The modal dialog is shown by calling modalService.showModal() (see my previous post for more information about the custom modalService that acts as a wrapper around Angular UI Bootstrap’s $modal service). If the user selects “Ignore Changes” then their changes will be discarded and the application will navigate to the route they intended to go to originally. This is done by first detaching from the $locationChangeStart event by calling onRouteChangeOff() (recall that this is the function returned from the call to $on()) so that we don’t get stuck in a never ending cycle where the dialog continues to display when they click the “Ignore Changes” button. A call is then made to $location.path(newUrl) to handle navigating to the target view. If the user cancels the operation they’ll stay on the current view. Conclusion The key to canceling routes is understanding how to work with the $locationChangeStart event and cancelling it so that route navigation doesn’t occur. I’m hoping that in the future the same type of task can be done using the $routeChangeStart event but for now this code gets the job done. You can see this code in action in the Customer Manager application available on Github (specifically the customerEdit view). Learn more about the application here.

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  • Make Browsing Safer for Children in Google Chrome

    - by Asian Angel
    If you are worried about the websites that your children could accidentally visit while browsing, then you may want to have a look at the Kid Safe – LinkExtend extension for Google Chrome. Kid Safe – LinkExtend in Action Before going any further you may want to have a quick look at the options. Everything is enabled by default but it is recommended that you disable the “Allow entering unsafe sites Option”. For our first example we visited “chatroulette.com”. As you can see in the screenshot WOT and McAfee SiteAdvisor gave the website a “green rating” but when it came specifically to its’ level of appropriateness for children LinkExtend gave it a “yellow rating”. Our second example was “hotbabes.com”…obviously not a good website for any child to visit. You can see that the entire window area has been totally “blacked out” and the available information for this site from each of the six ratings sources. The “Toolbar Button” is also displaying a “red rating”… Notice the two links at the bottom of the ratings screen…both will be visible if the “Allow entering unsafe sites Option” is not disabled (see Options above). You can see the difference for the links at the bottom of the ratings screen if you have the “Allow entering unsafe sites Option” disabled. Definitely much much better… Clicking on the “Find Kids Sites Link” will navigate the tab to the Yahoo! Kids website. The extension will also place “ratings buttons” beside search results at Google. As you can see in the screenshot below not all of the results had information available for them at this time. But it is certainly a lot better than nothing at all when it comes to keeping your children safe. A close-up look at the ratings for one of the search results. Conclusion While no browser add-in makes for a perfect solution the Kid Safe – LinkExtend extension will definitely be a helpful addition to your family’s Chrome browser. Links Download the Kid Safe – LinkExtend extension (Google Chrome Extensions) Similar Articles Productive Geek Tips How to Make Google Chrome Your Default BrowserAccess Browsing History in Google Chrome the Easy WayFocused New Tabs Quick-Fix for Google ChromeVisually Browse Through Your Open Tabs in Google ChromeSubscribe to RSS Feeds in Chrome with a Single Click TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Awe inspiring, inter-galactic theme (Win 7) Case Study – How to Optimize Popular Wordpress Sites Restore Hidden Updates in Windows 7 & Vista Iceland an Insurance Job? Find Downloads and Add-ins for Outlook Recycle !

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  • Yet another use of OUTER APPLY in defensive programming

    - by Alexander Kuznetsov
    When a SELECT is used to populate variables from a subquery, it fails to change them if the subquery returns nothing - and that can lead to subtle bugs. We shall use OUTER APPLY to eliminate this problem. Prerequisites All we need is the following mock function that imitates a subquery: CREATE FUNCTION dbo.BoxById ( @BoxId INT ) RETURNS TABLE AS RETURN ( SELECT CAST ( 1 AS INT ) AS [Length] , CAST ( 2 AS INT ) AS [Width] , CAST ( 3 AS INT ) AS [Height] WHERE @BoxId = 1 ) ; Let us assume that this...(read more)

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  • MSFT new trick to promote IE9 by kill IE6 first.

    - by anirudha
    Every developer know every issue on development for IE6 whenever they know things more. they are frustrated whenever they spent time in IE6 for making application cross browser compatible. not long time ago MSFT make a campaign save IE6 you can find the reference http://blogs.msdn.com/b/anna/archive/2009/04/01/save-internet-explorer-6.aspx and the webstite is here http://www.saveie6.com/ well they really make joke see what they write on the page. well why website maked in PHP whenever they can make them in asp.net or any other technology who reflect the Microsoft technology see here  http://www.saveie6.com/compare.php High security (many updates) :- you can find IE6 is how much secure you can also read Wikipedia for know. well i can say IE6 is very easily to hack. wikipedia tell you about that here http://en.wikipedia.org/wiki/Internet_Explorer_6 and for know about the security watch here http://www.google.co.in/webhp?hl=en#sclient=psy&hl=en&site=webhp&q=ie6+security+issues Lightweight (no support for silly PNG transparency, etc) :- well they tell PNG silly but tell me about the best format on internet. their is no better option as png or SVG. More screen space thanks to no tabs:-  they tell this nonsense without think anything. if they really care about more screen space why they make tab  in 7,8,9. conclusion:- IE team make a research on how to promote IE9 better then they can beat chrome and Firefox. because IE9 not have anything good like customization , plug-in ,add-ons , personas , themes and many other thing like chrome and Firefox provided perhaps IE is outdated thing even everyone their can writing about these days that IE9 have this, have performance better then this… the main problem in IE is IE6. many developer hate them because many of their time goes for making site cross browser compatible. in 2009 they still have no blah like IE9 who they have today so they make a campaign for save IE6. the list they make is a joke. they show that everything in IE6 is perfect even everyone know the truth. they listed IE6 is high security. in 2011 their is a problem for IE9 promotion called IE6. because developer hate IE6 how they can promote IE9 very well. so destroy IE6 is only option for IE9 make promote better. so you can see they make two different different campaign and both are opposite of other. well  how we can believe in IE9. thanks for reading this post. what you thinking on it. have a idea or feedback reported them.

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  • Academy Webcast: Moving C/S applications to Windows Azure

    - by Visual WebGui
    The Cloud and SaaS models are changing the face of enterprise IT in terms of economics, scalability and accessibility. As I wrote before Visual WebGui Instant CloudMove transforms your Client / Server application code to run natively as .NET on Windows Azure and enables your Azure Client / Server application to have a secured-by-design plain Web or Mobile browser based accessibility. On Tuesday 8 March at 8am (USA Pacific Time) Itzik Spitzen VP of R&D @ Gizmox will present a webcast on Microsoft...(read more)

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  • Multiple setInterval in a HTML5 Canvas game

    - by kushsolitary
    I'm trying to achieve multiple animations in a game that I am creating using Canvas (it is a simple ping-pong game). This is my first game and I am new to canvas but have created a few experiments before so I have a good knowledge about how canvas work. First, take a look at the game here. The problem is, when the ball hits the paddle, I want a burst of n particles at the point of contact but that doesn't came right. Even if I set the particles number to 1, they just keep coming from the point of contact and then hides automatically after some time. Also, I want to have the burst on every collision but it occurs on first collision only. I am pasting the code here: //Initialize canvas var canvas = document.getElementById("canvas"), ctx = canvas.getContext("2d"), W = window.innerWidth, H = window.innerHeight, particles = [], ball = {}, paddles = [2], mouse = {}, points = 0, fps = 60, particlesCount = 50, flag = 0, particlePos = {}; canvas.addEventListener("mousemove", trackPosition, true); //Set it's height and width to full screen canvas.width = W; canvas.height = H; //Function to paint canvas function paintCanvas() { ctx.globalCompositeOperation = "source-over"; ctx.fillStyle = "black"; ctx.fillRect(0, 0, W, H); } //Create two paddles function createPaddle(pos) { //Height and width this.h = 10; this.w = 100; this.x = W/2 - this.w/2; this.y = (pos == "top") ? 0 : H - this.h; } //Push two paddles into the paddles array paddles.push(new createPaddle("bottom")); paddles.push(new createPaddle("top")); //Setting up the parameters of ball ball = { x: 2, y: 2, r: 5, c: "white", vx: 4, vy: 8, draw: function() { ctx.beginPath(); ctx.fillStyle = this.c; ctx.arc(this.x, this.y, this.r, 0, Math.PI*2, false); ctx.fill(); } }; //Function for creating particles function createParticles(x, y) { this.x = x || 0; this.y = y || 0; this.radius = 0.8; this.vx = -1.5 + Math.random()*3; this.vy = -1.5 + Math.random()*3; } //Draw everything on canvas function draw() { paintCanvas(); for(var i = 0; i < paddles.length; i++) { p = paddles[i]; ctx.fillStyle = "white"; ctx.fillRect(p.x, p.y, p.w, p.h); } ball.draw(); update(); } //Mouse Position track function trackPosition(e) { mouse.x = e.pageX; mouse.y = e.pageY; } //function to increase speed after every 5 points function increaseSpd() { if(points % 4 == 0) { ball.vx += (ball.vx < 0) ? -1 : 1; ball.vy += (ball.vy < 0) ? -2 : 2; } } //function to update positions function update() { //Move the paddles on mouse move if(mouse.x && mouse.y) { for(var i = 1; i < paddles.length; i++) { p = paddles[i]; p.x = mouse.x - p.w/2; } } //Move the ball ball.x += ball.vx; ball.y += ball.vy; //Collision with paddles p1 = paddles[1]; p2 = paddles[2]; if(ball.y >= p1.y - p1.h) { if(ball.x >= p1.x && ball.x <= (p1.x - 2) + (p1.w + 2)){ ball.vy = -ball.vy; points++; increaseSpd(); particlePos.x = ball.x, particlePos.y = ball.y; flag = 1; } } else if(ball.y <= p2.y + 2*p2.h) { if(ball.x >= p2.x && ball.x <= (p2.x - 2) + (p2.w + 2)){ ball.vy = -ball.vy; points++; increaseSpd(); particlePos.x = ball.x, particlePos.y = ball.y; flag = 1; } } //Collide with walls if(ball.x >= W || ball.x <= 0) ball.vx = -ball.vx; if(ball.y > H || ball.y < 0) { clearInterval(int); } if(flag == 1) { setInterval(emitParticles(particlePos.x, particlePos.y), 1000/fps); } } function emitParticles(x, y) { for(var k = 0; k < particlesCount; k++) { particles.push(new createParticles(x, y)); } counter = particles.length; for(var j = 0; j < particles.length; j++) { par = particles[j]; ctx.beginPath(); ctx.fillStyle = "white"; ctx.arc(par.x, par.y, par.radius, 0, Math.PI*2, false); ctx.fill(); par.x += par.vx; par.y += par.vy; par.radius -= 0.02; if(par.radius < 0) { counter--; if(counter < 0) particles = []; } } } var int = setInterval(draw, 1000/fps); Now, my function for emitting particles is on line 156, and I have called this function on line 151. The problem here can be because of I am not resetting the flag variable but I tried doing that and got more weird results. You can check that out here. By resetting the flag variable, the problem of infinite particles gets resolved but now they only animate and appear when the ball collides with the paddles. So, I am now out of any solution.

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  • What causes Box2D revolute joints to separate?

    - by nbolton
    I have created a rag doll using dynamic bodies (rectangles) and simple revolute joints (with lower and upper angles). When my rag doll hits the ground (which is a static body) the bodies seem to fidget and the joints separate. It looks like the bodies are sticking to the ground, and the momentum of the rag doll pulls the joint apart (see screenshot below). I'm not sure if it's related, but I'm using the Badlogic GDX Java wrapper for Box2D. Here's some snippets of what I think is the most relevant code: private RevoluteJoint joinBodyParts( Body a, Body b, Vector2 anchor, float lowerAngle, float upperAngle) { RevoluteJointDef jointDef = new RevoluteJointDef(); jointDef.initialize(a, b, a.getWorldPoint(anchor)); jointDef.enableLimit = true; jointDef.lowerAngle = lowerAngle; jointDef.upperAngle = upperAngle; return (RevoluteJoint)world.createJoint(jointDef); } private Body createRectangleBodyPart( float x, float y, float width, float height) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width, height); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.y = y; bodyDef.position.x = x; Body body = world.createBody(bodyDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = shape; fixtureDef.density = 10; fixtureDef.filter.groupIndex = -1; fixtureDef.filter.categoryBits = FILTER_BOY; fixtureDef.filter.maskBits = FILTER_STUFF | FILTER_WALL; body.createFixture(fixtureDef); shape.dispose(); return body; } I've skipped the method for creating the head, as it's pretty much the same as the rectangle method (just using a cricle shape). Those methods are used like so: torso = createRectangleBodyPart(x, y + 5, 0.25f, 1.5f); Body head = createRoundBodyPart(x, y + 7.4f, 1); Body leftLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body rightLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body leftLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body rightLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body leftArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); Body rightArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); joinBodyParts(torso, head, new Vector2(0, 1.6f), headAngle); leftLegTopJoint = joinBodyParts(torso, leftLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); rightLegTopJoint = joinBodyParts(torso, rightLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); leftLegBottomJoint = joinBodyParts(leftLegTop, leftLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); rightLegBottomJoint = joinBodyParts(rightLegTop, rightLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); leftArmJoint = joinBodyParts(torso, leftArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle); rightArmJoint = joinBodyParts(torso, rightArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle);

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  • What causes Box2D revolute joints to separate?

    - by nbolton
    I have created a rag doll using dynamic bodies (rectangles) and simple revolute joints (with lower and upper angles). When my rag doll hits the ground (which is a static body) the bodies seem to fidget and the joints separate. It looks like the bodies are sticking to the ground, and the momentum of the rag doll pulls the joint apart (see screenshot below). I'm not sure if it's related, but I'm using the Badlogic GDX Java wrapper for Box2D. Here's some snippets of what I think is the most relevant code: private RevoluteJoint joinBodyParts( Body a, Body b, Vector2 anchor, float lowerAngle, float upperAngle) { RevoluteJointDef jointDef = new RevoluteJointDef(); jointDef.initialize(a, b, a.getWorldPoint(anchor)); jointDef.enableLimit = true; jointDef.lowerAngle = lowerAngle; jointDef.upperAngle = upperAngle; return (RevoluteJoint)world.createJoint(jointDef); } private Body createRectangleBodyPart( float x, float y, float width, float height) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width, height); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.y = y; bodyDef.position.x = x; Body body = world.createBody(bodyDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = shape; fixtureDef.density = 10; fixtureDef.filter.groupIndex = -1; fixtureDef.filter.categoryBits = FILTER_BOY; fixtureDef.filter.maskBits = FILTER_STUFF | FILTER_WALL; body.createFixture(fixtureDef); shape.dispose(); return body; } I've skipped the method for creating the head, as it's pretty much the same as the rectangle method (just using a cricle shape). Those methods are used like so: torso = createRectangleBodyPart(x, y + 5, 0.25f, 1.5f); Body head = createRoundBodyPart(x, y + 7.4f, 1); Body leftLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body rightLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body leftLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body rightLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body leftArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); Body rightArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); joinBodyParts(torso, head, new Vector2(0, 1.6f), headAngle); leftLegTopJoint = joinBodyParts(torso, leftLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); rightLegTopJoint = joinBodyParts(torso, rightLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); leftLegBottomJoint = joinBodyParts(leftLegTop, leftLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); rightLegBottomJoint = joinBodyParts(rightLegTop, rightLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); leftArmJoint = joinBodyParts(torso, leftArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle); rightArmJoint = joinBodyParts(torso, rightArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle);

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  • Is it possible to determine whether my web site is being accessed as a trusted site?

    - by Sameer
    I am working on site which have a lot of configuration and security settings and I have to check either clients browser is on trusted zone or not using JavaScript. Is it possible to determine whether my web site is being accessed as a trusted site? The reason I'd like to do this is that some functions won't work unless the site is being accessed as a trusted site, and I'd like to be able to warn users. Is there any solution ?

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  • Trouble with my website and IE7

    - by Hamish Hagaheygui
    Hi there, sorry im new here but i have a serious problem; I changed the CSS style sheet for IE7 for my site http://bumblebbids.com , but now when using IE7 it has no graphics and all of the scripts code is printed ; I have tried replacing the original stylesheet but it made no difference, so please suggest ways that i can fix this? If not, would it be possible to have a 'Incompatible browser' message that only appears for IE7 users? Thanks

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  • How should I manage my time?

    - by Tathagata
    There are times when just one bug that keeps eating away your time like hell ... for example this one. I generally end up wasting hours and realize I've gone terribly behind my schedule and not completed other tasks. With n number of tabs open in the browser, I end up posting the question in stackoverflow as a last resort. What are some time management techniques that lets you stop, rewind and get back in action when faced with a road block?

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  • REL ME tag - trying to figure it out

    - by nekdo
    Regarding http://support.google.com/webmasters/bin/answer.py?hl=en&answer=1229920 to scrolled down section ''Examples'' to the point ''1.'' to the second code line which is: <a rel="me" href="https://plus.google.com/105240469625818678725/"> <img src="//www.google.com/images/icons/ui/gprofile_button-16.png"></a> On the page says that I have to add this line to the Contact Me page of own website in order to get Google Profile button. Exact code which one should be copy and pasted I am able to get here: http://www.google.com/webmasters/profilebutton/ Questions: 1). As you can see on the second URL, to make Google Profile button I need to use "author" tag and not "me" tag. But the first URL which I showed (the line in this message above) shows that I have to use "me" tag and even without this: width="32" height="32". I am already aware that I have to type (second URL) my own Google Profile URL. So do I just MANUALLY ( ! ) change this: <a rel="author" href="https://profiles.google.com/109412257237874861202"> <img src="http://www.google.com/images/icons/ui/gprofile_button-32.png" width="32" height="32"></a> to this (note: two changes done): <a rel="me" href="https://profiles.google.com/109412257237874861202"> <img src="http://www.google.com/images/icons/ui/gprofile_button-32.png"></a> Is this correct? I assume that plus.google.com is the same as profiles.google.com (both is URL of Google Profile). 2). If I was wrong with my first question then the second answer probably won't be even useful but still: Where exactly should I paste the code: <a rel="me" href="https://profiles.google.com/109412257237874861202"> <img src="http://www.google.com/images/icons/ui/gprofile_button-32.png"></a> inside Author Page of own website? I think it doesn't matter where. Also: will this icon be for sure enough or do I also have to make such anchor text with rel me in a ''shape'' of text (for word sentence such as ''Look At My Google Profile'')? Or is just icon really enough? 3). In the same section (''1.'') of the same page (link [first one] provided above) it says that I need to use first author tag to link to Author/Contact Me page of own website in order to later use Me tag. But I think in the explanation is little mistake. Shouldn't be instead of: <a rel="author" href="http://www.cnet.com/profile/iamjaygreene/">Jay Greene</a> this: <a rel="author" href="http://www.cnet.com/profile/iamjaygreene.html">Jay Greene</a> ?

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  • collision detection problems - Javascript/canvas game

    - by Tom Burman
    Ok here is a more detailed version of my question. What i want to do: i simply want the have a 2d array to represent my game map. i want a player sprite and i want that sprite to be able to move around my map freely using the keyboard and also have collisions with certain tiles of my map array. i want to use very large maps so i need a viewport. What i have: I have a loop to load the tile images into an array: /Loop to load tile images into an array var mapTiles = []; for (x = 0; x <= 256; x++) { var imageObj = new Image(); // new instance for each image imageObj.src = "images/prototype/"+x+".jpg"; mapTiles.push(imageObj); } I have a 2d array for my game map: //Array to hold map data var board = [ [1,2,3,4,3,4,3,4,5,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [17,18,19,20,19,20,19,20,21,22,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [33,34,35,36,35,36,35,36,37,38,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [49,50,51,52,51,52,51,52,53,54,1,1,1,1,1,1,1,1,1,1,1,1,1,197,198,199,1,1,1,1], [65,66,67,68,146,147,67,68,69,70,1,1,1,1,1,1,1,1,216,217,1,1,1,213,214,215,1,1,1,1], [81,82,83,161,162,163,164,84,85,86,1,1,1,1,1,1,1,1,232,233,1,1,1,229,230,231,1,1,1,1], [97,98,99,177,178,179,180,100,101,102,1,1,1,1,59,1,1,1,248,249,1,1,1,245,246,247,1,1,1,1], [1,1,238,1,1,1,1,239,240,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [216,217,254,1,1,1,1,255,256,1,204,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [232,233,1,1,1,117,118,1,1,1,220,1,1,119,120,1,1,1,1,1,1,1,1,1,1,1,119,120,1,1], [248,249,1,1,1,133,134,1,1,1,1,1,1,135,136,1,1,1,1,1,1,59,1,1,1,1,135,136,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,216,217,1,1,1,1,1,1,60,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,232,233,1,1,1,1,1,1,1,1,1,1,1,1,1,1,204,1,1,1,1,1,1,1,1,1,1,1], [1,1,248,249,1,1,1,1,1,1,1,1,1,1,1,1,1,1,220,1,1,1,1,1,1,216,217,1,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,149,150,151,1,1,1,1,1,1,1,1,1,1,232,233,1,1,1], [12,12,12,12,12,12,12,13,1,1,1,1,165,166,167,1,1,1,1,1,1,119,120,1,1,248,249,1,1,1], [28,28,28,28,28,28,28,29,1,1,1,1,181,182,183,1,1,1,1,1,1,135,136,1,1,1,1,1,1,1], [44,44,44,44,44,15,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,59,1,1,197,198,199,1,1,1,1,119,120,1], [1,1,1,1,1,27,28,29,1,1,216,217,1,1,1,1,1,1,1,1,213,214,215,1,1,1,1,135,136,1], [1,1,1,1,1,27,28,29,1,1,232,233,1,1,1,1,1,1,1,1,229,230,231,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,248,249,1,1,1,1,1,1,1,1,245,246,247,1,1,1,1,1,1,1], [1,1,1,197,198,199,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,213,214,215,28,29,1,1,1,1,1,60,1,1,1,1,204,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,229,230,231,28,29,1,1,1,1,1,1,1,1,1,1,220,1,1,1,1,119,120,1,1,1,1,1], [1,1,1,245,246,247,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,135,136,1,1,60,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1] ]; I have my loop to place the correct tile sin the correct positions: //Loop to place tiles onto screen in correct position for (x = 0; x <= viewWidth; x++){ for (y = 0; y <= viewHeight; y++){ var width = 32; var height = 32; context.drawImage(mapTiles[board[y+viewY][x+viewX]],x*width, y*height); } } I Have my player object : //Place player object context.drawImage(playerImg, (playerX-viewX)*32,(playerY-viewY)*32, 32, 32); I have my viewport setup: //Set viewport pos viewX = playerX - Math.floor(0.5 * viewWidth); if (viewX < 0) viewX = 0; if (viewX+viewWidth > worldWidth) viewX = worldWidth - viewWidth; viewY = playerY - Math.floor(0.5 * viewHeight); if (viewY < 0) viewY = 0; if (viewY+viewHeight > worldHeight) viewY = worldHeight - viewHeight; I have my player movement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerY > 0) playerY--; break; case 38: // Up if (playerX > 0) playerX--; break; case 39: // Right if (playerY < worldWidth) playerY++; break; case 40: // Down if (playerX < worldHeight) playerX++; break; } My Problem: I have my map loading an it looks fine, but my player position thinks it's on a different tile to what it actually is. So for instance, i know that if my player moves left 1 tile, the value of that tile should be 2, but if i print out the value it should be moving to (2), it comes up with a different value. How ive tried to solve the problem: I have tried swap X and Y values for the initialization of my player, for when my map prints. If i swap the x and y values in this part of my code: context.drawImage(mapTiles[board[y+viewY][x+viewX]],x*width, y*height); The map doesnt get draw correctly at all and tiles are placed all in random positions or orientations IF i sway the x and y values for my player in this line : context.drawImage(playerImg, (playerX-viewX)*32,(playerY-viewY)*32, 32, 32); The players movements are inversed, so up and down keys move my player left and right viceversa. 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