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  • Shader inputs in a general purpose engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this offhand. Do general purpose engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • Homemaking a 2d soft body physics engine

    - by Griffin
    hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point?

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  • Homemaking a 2d soft body physics engine

    - by Griffin
    hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point?

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  • Spring MVC vs raw servlets and template engine?

    - by Gigatron
    I've read numerous articles about the Spring MVC framework, and I still can't see the benefits of using it. It looks like writing even a simple application with it requires creating a big hodgepodge of XML files and annotations and other reams of code to conform to what the framework wants, a whole bunch of moving parts to accomplish a simple single task. Any time I look at a Spring example, I can see how I can write something with the same functionality using a simple servlet and template engine (e.g. FreeMarker, StringTemplate), in half the lines of code and little or no XML files and other artifacts. Just grab the data from the session and request, call the application domain objects if necessary, pass the results to the template engine to generate the resulting web page, done. What am I missing? Can you describe even one example of something that is actually made simpler with Spring than using a combination of raw servlets with a template engine? Or is Spring MVC just one of those overly complicated things that people use only because their boss tells them to use it?

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  • How do you import Firefox/Chrome bookmarks into Google Bookmarks?

    - by Rick
    How do you import Firefox/Chrome bookmarks into Google Bookmarks? It looks like Google Bookmarks has some wonderful features, but it doesn't let people import their existing bookmarks from their browsers be it Firefox, Chrome or Internet Explorer. There used to be workarounds for this, but no more: http://googlesystem.blogspot.com/2011/01/google-bookmarks-import-without-google.html Can anyone think of a good way to pull this off?

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  • Which paradigm to use for writing chess engine?

    - by poke
    If you were going to write a chess game engine, what programming paradigm would you use (OOP, procedural, etc) and why whould you choose it ? By chess engine, I mean the portion of a program that evaluates the current board and decides the computer's next move. I'm asking because I thought it might be fun to write a chess engine. Then it occured to me that I could use it as a project for learning functional programming. Then it occured to me that some problems aren't well suited to the functional paradigm. Then it occured to me that this might be good discussion fodder.

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  • C++ Game engine time scale

    - by I Phantasm I
    i have begun creating a very simple game engine and i am trying to work out how to create a time scale for the game.by time scale i mean some way of increasing and decreasing the speed of the game(not the fps) like creating a slow motion effect ... i have no idea how this could be accomplished so any help would be appreciated. if this help im using windows, Opengl and C++ in the game engine... How my engine is setup i have an update and draw function...update is called 25 times per second while display is called as much as possible.

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  • Google Top Geek E07

    Google Top Geek E07 In Spanish! Noticias: 1. Gráfico de conocimiento ahora en español y varios idiomas más. Totalmente localizado. 2. Nueva versión de Snapseed para iOS y Android. Gmail para Android y la versión 2.0 para iOS. Nuevo estilo para YouTube. 3. 500Millones de usuarios en Google+ y una nueva característica: comunidades. Las búsquedas de la semana y lo más visto en YouTube. Recomendamos Picket, una app para Android que funciona en México y te da la cartelera en cines. Noticias para desarrolladores: 1. Mejores mapas para apps de Android, nuevo API. 2. Una imagen dice más que mil palabras: Place Photos y Radar Search Ligas y más información en el blog: programa-con-google.blogspot.com From: GoogleDevelopers Views: 80 11 ratings Time: 18:09 More in Science & Technology

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  • How does a collision engine work?

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

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  • Shader inputs in a general purpouse engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this off hand. Do general purpouse engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • How does a collison engine work?

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

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  • Search engine bots accessing strange URLs

    - by casasoft
    We have ELMAH enabled on our site and get errors whenever a Page Not Found error is triggered on the website. We have recently redesigned a new website and so we understand that search engine robots might have previously indexed pages which they try to access and result in a Page Not Found errors. For this reason, we have set up permanent redirects for such previously indexed pages to the respective new pages. The website in mention is www.chambercollege.com and for example, a previously indexed URL was www.chambercollege.com/special-offers.aspx. This page is no longer accessible so we have created the necessary permanent redirect to redirect to the respective page on www.chambercollege.com/en/content/special-offers-161/. Now we are starting to receive Page Not Found errors of search engine bots (e.g. MSN bot) trying to access the URL www.chambercollege.com/special-offers.aspx/images/shadow_right.jpg/. Any idea how could a search engine make up that strange URL and whether you have any suggestions of what to do best?

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  • How can I have multiple browsing sessions in Google Chrome?

    - by daviesgeek
    I often need multiple browsing sessions for logging into multiple services with different accounts at one time. I don't want to have to use multiple browsers, nor do I want to use a different release of Google Chrome. I would be open to running multiple instances of Google Chrome. However, I've tried using open -na Google\ Chrome and it won't open a second instance. Is there a way to do this on a Mac with Google Chrome?

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  • How does Safari's Reader work and when does it show up?

    - by TestSubject528491
    Safari's Reader feature is a cool little app that displays a web page as a newspaper article --- without all the distracting sidebars, comments, and ads. Sometimes it works and sometimes it doesn't, and I'm wondering how "it knows when to show up." On my personal website, one of the pages has this option. You can click the Reader button in the URL bar and it is displayed beautifully like a page in an iBook. However, none of my other web pages (on the same site) do this. I thought it had something to do with the <article> tag, but I removed that and it still works. Anyone know how this app works? Also, does anyone know of any Chrome extensions that are just like this? Google Reader is not the same thing. PS: From the cited Apple website: Safari Reader As you browse the web, Safari detects if you are on a web page with an article. Click the Reader button that appears in the Smart Address Field and an elegant view of the article appears — without any distracting content. Not much help, is it?

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  • Tile Collision & Sliding against tiles

    - by Devin Rawlek
    I have a tile based map with a top down camera. My sprite stops moving when he collides with a wall in any of the four directions however I am trying to get the sprite to slide along the wall if more than one directional key is pressed after being stopped. Tiles are set to 32 x 32. Here is my code; // Gets Tile Player Is Standing On var splatterTileX = (int)player.Position.X / Engine.TileWidth; var splatterTileY = (int)player.Position.Y / Engine.TileHeight; // Foreach Layer In World Splatter Map Layers foreach (var layer in WorldSplatterTileMapLayers) { // If Sprite Is Not On Any Edges if (splatterTileX < layer.Width - 1 && splatterTileX > 0 && splatterTileY < layer.Height - 1 && splatterTileY > 0) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West } // If Sprite Is Not On Any X Edges And Is On -Y Edge if (splatterTileX < layer.Width - 1 && splatterTileX > 0 && splatterTileY == 0) { tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West } // If Sprite Is On +X And -Y Edges if (splatterTileX == layer.Width - 1 && splatterTileY == 0) { tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West } // If Sprite Is On +X Edge And Y Is Not On Any Edge if (splatterTileX == layer.Width - 1 && splatterTileY < layer.Height - 1 && splatterTileY > 0) { tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North } // If Sprite Is On +X And +Y Edges if (splatterTileX == layer.Width - 1 && splatterTileY == layer.Height - 1) { tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North } // If Sprite Is Not On Any X Edges And Is On +Y Edge if (splatterTileX < (layer.Width - 1) && splatterTileX > 0 && splatterTileY == layer.Height - 1) { tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East } // If Sprite Is On -X And +Y Edges if (splatterTileX == 0 && splatterTileY == layer.Height - 1) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East } // If Sprite Is On -X Edge And Y Is Not On Any Edges if (splatterTileX == 0 && splatterTileY < (layer.Height - 1) && splatterTileY > 0) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South } // If Sprite Is In The Top Left Corner if (splatterTileX == 0 && splatterTileY == 0) { tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South } // Creates A New Rectangle For TileN tileN.TileRectangle = new Rectangle(splatterTileX * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And N Tile var tileNCollision = player.Rectangle.Intersects(tileN.TileRectangle); // Creates A New Rectangle For TileNE tileNE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And NE Tile var tileNECollision = player.Rectangle.Intersects(tileNE.TileRectangle); // Creates A New Rectangle For TileE tileE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, splatterTileY * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And E Tile var tileECollision = player.Rectangle.Intersects(tileE.TileRectangle); // Creates A New Rectangle For TileSE tileSE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And SE Tile var tileSECollision = player.Rectangle.Intersects(tileSE.TileRectangle); // Creates A New Rectangle For TileS tileS.TileRectangle = new Rectangle(splatterTileX * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And S Tile var tileSCollision = player.Rectangle.Intersects(tileS.TileRectangle); // Creates A New Rectangle For TileSW tileSW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And SW Tile var tileSWCollision = player.Rectangle.Intersects(tileSW.TileRectangle); // Creates A New Rectangle For TileW tileW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, splatterTileY * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And Current Tile var tileWCollision = player.Rectangle.Intersects(tileW.TileRectangle); // Creates A New Rectangle For TileNW tileNW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And Current Tile var tileNWCollision = player.Rectangle.Intersects(tileNW.TileRectangle); // Allow Sprite To Occupy More Than One Tile if (tileNCollision && tileN.TileBlocked == false) { tileN.TileOccupied = true; } if (tileECollision && tileE.TileBlocked == false) { tileE.TileOccupied = true; } if (tileSCollision && tileS.TileBlocked == false) { tileS.TileOccupied = true; } if (tileWCollision && tileW.TileBlocked == false) { tileW.TileOccupied = true; } // Player Up if (keyState.IsKeyDown(Keys.W) || (gamePadOneState.DPad.Up == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Up; if (tileN.TileOccupied == false) { if (tileNWCollision && tileNW.TileBlocked || tileNCollision && tileN.TileBlocked || tileNECollision && tileNE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = -1; } else if (tileN.TileOccupied) { if (tileNWCollision && tileNW.TileBlocked || tileNECollision && tileNE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = -1; } } // Player Down if (keyState.IsKeyDown(Keys.S) || (gamePadOneState.DPad.Down == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Down; // Check Collision With Tiles if (tileS.TileOccupied == false) { if (tileSWCollision && tileSW.TileBlocked || tileSCollision && tileS.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = 1; } else if (tileS.TileOccupied) { if (tileSWCollision && tileSW.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = 1; } } // Player Left if (keyState.IsKeyDown(Keys.A) || (gamePadOneState.DPad.Left == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Left; if (tileW.TileOccupied == false) { if (tileNWCollision && tileNW.TileBlocked || tileWCollision && tileW.TileBlocked || tileSWCollision && tileSW.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = -1; } else if (tileW.TileOccupied) { if (tileNWCollision && tileNW.TileBlocked || tileSWCollision && tileSW.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = -1; } } // Player Right if (keyState.IsKeyDown(Keys.D) || (gamePadOneState.DPad.Right == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Right; if (tileE.TileOccupied == false) { if (tileNECollision && tileNE.TileBlocked || tileECollision && tileE.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = 1; } else if (tileE.TileOccupied) { if (tileNECollision && tileNE.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = 1; } } I have my tile detection setup so the 8 tiles around the sprite are the only ones detected. The collision variable is true if the sprites rectangle intersects with one of the detected tiles. The sprites origin is centered at 16, 16 on the image so whenever this point goes over to the next tile it calls the surrounding tiles. I am trying to have collision detection like in the game Secret of Mana. If I remove the diagonal checks the sprite will pass through thoses tiles because whichever tile the sprites origin is on will be the detection center. So if the sprite is near the edge of the tile and then goes up it looks like half the sprite is walking through the wall. Is there a way for the detection to occur for each tile the sprite's rectangle touches?

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  • Never Miss An Important EMail/SMS With Vibration Notifier App

    - by Gopinath
    Worried about missing important emails/sms/missed calls as your mobile vibrates only once when you are away from mobile? Don’t worry! Vibration Notifier app is there to fix the problem on your Android phones. Author describes the app as “When you have a missed call or an unread SMS, the app keeps vibrating every X minutes for Y times or until you turn on the display of your device.” What is best with this app is that you can tweak as you like. Want your mobile to vibrate repeatedly for missed calls alone? You can just check Missed Calls option and un-check mails and SMS. You don’t want your mobile to vibrate forever? Configure to vibrate 5 times (or any other number) . You can even configure it to vibrate until the screen is unlocked. This looks like a very promising app for Android mobiles but the App is not yet available on Android Market. Developer has posted this app on XDA Developers Forum. Vibration Notifier | via Life Hacker This article titled,Never Miss An Important EMail/SMS With Vibration Notifier App, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Displaying device contacts with an indication that the contact is registered to the app

    - by Prasanna Aarthi
    We are developing a mobile app that needs to pick up device contacts, display them and indicate if the contact has already registered with this app. We have our DB in the server and the app fetches data using web services. What will be the best approach to implement the above scenario taking performance into consideration. Option 1: Every time user opens the app,fetch the contacts and send the list of email addresses to the server, check with the registered email ids and return the list of registered users in the contact list. In this approach whenever user opens the particular page, he needs to wait for few seconds to load data, but the contacts will be the latest from the device. Option 2: First time when the user opens the app, fetch contacts ,send the entire list of contacts and save it in the DB, retrieve list of registered users in the contacts then save this to local DB. From now on, data will be fetched from local DB and displayed. When a new user registers in the app, again check with records in central DB and send list of new users who are in your contacts that have registered to your app. This list will be added to local DB. and the process continues. In this case the new contacts added by user will not be updated in the app but retrieval and display of records would be quick. What would be the correct approach? In case there is a better way of doing this, please let me know.

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  • how to assign javascript variable value to the google analytics script? [migrated]

    - by Vinoth Prakash
    I have assigned two values in the two hidden variables at server Side and accessed those values at client side using script. I have written the google analytics code. I have set two custom variable. I need to pass two values which is stored in the javascript variables to the "value" of custom variable. I have assigned the varibales but values not displaying. please telll what error i made in the script. My aspx code <html xmlns="http://www.w3.org/1999/xhtml" > <head runat="server"> <title></title> </head> <body> <form id="form1" runat="server"> <div> <br /> Total Pirce&nbsp; &nbsp;: <asp:Label ID="Label1" runat="server" Text="10"></asp:Label><br /> &nbsp;Ship Price&nbsp; &nbsp; : <asp:Label ID="Label2" runat="server" Text="5"></asp:Label> <br /> ------------------<br /> Grand Total : <asp:Label ID="Label3" runat="server" Text="15"></asp:Label><br /> ------------------</div> <asp:HiddenField ID="HiddenField1" runat="server" /> <asp:HiddenField ID="HiddenField2" runat="server" /> </form> <script type="text/javascript"> var serverhid1 = document.getElementById('HiddenField1').value; var serverhid2 = document.getElementById('HiddenField2').value; alert(serverhid1) alert(serverhid2) var _gaq = _gaq || []; _gaq.push(['_setAccount', 'UA-35156990-1']); //Set Custom Variable _gaq.push(['_setCustomVar', 1, 'TotalPirce', serverhid1 , 3]); _gaq.push(['_setCustomVar', 2, 'Shipping','yes', 3]); _gaq.push(['_setCustomVar', 3, 'GrandTotal',check(), 3]); _gaq.push(['_setDomainName', 'none']); _gaq.push(['_trackPageview']); (function() { var ga = document.createElement('script'); ga.type = 'text/javascript'; ga.async = true; ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga, s); })(); </script> </body> </html> cs Code protected void Page_Load(object sender, EventArgs e) { HiddenField1.Value = Label1.Text; HiddenField2.Value = Label2.Text; }

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  • Terrible App Review of the Week&ndash;October 2nd

    - by David Paquette
    As some people know, I have a few apps in the Windows Phone Store.  One of these apps was intended to be a gimmicky app that did NOT really do anything useful.  It was just a funny little app that you probably try it once, then almost immediately uninstall.  To my surprise, this app ended up in some of the Top App lists and actually got a large number of downloads (for the Windows Phone Store).  Along with these downloads came a large number of really terrible and offensive reviews.  People are insulting me and saying awful things that they would never say to someone in person (I hope).  I am ok with this.  I can take the bad reviews and it doesn’t really bother me, but I still think that people are incredibly dis-respectful with their app reviews.  So..I am going to start sharing the best of the worst reviews.  If by chance this is your review, please contact me.  I would love to have a quick chat… Literally THE crappiest app I could of downloaded. You might as well rub dog *** in your eyes..... You'd see more!!! Stan8976   P.S. I am not particularly proud of this app, so I am not going to reveal the name. However, as you see more of these amazing reviews, I think you might be able to guess which app it is.

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  • Augmented Reality and Translation: Use Case in Enterprise?

    - by ultan o'broin
    Really love this iPhone app from Visual Quest: Word Lens Great to see the concept of augmented reality (a hot topic in UX) and translation coming together. Of course, I've downloaded the app and I'm trying it out already! Mashable say it all about this app in terms of how it seems like Sci-Fi is coming to life. However, the question remains: How could such an app be used in the enterprise applications space? Opinions welcome!

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  • how to track Google Analytics of Adobe Air app?

    - by dreagan
    I have written an Adobe Air desktop application that tracks a bunch of websites and displays images from the websites in the app. And instead of keeping my mouth shut about it and making it look like an attack on the website, I'd like to make it so that the webmasters can see that these pageviews are made by my application. Is there any way the webmaster could distinguish adobe air access of the website from normal visitor browsing? Perhaps by adding something to the URLrequests I make in the application..?

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  • Problem printing google maps printing and using 'page-break-before' in IE8

    - by murdoch
    Hi, I'm having an annoying problem trying to get an html page with a google map on it to print correctly, I have a google map with an <h2> above it all wrapped in a div and the div is set to 'page-break-before:always;' in the css so that the map and its heading always sits on a new page. The problem is that in IE8 only i can always see a large portion of the map rendered on the previous page when printed, also the part of the map that is visible on the previous page is that which is outside the visible bounds of the map. HTML: <div id="description"> <h2>Description</h2> <p>Some paragraph of text</p> <p>Some paragraph of text</p> <p>Some paragraph of text</p> </div> <div id="map"> <h2>Location</h2> <div id="mapHolder"></div> <script type="text/javascript"> // ... javascript to create the google map </script> </div> CSS: #map { page-break-before:always; } Here is a screen grab of what it renders like in IE8 http://twitpic.com/1vtwrd It works fine in every other browser i have tried including IE7 so i'm a bit lost, has anyone any ideas of any tricks to stop this from happening?

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  • Custom sectionGroup and Section App.config

    - by fampinheiro
    <configSections> <section name="castle" type="Castle.Windsor.Configuration.AppDomain.CastleSectionhandler, Castle.Windsor" /> <sectionGroup name="codegarten"> <section name="configuration" type="Tmp.StartupCodegartenConfigSection, Tmp" /> <section name="apache" type="Tmp.StartupApacheConfigSection, Tmp" /> </sectionGroup> </configSections> When i use msdn main to see all the sections i get this error, Unhandled Exception: System.Configuration.ConfigurationErrorsException: An error occurred creating the configuration section handler for codegarten/apache: Coul d not load type 'Tmp.StartupApacheConfigSection' from assembly 'Tmp'. (D:\Codega rten\trunk\Codegarten\Tmp\bin\Debug\Tmp.exe.Config line 8) ---> System.TypeLoadE xception: Could not load type 'Tmp.StartupApacheConfigSection' from assembly 'Tm p'. at System.Configuration.TypeUtil.GetTypeWithReflectionPermission(IInternalCon figHost host, String typeString, Boolean throwOnError) at System.Configuration.MgmtConfigurationRecord.CreateSectionFactory(FactoryR ecord factoryRecord) at System.Configuration.BaseConfigurationRecord.FindAndEnsureFactoryRecord(St ring configKey, Boolean& isRootDeclaredHere) --- End of inner exception stack trace --- at System.Configuration.BaseConfigurationRecord.FindAndEnsureFactoryRecord(St ring configKey, Boolean& isRootDeclaredHere) at System.Configuration.BaseConfigurationRecord.GetSectionRecursive(String co nfigKey, Boolean getLkg, Boolean checkPermission, Boolean getRuntimeObject, Bool ean requestIsHere, Object& result, Object& resultRuntimeObject) at System.Configuration.ConfigurationSectionCollection.Get(String name) at System.Configuration.ConfigurationSectionCollection.<GetEnumerator>d__0.Mo veNext() at Tmp.Program.ShowSectionGroupInfo(ConfigurationSectionGroup sectionGroup) i n D:\Codegarten\trunk\Codegarten\Tmp\Program.cs:line 53 at Tmp.Program.ShowSectionGroupCollectionInfo(ConfigurationSectionGroupCollec tion sectionGroups) in D:\Codegarten\trunk\Codegarten\Tmp\Program.cs:line 30 at Tmp.Program.Main(String[] args) in D:\Codegarten\trunk\Codegarten\Tmp\Prog ram.cs:line 22 Thanks

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  • jqtouch / google maps api v3 issue

    - by Rigo Vides
    Hi everyone, I'm having a hard time triying to make jQtouch and Google Maps api V3 together. I've tried almost everything. It seems that the only source of information is here I checked every single post. I'm starting with jQuery and css... so there's a lot of stuff I don't understand. First of all, I'm using jQtouch framework to build a web app with google maps integration, the problem is that whenever I pan the map, strange flickering occurs. It's like jQtouch and the map are trying to fight for a callback. I'm using the latest revision out there. And have several bugs, regarding transition/animation functionality (since I don't wrap the map and all the element's divs within the #jqt wrapper) and css issues with some styling. Anyone has successfully achieve a functional setup build for this scenario? (google maps api v3 & jqtouch), I think is not necessary to paste you some code (But if you think is necessary please let me know and I'll do it), If you paste me a minimal example with a map (detailing jqtouch version, and modification to the styles/.js files), and some transition back and forth from the map to another div/section/page, you'll get the bounty. Thanks a lot in advance. And please, let me know if this is kind of 'legal' here, I mean, there's too loose information on the official wiki, and like 13 'solutions' but nothing concrete... I'm just triying to help anyone who step on in this problem in the future.

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