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  • Google analytics set up with wrong domain

    - by Tom
    I have recently embedded Google Analytics into a site using the default embed code. <script> (function (i, s, o, g, r, a, m) { i['GoogleAnalyticsObject'] = r; i[r] = i[r] || function () { (i[r].q = i[r].q || []).push(arguments) }, i[r].l = 1 * new Date(); a = s.createElement(o), m = s.getElementsByTagName(o)[0]; a.async = 1; a.src = g; m.parentNode.insertBefore(a, m) })(window, document, 'script', '//www.google-analytics.com/analytics.js', 'ga'); ga('create', 'UA-XXXXXXXX-1', 'MYDOMAIN.COM'); ga('send', 'pageview'); </script> However I had MYDOMAIN.COM set to an incorrect domain. The views for the site seem very low, however, I can see myself there as a visitor in the real time scanner. What effect would setting the domain incorrectly have had? How does Google use this parameter?

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  • canvas tile grid, hover effects, single tilesheet, etc

    - by user121730
    I'm currently in the process of building both the client and server side of an html5, canvas, and WebSocket game. This is what I have thus far for the client: http://jsfiddle.net/dDmTf/7/ Current obstacles The hover effect has no idea what to put back after the mouse leaves. Currently it's just drawing a "void" tile, but I can't figure out how to redraw a single tile without redrawing the whole map. How would I go about storing multiple layers within the map variable? I was considering just using a multi-dimensional array for each layer (similar to what you see as the current array), and just iterating through it, but is that really an efficient way of doing it? Side note The tile sheet being used for the jsfiddle display is only for development. I'll be replacing it as things progress in the engine. I hope you can help! Hopefully you guys can help me, I've been struggling to get through things, since I'm learning how things kind of stuff works as I go. If you guys have any pointers for my JavaScript, feel free. As I'm more or less learning advanced usage as I go, I'm sure I'm doing plenty of things wrong. Note: I will continue to update this post as the engine improves, but updating the jsfiddle link and updating the obstacles list by striking things that have been solved, or adding additions. Thanks!

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  • How to handle key in PhP array if the key contains japanese characters [migrated]

    - by Jim Thio
    I have this array: [ID] => ????????-???????????__35.79_139.72 [Email] => [InBuildingAddress] => [Price] => [Street] => [Title] => ???????? ??????????? [Website] => [Zip] => [Rating Star] => 0 [Rating Weight] => 0 [Latitude] => 35.7865334803033 [Longitude] => 139.716800710514 [Building] => [City] => Unknown_Japan [OpeningHour] => [TimeStamp] => 0000-00-00 00:00:00 [CountViews] => 0 Then I do something like this: $output[$info['ID']]=$info; //mess up here $tes=$info['ID']['Title']; Well guess what it messes up. Basically even though the content of an array in PhP can be Japanese. Is this true? What's wrong. The error I got is: Debug Warning: /sdfdsfdf/api/test2.php line 36 - Cannot find element ????????-???????????__35.79_139.72 in variable Debug Warning: /sdfdsfdf/api/test2.php line 36 - main() [function.main]: It is not safe to rely on the system's timezone settings. You are required to use the date.timezone setting or the date_default_timezone_set() function. In case you used any of those methods and you are still getting this warning, you most likely misspelled the timezone identifier. We selected 'Asia/Krasnoyarsk' for '7.0/no DST' instead So many question mark Why is this happening. What's really going on inside PhP? Where can I learn more of such things. Most importantly, what would be the best way to handle this situation. Should I tell PhP to internally always use UTF-8? Does PhP array inherenty cannot use non ascii id?

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  • How to parse JSON data from web more faster [closed]

    - by Kaidul Islam Sazal
    I have json inventory inventory.json on the server like this: [ { "body" : "SUV", "color" : { "ext" : "White diamond pearl", "int" : "Taupe" }, "id" : "276181", "make" : "Acura", "miles" : 35949, "model" : "RDX", "pic" : [ { "full" : "http://images1.dealercp.com/90961/000JNBD/001_0292.jpg" } ], "power" : { "drive" : "Front wheel drive", "eng" : "2.3L DOHC PGM-FI 16-VALVE", "trans" : "Automatic" }, "price" : { "net" : 29488 }, "stock" : "6942", "trim" : "AWD 4dr Tech Pkg SUV", "vin" : "5J8TB2H53BA000334", "year" : 2011 }, { "body" : "Sedan", "color" : { "ext" : "Premium white pearl", "int" : "Taupe" }, "id" : "275622", "make" : "Acura", "miles" : 40923, "model" : "TSX", "pic" : [ { "full" : "http://images1.dealercp.com/90961/000JMC6/001_1765.jpg" } ], "power" : { "drive" : "Front wheel drive", "eng" : "2.4L L4 MPI DOHC 16V", "trans" : "Automatic" }, "price" : { "net" : 22288 }, "stock" : "6945", "trim" : "4dr Sdn I4 Auto Sedan", "vin" : "JH4CU2F66AC011933", "year" : 2010 } ] here are two index, There are almost 5000 index like this. I parsed this json like this: var url = "inventory/inventory.json"; $.getJSON(url, function(data){ $.each(data, function(index, item){ //straight-forward loop if(item.year == 2012) { $('#desc').append(item.make + ' ' + item.model + ' ' + '<br/>' + item.price.net + '<br/>' + item.pic[0].full); } }); }); This is working fine.But the problem is that, this searching and fetching process is little bit slow as there are 5000 indexes already and it's increasing day by day. It seems that, it is a straight-forward loop to parse the data and a normal brute-force method. Now I want to know if there any time efiicient way to parse more faster.Any faster method to parse instead of straight-forward loop ?

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  • Remove enemy when bullet hits enemy

    - by jordi12100
    For my education I have to make a basic game in HTML5 canvas. The game is a shooter game. When you can move left - right and space is shoot. When I shoot the bullets will move up. The enemy moves down. When the bullet hits the enemy the enemy has to dissapear and it will gain +1 score. But the enemy will dissapear after it comes up the screen. Demo: http://jordikroon.nl/test.html space = shoot + enemy shows up This is my code: for (i=0;i<enemyX.length;i++) { if(enemyX[i] > canvas.height) { enemyY.splice(i,1); enemyX.splice(i,1); } else { enemyY[i] += 5; moveEnemy(enemyX[i],enemyY[i]); } } for (i=0;i<bulletX.length;i++) { if(bulletY[i] < 0) { bulletY.splice(i,1); bulletX.splice(i,1); } else { bulletY[i] -= 5; moveBullet(bulletX[i],bulletY[i]); for (ib=0;ib<enemyX.length;ib++) { if(bulletX[i] + 50 < enemyX[ib] || enemyX[ib] + 50 < bulletX[i] || bulletY[i] + 50 < enemyY[ib] || enemyY[ib] + 50 < bulletY[i]) { ++score; enemyY.splice(i,1); enemyX.splice(i,1); } } } } Objects: function moveBullet(posX,posY) { //console.log(posY); ctx.arc(posX, (posY-150), 10, 0 , 2 * Math.PI, false); } function moveEnemy(posX,posY) { ctx.rect(posX, posY, 50, 50); ctx.fillStyle = '#ffffff'; ctx.fill(); }

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  • Line Intersection from parametric equation

    - by Sidar
    I'm sure this question has been asked before. However, I'm trying to connect the dots by translating an equation on paper into an actual function. I thought It would be interesting to ask here instead on the Math sites (since it's going to be used for games anyway ). Let's say we have our vector equation : x = s + Lr; where x is the resulting vector, s our starting point/vector. L our parameter and r our direction vector. The ( not sure it's called like this, please correct me ) normal equation is : x.n = c; If we substitute our vector equation we get: (s+Lr).n = c. We now need to isolate L which results in L = (c - s.n) / (r.n); L needs to be 0 < L < 1. Meaning it needs to be between 0 and 1. My question: I want to know what L is so if I were to substitute L for both vector equation (or two lines) they should give me the same intersection coordinates. That is if they intersect. But I can't wrap my head around on how to use this for two lines and find the parameter that fits the intersection point. Could someone with a simple example show how I could translate this to a function/method?

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  • Moving characters on a grid [on hold]

    - by madmax1
    i am developing my first game with C++. My game uses a grid of rectangles. I have a class Board which manages the grid as a whole, initializes the terrain, places/removes characters, etc. It has a 2D vector of a class Field, which handles the Structure of the field, contained Objects, Characters, etc. Field again contains a vector of class Character, which are positioned on the field. Now i want to implement the functionality to move a character on the board, however dont know which is best practice to do so. Should i implement a moveCharacter(character, offset) function in Board, make it search for the character and move it? Or should i implement a function move(offset) in Character? This sure would be nicest, however makes characters necessary to know the board they are on, or the field which in turn knows the board. On the one hand i feel like i should avoid inclusion between classes as much as possible e.g. to increase portability of classes for different projects, on the other hand i think the character.move() functionality is most comfortable for further development. Im pretty new to "bigger" C++ projects and these kind of design questions pop up more and more often lately and i have troubles deciding. Thanks a lot for any advice!

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  • Bejeweled-like game, managing different gem/powerup behaviors?

    - by Wissam
    I thought I'd ask a question and look forward to some insight from this very compelling community. In a Bejeweled-like (Match 3) game, the standard behavior once a valid swap of two adjacent tiles is made is that the resulting matching tiles are destroyed, any tiles now sitting over empty spaces fall to the position above the next present-tile, and any void created above is filled with new tiles. In richer Match-3 games like Bejeweled, 4 in a row (as opposed to just 3) modifies this behavior such that the tile that was swapped is retained, turned into a "flaming" gem, it falls, and then the empty space above is filled. The next time that "flaming gem" is played it explodes and destroys the 8 perimeter tiles, triggers a different animation sequence (neighbors of those 8 tiles being destroyed look like they've been hit by a shockwave then they fall to their respective positions). Scoring is different, the triggered sounds are different, etc. There are even more elaborate behaviors for Match5, Match-cross-pattern, and many powerups that can be purchased, each which produces a more elaborate sequence of events, sounds, animations, scoring, etc... What is the best approach to developing all these different behaviors that respond to players' "move" and her current "performance" and that deviate from the standard sequence of events, scoring, animation, sounds etc, in such a way that we can always flexibly introduce a new "powerup" ? What we are doing now is hard-coding the events of each one, but the task is long and arduous and seems like the wrong approach especially since the game-designers and testers often offer (later) valuable insight on what works better in-game, which means that the code itself may have to be re-written even for minor changes in behavior (say, destroy only 7 neighboring tiles, instead of all 8 in an explosion). ANY pointers for good practices here would be highly appreciated.

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  • Using Ogre with android [closed]

    - by Rich
    I am trying get Ogre 3d to work on android, I have managed to download and run the ogre sample browser but I am really struggling with trying to get a basic application working i have been trying for days now with no avail. Does anyone have any pointers on where to start with this? Thanks if anyone can help EDIT: Very sorry for my rubbish question! I am a bit new to this and I am just trying to seek some guidance. Ok so i followed the instructions on the Ogre wiki to build ogre for android and the sample browser here: http://www.ogre3d.org/tikiwiki/tiki-index.php?page=CMake+Quick+Start+Guide&tikiversion=Android so it is deffinately possible. The issue I am having is knowing what I need to do to get started with ogre e.g just a simple hello world style app where it might just show the ogre head, so tutorials might actually be good because I could not really find any simple ones as I am very new to 3D development. I just found that the sample browser was just massive and yes it has everything in it but it's very difficult to understand how it all works. What I am asking is basically some help, as I have been trying to pull out some parts of the sample browser to just create a view with a 3D model. Hope this is better?

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  • OpenGL lighting with dynamic geometry

    - by Tank
    I'm currently thinking hard about how to implement lighting in my game. The geometry is quite dynamic (fixed 3D grid with custom geometry in each cell) and needs some light to get more depth and in general look nicer. A scene in my game always contains sunlight and local light sources like lamps (point lights). One can move underground, so sunlight must be able to illuminate as far as it can get. Here's a render of a typical situation: The lamp is positioned behind the wall to the top, and in the hollow cube there's a hole in the back, so that light can shine through. (I don't want soft shadows, this is just for illustration) While spending the whole day searching through Google, I stumbled on some keywords like deferred rendering, forward rendering, ambient occlusion, screen space ambient occlusion etc. Some articles/tutorials even refer to "normal shading", but to be honest I don't really have an idea to even do simple shading. OpenGL of course has a fixed lighting pipeline with 8 possible light sources. However they just illuminate all vertices without checking for occluding geometry. I'd be very thankful if someone could give me some pointers into the right direction. I don't need complete solutions or similar, just good sources with information understandable for someone with nearly no lighting experience (preferably with OpenGL).

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  • Opengl + SDL linking error

    - by me2loveit2
    I am trying to load an image as a texture with opengl using c++ in visual studio 2010. I researched a couple hours online and found the SDL library, then I implemented a simple example and got some linking error I can not seem to figure out. The error log is here: 1Build started 10/20/2012 12:09:17 AM. 1InitializeBuildStatus: 1 Touching "Debug\texture mapping test.unsuccessfulbuild". 1ClCompile: 1 All outputs are up-to-date. 1 texture mapping test.cpp 1ManifestResourceCompile: 1 All outputs are up-to-date. 1texture mapping test.obj : error LNK2019: unresolved external symbol _IMG_Load referenced in function "void __cdecl display(void)" (?display@@YAXXZ) 1MSVCRTD.lib(crtexe.obj) : error LNK2019: unresolved external symbol main referenced in function __tmainCRTStartup 1C:\Users\Me\Documents\Visual Studio 2010\Projects\Programming projects\texture mapping test\Debug\texture mapping test.exe : fatal error LNK1120: 2 unresolved externals 1 1Build FAILED. 1 1Time Elapsed 00:00:02.45 ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== Can someone please help me!! I am at a desperate point right now. I downloaded the SDL, and copied all the .h file into: C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Include I added the .lib (x86) files into://as a not i tried the (x64) file too but got the exact same error C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Lib and the .dll(x86) into: C:\Windows\System32 For implementing textures, I used the simple sample code from: http://www.sdltutorials.com/sdl-tip-sdl-surface-to-opengl-texture Please let me know if you can see me doing something wrong, or know how I can fix this!! Thanks Phil

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  • Using C++ but not using the language's specific features, should switch to C?

    - by Petruza
    I'm developing a NES emulator as a hobby, in my free time. I use C++ because is the language I use mostly, know mostly and like mostly. But now that I made some advance into the project I realize I'm not using almost any specific features of C++, and could have done it in plain C and getting the same result. I don't use templates, operator overloading, polymorphism, inheritance. So what would you say? should I stay in C++ or rewrite it in C? I won't do this to gain in performance, it could come as a side effect, but the idea is why should I use C++ if I don't need it? The only features of C++ I'm using is classes to encapsulate data and methods, but that can be done as well with structs and functions, I'm using new and delete, but could as well use malloc and free, and I'm using inheritance just for callbacks, which could be achieved with pointers to functions. Remember, it's a hobby project, I have no deadlines, so the overhead time and work that would require a re-write are not a problem, might be fun as well. So, the question is C or C++?

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  • Thinkpad W510 with default graphics drivers shows weird brightness issues

    - by Chantz
    Hey guys, I am currently running 10.10 - 32 bit on a new Thinkpad W510 with nVidia Quadro FX 880M graphics card. I am running with the default graphics drivers that installed with ubuntu install. My problem is that when I am logging in the screen acts normally as far as birghtness is concerned. I can increase/decrease brightness with Fn keys. But few seconds after I log in screen goes pitch dark. Hitting Fn+Home flickers the screen to all the way bright, then all the way dark. This behavior continues until I reach maximum brightness, in which case the screen stays all the way bright, for a few more seconds and then again goes dark if there is no activity & the cycle continues. Have you guys faced any of these issues? If so any pointers on how to resolve it. I am not alone, on ubuntu forum I saw another person having the same issue - link but no solution. Please help! UPDATE I followed the instructions that htorque mentions in his answer and it worked.

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  • Dependency Injection and method signatures

    - by sunwukung
    I've been using YADIF (yet another dependency injection framework) in a PHP/Zend app I'm working on to handle dependencies. This has achieved some notable benefits in terms of testing and decoupling classes. However,one thing that strikes me is that despite the sleight of hand performed when using this technique, the method names impart a degree of coupling. Probably not the best example -but these methods are distinct from ... say the PEAR Mailer. The method names themselves are a (subtle) form of coupling //example public function __construct($dic){ $this->dic = $dic; } public function example(){ //this line in itself indicates the YADIF origin of the DIC $Mail= $dic->getComponent('mail'); $Mail->setBodyText($body); $Mail->setFrom($from); $Mail->setSubject($subject); } I could write a series of proxies/wrappers to hide these methods and thus promote decoupling from , but this seems a bit excessive. You have to balance purity with pragmatism... How far would you go to hide the dependencies in your classes?

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  • Most efficient Implementation a Tree in C++

    - by Topo
    I need to write a tree where each element may have any number of child elements, and because of this each branch of the tree may have any length. The tree is only going to receive elements at first and then it is going to use exclusively for iterating though it's branches in no specific order. The tree will have several million elements and must be fast but also memory efficient. My plan makes a node class to store the elements and the pointers to its children. When the tree is fully constructed, it would be transformed it to an array or something faster and if possible, loaded to the processor's cache. Construction and the search on the tree are two different problems. Can I focus on how to solve each problem on the best way individually? The construction of has to be as fast as possible but it can use memory as it pleases. Then the transformation into a format that give us speed when iterating the tree's branches. This should preferably be an array to avoid going back and forth from RAM to cache in each element of the tree. So the real question is which is the structure to implement a tree to maximize insert speed, how can I transform it to a structure that gives me the best speed and memory?

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  • correct way to implement auth/acl in mvc

    - by WiseStrawberry
    I am looking into making a correctly laid out MVC auth/acl system. I think I want the authentication of a user (and the session handling) to be seperate from the ACL system. (I don't know why but this seems a good idea from the things I've read) What does mvc have to do with this question you ask? Because I wish for the application to be well integrated with my acl. An example of a controller (CodeIgniter) <?php class forums extends MX_Controller { $allowed = array('users', 'admin'); $need_login = true; function __construct() { //example of checking if logged in. if($this->auth->logged_in() && $this->auth->is_admin()) { echo "you're logged in!"; } } public function add_topic() { if($this->auth->allowed('add_topic') { //some add topic things. } else { echo 'not allowed to add topic'; } } } ?> My thoughts $this->auth would be autoloaded in the system. I would like to check the $allowed array against the user currently (not) logged in and react accordingly. Is this a good way of doing things? I haven't seen much literature on mvc integration and auth. I want to make things as easy as possible.

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  • Where should "display functions" live in an MVC web app?

    - by User
    I'm using the Yii Framework which is an MVC php framework that is pretty similar to your standard web-based MVC framework. I want to display the related data from a many-to-many table as a list of strings in my view. Assuming a table schema like: tag { id, name } post { id, title, content, date } post_tag { post_id, tag_id } A post will display like: Date: 9/27/2012 Title: Some Title Content: blah blah blah... Tags: Smart Funny Cool Informative I can achieve this by doing something like this in my Post view: <?php echo join(' ', array_map(function($tag) { return $tag->name; }, $model->tags)); ?> (where $model->tags is an array of Tag objects associated with my model) My questions are: Is this amount of code/logic okay in the view? (Personally I think I'd rather just reference a property or call a single function.) If not, where should this code live? In the model? the controller? a helper? Potentially I may want to use in in other views as well. Ultimately I think its purely a display issue which would make me think it should be in the view, but then I have to repeat the code in any view I want to use it in.

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  • Google Analytics Social Tracking implementation. Is Google's example correct?

    - by s_a
    The current Google Analytics help page on Social tracking (developers.google.com/analytics/devguides/collection/gajs/gaTrackingSocial?hl=es-419) links to this page with an example of the implementation: http://analytics-api-samples.googlecode.com/svn/trunk/src/tracking/javascript/v5/social/facebook_js_async.html I've followed the example carefully yet social interactions are not registered. This is the webpage with the non-working setup: http://bit.ly/1dA00dY (obscured domain as per Google's Webmaster Central recommendations for their product forums) This is the structure of the page: In the : ga async code copied from the analytics' page a script tag linking to stored in the same domain. the twitter js loading tag In the the fb-root div the facebook async loading js including the _ga.trackFacebook(); call the social buttons afterwards, like so: (with the proper URL) Tweet (with the proper handle) That's it. As far as I can tell, I have implemented it exactly like in the example, but likes and twitts aren't registered. I have also altered the ga_social_tracking.js to register the social interactions as events, adding the code below. It doesn't work either. What could be wrong? Thanks! Code added to ga_social_tracking.js var url = document.URL; var category = 'Social Media'; /* Facebook */ FB.Event.subscribe('edge.create', function(href, widget) { _gaq.push(['_trackEvent', category, 'Facebook', url]); }); /* Twitter */ twttr.events.bind('tweet', function(event) { _gaq.push(['_trackEvent', category, 'Twitter', url]); });

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  • Languages with a clear distinction between subroutines that are purely functional, mutating, state-changing, etc?

    - by CPX
    Lately I've become more and more frustrated that in most modern programming languages I've worked with (C/C++, C#, F#, Ruby, Python, JS and more) there is very little, if any, language support for determining what a subroutine will actually do. Consider the following simple pseudo-code: var x = DoSomethingWith(y); How do I determine what the call to DoSomethingWith(y) will actually do? Will it mutate y, or will it return a copy of y? Does it depend on global or local state, or is it only dependent on y? Will it change the global or local state? How does closure affect the outcome of the call? In all languages I've encountered, almost none of these questions can be answered by merely looking at the signature of the subroutine, and there is almost never any compile-time or run-time support either. Usually, the only way is to put your trust in the author of the API, and hope that the documentation and/or naming conventions reveal what the subroutine will actually do. My question is this: Does there exist any languages today that make symbolic distinctions between these types of scenarios, and places compile-time constraints on what code you can actually write? (There is of course some support for this in most modern languages, such as different levels of scope and closure, the separation between static and instance code, lambda functions, et cetera. But too often these seem to come into conflict with each other. For instance, a lambda function will usually either be purely functional, and simply return a value based on input parameters, or mutate the input parameters in some way. But it is usually possible to access static variables from a lambda function, which in turn can give you access to instance variables, and then it all breaks apart.)

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  • Jquery calculator

    - by Nemanja
    I want to make calculator for summation. I have this jquery code: <script type="text/javascript"> $(document).ready(function() { $("#calculate").click(function() { if ($("#input").val() != '' && $("#input").val() != undefined) { $("#result").html("Result is: " + parseInt($("#input").val()) * 30 ); } else { $("#result").html("Please enter some value"); } }); }); </script> <div id="calculator"> <br /> <input type="text" style="left:20px;" id="input" /> <div id="result"></div> <input type="button" id="calculate" value="calculate" style="left:20px;" /> </div> I want something like this: I write number 5, then input + from keyboard and write another value. Then to click on summation button and to get value. Can anyone help me with this? Thank you very much!

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  • Blurry printed raster images with Brother MFC-8840D

    - by Adam Monsen
    (NOTE: crossposted here: ubuntuforums.org/showthread.php?t=1621795) I've got a Brother MFC-8840D. Works great with Ubuntu server! Setting up a CUPS print server was pretty straightforward, and I also finally got network scanning working reliably with saned. Printing documents and Web pages works well: fonts are crisp/clear, etc. One issue has got me completely vexed: printing raster (ie: JPG) images. They are blurry. For example, I can scan a page of black and white text at 150 or 300 dpi. The grayscale image looks perfect on my monitor. But the printed version is much blurrier than the original, regardless of the "print resolution" dpi I choose. As a counterexample, if I use the "copy" function of the MFC-8840D, the copy looks excellent, and this function is much, much faster than if I scan then print a scan of same. I've googled around a bunch and tried different tricks (printing a PDF with the image from evince, printing with Gimp, EOG and other applications) but I just can't print anything that looks as good as a copy made with the MFC-8840D. Any ideas? I'm using Ubuntu 10.04.1 LTS server. I'm using the PPD file from solutions.brother.com. Thanks, -Adam

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  • Wall jumping collision detection anomaly

    - by Nanor
    I'm creating a game where the player ascends a tower by wall jumping his way to the top. When the player has collided with the right wall they can only jump left and vice versa. Here is my current implementation: if(wallCollision() == "left"){ player.setPosX(0); player.setVelX(0); ignoreCollisions = true; player.setCanJump(true); player.setFacingLeft(false); } else if (wallCollision() == "right"){ player.setPosX(screenWidth-playerWidth*2); player.setVelX(0); ignoreCollisions = true; player.setCanJump(true); player.setFacingLeft(true); } else{ player.setVelY(player.getVelY() + gravity); } and private String wallCollision(){ if(player.getPosX() < playerWidth && !ignoreCollisions) return "left"; else if(player.getPosX() > screenWidth - playerWidth*2 && !ignoreCollisions) return "right"; else{ timeToJump += Gdx.graphics.getDeltaTime(); if(timeToJump > 0.50f){ timeToJump = 0; ignoreCollisions = false; } return "jumping"; } } If the player is colliding with the left wall it will switch between the states left and jumping repeatedly due to the varible ignoreCollisions being switched repeatedly in collision checks. This will give a chance to either jump as intended or simply ascend vertically instead of diagonally. I can't figure out an implementation that will reliably make sure the player jumps as intended. Does anyone have any pointers?

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  • Web Crawler for Learnign Topics on Wikipedia

    - by Chris Okyen
    When I want to learn a vast topic on wikipedia, I don't know where to start. For instance say I want to learn about Binary Stars, I then have to know other things linked on that pages and linked pages on all the linked pages and so on for the specified number of levels. I want to write a web crawler like HTTracker or something similiar, that will display a heiarchy of the links on a certain page and the links on those linked pages.I wish to use as much prewritten code as possible. Here is an example: Pretending we are bending the rules by grabing links from only the first sentence of each pages The example archives and "processes" two levels deep The page is Ternary operation The First Level In mathematics a ternary operation is an N-ary operation The Second Level Under Mathmatics: Mathematics (from Greek µ???µa máthema, “knowledge, study, learning”) is the abstract study of topics encompassing quantity, structure, space, change and others; it has no generally accepted definition. Under N-ary In logic,mathematics, and computer science, the arity i/'ær?ti/ of a function or operation is the number of arguments or operands that the function takes Under Operation In its simplest meaning in mathematics and logic, an operation is an action or procedure which produces a new value from one or more input values ------------------------------------------------------------------------- I need some way to determine what oder to approach all these wiki pages to learn the concept ( in this case ternary operations )... Following along with this exmpakle, one way to show the path to read would a printout flowout like so: This shows that the first sentence of the Mathematics page doesn't link to the first sentence of pages linked on ternary page two levels deep. (Please tell me how I should explain this ) --- In otherwords, the child node of the top pages first sentence, ternary_operation, does not have any child nodes that reference the children of the top pages other children nodes- N-ary and operation. Thus it is safe to read this first. Since N-ary has a link to operations we shoudl read the operation page second and finally read the N-ary page last. Again, I wish to use as much prewritten code as possible, and was wondering what language to use and what would be the simpliest way to go about doing this if there isn't already somethign out there? Thank You!

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  • Simple Interactive Search with jQuery and ASP.Net MVC

    - by Doug Lampe
    Google now has a feature where the search updates as you type in the search box.  You can implement the same feature in your MVC site with a little jQuery and MVC Ajax.  Here's how: Create a javascript global variable to hold the previous value of your search box. Use setTimeout to check to see if the search box has changed after some interval.  (Note: Don't use setInterval since we don't want to have to turn the timer off while Ajax is processing.) Submit the form if the value is changed. Set the update target to display your results. Set the on success callback to "start" the timer again.  This, along with step 2 above will make sure that you don't sent multipe requests until the initial request has finished processing. Here is the code: <script type="text/javascript"> var searchValue = $('#Search').val(); $(function () {     setTimeout(checkSearchChanged, 0.1); }); function checkSearchChanged() {     var currentValue = $('#Search').val();     if ((currentValue) && currentValue != searchValue && currentValue != '') {         searchValue = $('#Search').val();         $('#submit').click();     }     else {         setTimeout(checkSearchChanged, 0.1);     } } </script> <h2>Search</h2> <% using (Ajax.BeginForm("SearchResults", new AjaxOptions { UpdateTargetId = "searchResults", OnSuccess = "checkSearchChanged" })) { %>     Search: <%   = Html.TextBox("Search", null, new { @class = "wide" })%><input id="submit" type="submit" value="Search" /> <% } %> <div id="searchResults"></div> That's it!

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  • Unable to debug an encodded javascript?

    - by miles away
    I’m having some problems debugging an encoded javacscript. This script I’m referring to given in this link over here. The encoding here is simple and it works by shifting the unicodes values to whatever Codekey was use during encoding. The code that does the decoding is given here in plain English below:- <script language="javascript"> function dF(s){ var s1=unescape(s.substr(0,s.length-1)); var t=''; for(i=0;i<s1.length;i++)t+=String.fromCharCode(s1.charCodeAt(i)-s.substr(s.length-1,1)); document.write(unescape(t)); } </script> I’m interested in knowing or understanding the values (e.g s1,t). Like for example when the value of i=0 what values would the following attributes / method would hold s1.charCodeAt(i) and s.substr(s.length-1,1) The reason I’m doing this is to understand as to how a CodeKey function really works. I don’t see anything in the code above which tells it to decode on the basis of codekey value. The only thing I can point in the encoding text is the last character which is set to 1 , 2 ,3 or 4 depending upon the codekey selected during encoding process. One can verify using the link I have given above. However, to debug, I’m using firebug addon with the script running as localhost on my wamp server. I’m able to put a breakpoint on the js using firebug but I’m unable to retrieve any of the user defined parameters or functions I mentioned above. I want to know under this context what would be best way to debug this encoded js.

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