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  • How to do a back-reference on Google AppEngine?

    - by jCuga
    I'm trying to access an object that is linked to by a db.ReferenceProperty in Google app engine. Here's the model's code: class InquiryQuestion(db.Model): inquiry_ref = db.ReferenceProperty(reference_class=GiftInquiry, required=True, collection_name="inquiry_ref") And I am trying to access it in the following way: linkedObject = question.inquiry_ref and then linkedKey = linkedObject.key but it's not working. Can anyone please help?

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  • Jquery in chrome plugin

    - by Cyclone
    There is jquery on the page my script is trying to access, and the code I am trying to execute runs fine in console. However, when I use chrome.tabs.executeScript on that single tab, it says that $ is undefined. How can I fix this? Thanks for the help!

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  • Facebook access_token: how do I get it once the user accepted my app?

    - by hoktar
    When a user visits my site which contains a facebook app the first time, it requires him to allow it and he gets promted to do that, then I get the code which I can convert to an access_token. So far so good. But how do I get the token once the user has already visited the site? As long as this token form the first time is active everything is fine. But how do I get another token when the user had already allowed the app a week ago and is only visiting my page again?

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  • RTS Voxel Engine using LWJGL - Textures glitching

    - by Dieter Hubau
    I'm currently working on an RTS game engine using voxels. I have implemented a basic chunk manager using an Octree of Octrees which contains my voxels (simple square blocks, as in Minecraft). I'm using a Voronoi-based terrain generation to get a simplistic yet relatively realistic heightmap. I have no problem showing a 256*256*256 grid of voxels with a decent framerate (250), because of frustum culling, face culling and only rendering visible blocks. For example, in a random voxel grid of 256*256*256 I generally only render 100k-120k faces, not counting frustum culling. Frustum culling is only called every 100ms, since calling it every frame seemed a bit overkill. Now I have reached the stage of texturing and I'm experiencing some problems: Some experienced people might already see the problem, but if we zoom in, you can see the glitches more clearly: All the seams between my blocks are glitching and kind of 'overlapping' or something. It's much more visible when you're moving around. I'm using a single, simple texture map to draw on my cubes, where each texture is 16*16 pixels big: I have added black edges around the textures to get a kind of cellshaded look, I think it's cool. The texture map has 256 textures of each 16*16 pixels, meaning the total size of my texture map is 256*256 pixels. The code to update the ChunkManager: public void update(ChunkManager chunkManager) { for (Octree<Cube> chunk : chunks) { if (chunk.getId() < 0) { // generate an id for the chunk to be able to call it later chunk.setId(glGenLists(1)); } glNewList(chunk.getId(), GL_COMPILE); glBegin(GL_QUADS); faces += renderChunk(chunk); glEnd(); glEndList(); } } Where my renderChunk method is: private int renderChunk(Octree<Cube> node) { // keep track of the number of visible faces in this chunk int faces = 0; if (!node.isEmpty()) { if (node.isLeaf()) { faces += renderItem(node); } List<Octree<Cube>> children = node.getChildren(); if (children != null && !children.isEmpty()) { for (Octree<Cube> child : children) { faces += renderChunk(child); } } return faces; } Where my renderItem method is the following: private int renderItem(Octree<Cube> node) { Cube cube = node.getItem(-1, -1, -1); int faces = 0; float x = node.getPosition().x; float y = node.getPosition().y; float z = node.getPosition().z; float size = cube.getSize(); Vector3f point1 = new Vector3f(-size + x, -size + y, size + z); Vector3f point2 = new Vector3f(-size + x, size + y, size + z); Vector3f point3 = new Vector3f(size + x, size + y, size + z); Vector3f point4 = new Vector3f(size + x, -size + y, size + z); Vector3f point5 = new Vector3f(-size + x, -size + y, -size + z); Vector3f point6 = new Vector3f(-size + x, size + y, -size + z); Vector3f point7 = new Vector3f(size + x, size + y, -size + z); Vector3f point8 = new Vector3f(size + x, -size + y, -size + z); TextureCoordinates tc = textureManager.getTextureCoordinates(cube.getCubeType()); // front face if (cube.isVisible(CubeSide.FRONT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point4.x, point4.y, point4.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point3.x, point3.y, point3.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); } // back face if (cube.isVisible(CubeSide.BACK)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point7.x, point7.y, point7.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point8.x, point8.y, point8.z); } // left face if (cube.isVisible(CubeSide.SIDE_LEFT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); } // ETC ETC return faces; } When all this is done, I simply render my lists every frame, like this: public void render(ChunkManager chunkManager) { glBindTexture(GL_TEXTURE_2D, textureManager.getCubeTextureId()); // load all chunks from the tree List<Octree<Cube>> chunks = chunkManager.getTree().getAllItems(); for (Octree<Cube> chunk : chunks) { if (frustum.cubeInFrustum(chunk.getPosition(), chunk.getSize() / 2)) { glCallList(chunk.getId()); } } } I don't know if anyone is willing to go through all of this code or maybe you can spot the problem right away, but that is basically the problem, and I can't find a solution :-) Thanks for reading and any help is appreciated!

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  • Collision Detection problems in Voxel Engine (XNA)

    - by Darestium
    I am creating a minecraft like terrain engine in XNA and have had some collision problems for quite some time. I have checked and changed my code based on other peoples collision code and I still have the same problem. It always seems to be off by about a block. for instance, if I walk across a bridge which is one block high I fall through it. Also, if you walk towards a "row" of blocks like this: You are able to stand "inside" the left most one, and you collide with nothing in the right most side (where there is no block and is not visible on this image). Here is all my collision code: private void Move(GameTime gameTime, Vector3 direction) { float speed = playermovespeed * (float)gameTime.ElapsedGameTime.TotalSeconds; Matrix rotationMatrix = Matrix.CreateRotationY(player.Camera.LeftRightRotation); Vector3 rotatedVector = Vector3.Transform(direction, rotationMatrix); rotatedVector.Normalize(); Vector3 testVector = rotatedVector; testVector.Normalize(); Vector3 movePosition = player.position + testVector * speed; Vector3 midBodyPoint = movePosition + new Vector3(0, -0.7f, 0); Vector3 headPosition = movePosition + new Vector3(0, 0.1f, 0); if (!world.GetBlock(movePosition).IsSolid && !world.GetBlock(midBodyPoint).IsSolid && !world.GetBlock(headPosition).IsSolid) { player.position += rotatedVector * speed; } //player.position += rotatedVector * speed; } ... public void UpdatePosition(GameTime gameTime) { player.velocity.Y += playergravity * (float)gameTime.ElapsedGameTime.TotalSeconds; Vector3 footPosition = player.Position + new Vector3(0f, -1.5f, 0f); Vector3 headPosition = player.Position + new Vector3(0f, 0.1f, 0f); // If the block below the player is solid the Y velocity should be zero if (world.GetBlock(footPosition).IsSolid || world.GetBlock(headPosition).IsSolid) { player.velocity.Y = 0; } UpdateJump(gameTime); UpdateCounter(gameTime); ProcessInput(gameTime); player.Position = player.Position + player.velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; velocity = Vector3.Zero; } and the one and only function in the camera class: protected void CalculateView() { Matrix rotationMatrix = Matrix.CreateRotationX(upDownRotation) * Matrix.CreateRotationY(leftRightRotation); lookVector = Vector3.Transform(Vector3.Forward, rotationMatrix); cameraFinalTarget = Position + lookVector; Vector3 cameraRotatedUpVector = Vector3.Transform(Vector3.Up, rotationMatrix); viewMatrix = Matrix.CreateLookAt(Position, cameraFinalTarget, cameraRotatedUpVector); } which is called when the rotation variables are changed: public float LeftRightRotation { get { return leftRightRotation; } set { leftRightRotation = value; CalculateView(); } } public float UpDownRotation { get { return upDownRotation; } set { upDownRotation = value; CalculateView(); } } World class: public Block GetBlock(int x, int y, int z) { if (InBounds(x, y, z)) { Vector3i regionalPosition = GetRegionalPosition(x, y, z); Vector3i region = GetRegionPosition(x, y, z); return regions[region.X, region.Y, region.Z].Blocks[regionalPosition.X, regionalPosition.Y, regionalPosition.Z]; } return new Block(BlockType.none); } public Vector3i GetRegionPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; return new Vector3i(regionx, regiony, regionz); } public Vector3i GetRegionalPosition(int x, int y, int z) { int regionx = x == 0 ? 0 : x / Variables.REGION_SIZE_X; int X = x % Variables.REGION_SIZE_X; int regiony = y == 0 ? 0 : y / Variables.REGION_SIZE_Y; int Y = y % Variables.REGION_SIZE_Y; int regionz = z == 0 ? 0 : z / Variables.REGION_SIZE_Z; int Z = z % Variables.REGION_SIZE_Z; return new Vector3i(X, Y, Z); } Any ideas how to fix this problem? EDIT 1: Graphic of the problem: EDIT 2 GetBlock, Vector3 version: public Block GetBlock(Vector3 position) { int x = (int)Math.Floor(position.X); int y = (int)Math.Floor(position.Y); int z = (int)Math.Ceiling(position.Z); Block block = GetBlock(x, y, z); return block; } Now, the thing is I tested the theroy that the Z is always "off by one" and by ceiling the value it actually works as intended. Altough it still could be greatly more accurate (when you go down holes you can see through the sides, and I doubt it will work with negitive positions). I also does not feel clean Flooring the X and Y values and just Ceiling the Z. I am surely not doing something correctly still.

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  • Drupal Modules for SEO & Content

    - by Aditi
    When we talk about Drupal SEO, there are two things to consider one is about the relevant SEO practices and about appropriate Drupal Modules available. Optimizing your website for search engines is one of the most important aspect of launching & promoting your website especially if ranking matters to you. Understanding SEO For starters, you have begin with Keyword research and then optimize your content according to your findings by tagging, meta tags etc, Drupal modules once installed help you manage a lot of such parameters. Identifying the target keywords Using the Page Title and Token modules PathAuto configuration <H1> heading tags Optimizing Drupal’s default robots.txt file Etc. While Drupal gives you a lot of ability to make your website content worthy & search engine friendly it is important for you to make sure you are not crossing the line or you could get penalized. Modules Overview Drupal Power is at its best when you have these modules & great brain working together. The basic SEO improvements can be achieved easily with the modules enlisted below, but you can win magical rankings if you use them logically & wisely. Understanding your keyword competition & enhancing your content is the basic key to success and ofcourse the modules: Pathauto Automatically create search enging friendly readable URLS from tokens. A token is a piece of data from content, say the author’s username, or the content’s title. For example mysite.com/an-article, rather than mysite.com/node/114 for every node you make. NodeWords Amazingly useful drupal module that allows you to create custom meta tags and descriptions for your nodes, which gives you the ability to target specific keywords and phrases. Page Title Enables you to set an alternative title for the <title></title> tags and for the <h1></h1> tags on a node. Global Redirect Manage content duplication, 301 redirects, and URL validation with this small, but powerful module. Taxonomy manager Make large additions, or changes to taxonomy very easy. This module provides a powerful interface for managing taxonomies. A vocabulary gets displayed in a dynamic tree view, where parent terms can be expanded to list their nested child terms or can be collapsed. robotstxt A robots.txt file is vital for ensuring that search engine spiders don’t index the unwanted areas of your site. This Drupal module gives you the ability to manage your robots.txt file through the CMS admin. xmlsitemap An XML Sitemap lets the search engines index your website content. This module helps in generating and maintaining a complete sitemap for your website and gives you control over exactly which parts of the site you want to be included in the index. It even gives you the ability to automatically submit your sitemap to Google, Yahoo!, Ask.com and Windows Live every time you update a node or at specific interval. Node Import This module allows you to import a set of nodes from a Comma Seperated Values (CSV) or Tab Seperated Values (TSV) text file. Makes it easy to import hundreds-thousands of csv rows and you get to tie up these rows to CCK fields (or locations), and it can file it under the right taxonomy hierarchy. This is Super life saver module.

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  • Pass a single boolean from an Android App to a libgdx game

    - by Doug Henning
    I'm writing an Android application that needs to pass a single boolean into an Android game that I am also writing. The idea is that the user does something in the App which will affect how the game operates. This is tricky with LIBGDX since I need to get the bool value into the Java files of the game, but of course, you can't call Android specific things from within LIBGDX's main Java files. I tried using an intent but of course the same problem persists. I can get the boolean into the MainActivity.Java of the android output of the game, but can't pass it along any further since the android output and the main java files don't know about each other. I have seen a few tutorials that explain how to use set up an interface in the LIBGDX java files that can call android things. This seems like wild overkill for what I want to do. I've been trying to use Android's Shared Preferences with LIBGDX's Gdx.app.getPreferences, but I can't make it work. Anyhelp would be MUCH appreciated. I've set up two hello world applications. One is a standard Android app, with a single button that is supposed to write "true" into the shared preferences. The other is a standard LIBGDX hello world that is supposed to do nothing but check that bool when launched and if true display one image to the screen, if false, display a different one. Here's the relevant bit of the Android code: import android.preference.PreferenceManager; public void onClick(View view) { if (view == this.boolButton){ final String PREF_FILE_NAME = "myBool"; SharedPreferences preferences = getSharedPreferences(PREF_FILE_NAME, MODE_WORLD_WRITEABLE); SharedPreferences.Editor editor = preferences.edit(); editor.putBoolean("myBool", true); editor.commit(); } } And here's the relevant bit of the code from the LIBGDX main file: Preferences prefs = Gdx.app.getPreferences("myBool"); boolean switcher = prefs.getBoolean("myBool"); if(switcher == true){ texture = new Texture(Gdx.files.internal("data/worked512.png")); prefs.putBoolean("myBool", false); } else { texture = new Texture(Gdx.files.internal("data/libgdx.png")); } Everything compiles fine, it just doesn't work. I've spent HOURS googling trying to find a way to pass this single boolean from android into a LIBGDX main and I'm totally stumped. Thanks for your help.

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  • Run a Vaadin app on Azure?

    - by Gorkamorka
    I'm considering deploying a Vaadin Java web app on Azure, but when searching around for others doing this I have found nothing (except a single, old and mostly unanswered thread on the Vaadin forums). My question is thus: Has anyone successfully managed to deploy and run a Vaadin app on Azure? Did the project or the remote Tomcat server require any special configuration? What worked and what didn't?

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  • Pass a single boolean from an Android App to a LIBGDK game

    - by Doug Henning
    I'm writing an Android application that needs to pass a single boolean into an Android game that I am also writing. The idea is that the user does something in the App which will affect how the game operates. This is tricky with LIBGDX since I need to get the bool value into the Java files of the game, but of course, you can't call Android specific things from within LIBGDX's main Java files. I tried using an intent but of course the same problem persists. I can get the boolean into the MainActivity.Java of the android output of the game, but can't pass it along any further since the android output and the main java files don't know about each other. I have seen a few tutorials that explain how to use set up an interface in the LIBGDX java files that can call android things. This seems like wild overkill for what I want to do. I've been trying to use Android's Shared Preferences with LIBGDX's Gdx.app.getPreferences, but I can't make it work. Anyhelp would be MUCH appreciated. I've set up two hello world applications. One is a standard Android app, with a single button that is supposed to write "true" into the shared preferences. The other is a standard LIBGDX hello world that is supposed to do nothing but check that bool when launched and if true display one image to the screen, if false, display a different one. Here's the relevant bit of the Android code: import android.preference.PreferenceManager; public void onClick(View view) { if (view == this.boolButton){ final String PREF_FILE_NAME = "myBool"; SharedPreferences preferences = getSharedPreferences(PREF_FILE_NAME, MODE_WORLD_WRITEABLE); SharedPreferences.Editor editor = preferences.edit(); editor.putBoolean("myBool", true); editor.commit(); } } And here's the relevant bit of the code from the LIBGDX main file: Preferences prefs = Gdx.app.getPreferences("myBool"); boolean switcher = prefs.getBoolean("myBool"); if(switcher == true){ texture = new Texture(Gdx.files.internal("data/worked512.png")); prefs.putBoolean("myBool", false); } else { texture = new Texture(Gdx.files.internal("data/libgdx.png")); } Everything compiles fine, it just doesn't work. I've spent HOURS googling trying to find a way to pass this single boolean from android into a LIBGDX main and I'm totally stumped. Thanks for your help.

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  • OBIEE 11.1.1 - How to configure HTTP compression / caching on Oracle BI Mobile app

    - by Ahmed Awan
     Applies to: OBIEE 11.1.1.5 Supported Physical Devices and OS: The Oracle BI Mobile application with HTTP compression / caching configurations is tested on following devices: iPhone 4S, 4, 3GS. iPad 2 and 1. Note these devices must be running the latest version of the iOS version, i.e. iOS 4.2.1 / iOS 5 is also supported. Configuring Pre-requisites: Prior to configuration, the Oracle Web tier software must be installed on server, as described in product documentation i.e. Enterprise Deployment Guide for Oracle Business Intelligence in Section 3.2, "Installing Oracle HTTP Server." The steps for configuring the compression and caching on Oracle HTTP Server are described in this PA blog at http://blogs.oracle.com/pa/entry/obiee_11g_user_interface_ui and in support Doc ID 1312299.1. Configuration Steps in Oracle BI Mobile application: 1. Download the BI Mobile app from the Apple iTunes App Store. The link is http://itunes.apple.com/us/app/oracle-business-intelligence/id434559909?mt=8 . 2. Add Server for example http://pew801.us.oracle.com:7777/analytics/ , here is how your “Server Setting” screen should look like on your OBI Mobile app:                                 Performance Gain Test (using Oracle® HTTP Server with OBIEE) The test with/without HTTP compression / caching was conducted on iPhone 4S / iPad 2 to measure the throughput (i.e. total bytes received) for Oracle® Business Intelligence Enterprise Edition. Below table shows the throughput comparison before and after using HTTP compression / caching for SampleApp using “QuickStart” dashboard accessing reports i.e. Overview, Details, Published Reporting and Scorecard. Testing shows that total bytes received were reduced from 2.3 MB to 723 KB. a. Test Results > Without HTTP Compression / Caching setting - Total Throughput (in Bytes) captured below: Total Bytes Statistics:        b. Test Results > With HTTP Compression / Caching settings - Total Throughput (in Bytes) captured below: Total Bytes Statistics:      

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  • How often to authenticate iOS app in web service

    - by jeraldov
    I am trying to build an iOS app that connects to a PHP+MySQL web service. My question is how often should I check for user's authentication to get data from the web service. My app requires a login at start up, but I am wondering if how often should I check if he can still validly get data from the web service. Should I check for his username and password each time the user views a table view that get its data from the web service?

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  • How to 'reproduce copyright` in an app?

    - by ohho
    Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. The above is quoted from a BSD licensed COPYING file. How can I "reproduce the above copyright" when I distribute my app in binary form? Should I put the COPYING file content in some Credit/About screen of my app or what? Thanks!

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  • any basic app packaging gui for a newbie?

    - by Hairo
    i've made an app using wxpython, i have some .py files and some icons, how can i package it for uploading it to launchpad?? i've already set a ppa and it seems like i need to organize my files before packaging, i mean the debian file structure needed to make a tar.gz source package and how to upload it... i've read some guides (that have an already made tar.gz source package) but as this is my first app i do not understand most of the things... any help?

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  • How do you make it so when you click an app on the side it jumps to the opened app

    - by Matt
    I'm not sure what I did but I had it so I could click on the icon that split it into 4 screens and throw whatever I wanted on whichever screen I wanted but I fiddled around with some stuff and made it so that now when I click on the app, say I have Firefox open but it isn't on the active page, it does nothing. Whereas before in the same situation when I clicked on the active app it would sling me across to whichever of the four screens it was located on; how do I get back to this setting?

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  • Releasing the new Sample Browser Phone app

    - by Jialiang
    Originally posted on: http://geekswithblogs.net/Jialiang/archive/2014/06/05/releasing-the-new-sample-browser-phone-app.aspx Starting its journey in 2010, Sample Browser is achieving its tetralogy by releasing a Windows Phone version Sample Browser today. The new Windows Phone app is the fourth milestone of Sample Browser since we released the desktop version and the Visual Studio version in 2012 and the Windows Store version in 2013. This time, by providing a sample browser designed for a ‘walking’ platform in response to MVPs’ suggestions during last year’s MVP Global Summit, we are literally putting a world of code samples "at developers’ fingertips”. If you like to have a code gallery of over 7000 quality code samples in your pocket, then click here to download our Windows Phone Sample Browser and start a fantastic mobile experience. With Windows Phone version Sample Browser and the Internet, you can search for code samples on MSDN at anytime and anywhere you want, 24/7 and–even to bed. You can also check code sample details and share them with your friends. Compared to the other 3 pieces in the tetralogy (desktop version, Visual Studio version, and the Windows Store version), the Windows Phone version Sample Browser sells itself for convenience and instant connectivity. For those who need to reach code samples under mobile circumstances where no PCs is available, Windows Phone version Sample Browser will definitely be the right service you are seeking for. Aside from sharing samples via emails as the other 3 do, the Windows Phone version Sample Browser also allows you to share the sample via SMS and Near Field Communication (NFC).   What's Next Currently, the Windows Phone Sample Browser only supports online MSDN code searching, but we already plan to upgrade Sample Browser to allow users to do ‘Bing code search’, and add and manage their private code snippets.  We will also upgrade the app to universal app. Universal App is a new concept brought up in the Microsoft Build Developer Conference 2014. It is a new development model that allows for a single app to be deployed across multiple Windows devices such as Windows Phone, Windows 8.1, and XBox. Therefore, once we finish upgrading Sample Browser to a universal app, you can synchronize your own code snippets across different devices; You can also mark a code sample as favorite on your Windows Phone and continue to study the sample when you are on your desktop. By then, sharing data between platforms will be a piece of cake. Also, the user experience of Sample Browser on different platforms will be more consistent.  The best is yet to come!   We sincerely suggest you give Sample Browser a try (click here to download). If you love what you see in Sample Browser, please recommend it to your friends and colleagues. If you encounter any problems or have any suggestions for us, please contact us at [email protected]. Your precious opinions and comments are more than welcome.

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  • Facebook android app changes

    - by jogabonito
    I am referring to this article about how Facebook has rolled out a native app for android replacing their previous HTML5 based one. From my usage, things have definitely become much faster. I was wondering whether this native app is purely java based, or involves some JNI. Image loading for one has become faster, which is generally not thought of as a java strong point. (IMHO) Are there any details on what Facebook has done?

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  • App Submission for Showdown

    - by Caustic
    If I submit my app to the ARB today, can I make any changes before Monday?. Or will the ARB consider my app based on the version that was submitted on the submission day? ie If I make changes will I have to resubmit. Obviously if they suggest changes I will have to resubmit. But what if there are no suggestions for change. Will they grab the latest versions of apps at the end of the competition time? Thanks

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  • Does the app need to be run from /opt directory for in the Ubuntu App Showdown?

    - by costales
    I read this question, but I'm more confused yet. In developer.ubuntu.com/showdown I read: "(2) run out of /opt" (I understand "run out" is not in /opt :O Am I wrong?) In https://wiki.ubuntu.com/AppReviewBoard/Review/Guidelines#Packaging I read: "our package should install most files in /opt/extras.ubuntu.com/" It's not clear for me if the app must be in the /opt or out /opt :$ Then, can I use the /usr? Will be the app rejected if it's on /usr? Thanks! :)

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  • Which devices is my app working on

    - by Woojah
    My team is developing an app that will work on about 100 (or more) different android devices. We are having trouble testing it since we are not sure how to verify if it works on all the different devices. Can anybody suggest some best practices, a testing framework, or some sort of way to give us feedback on how to test our app and/or get feedback from our users so they can tell us the problems they are having?

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  • Easy to use JSON Web Service Hosts?

    - by Serguei Fedorov
    I saw this being used by someone in a college class once and cannot find anything that is analogous to it. I am not sure if this is the right place to ask about something like this, but hopefully I can get some direction. I want to write an app which uses web services that can obtain and push data back to the client apps. Right now I am gathering up the design and documentation of this app. Not having to code the web service myself would reduce development time by a lot; instead using an easy to setup web service that will be easy to setup and manage. Either XML based on JSON based is totally fine; though I would prefer JSON for its reduced overhead. Like I said I have seen this demonstrated before; you define the data structure to be stored and how it is treated. I cannot find the person who demonstrated this; hopefully maybe someone can suggest something? The service he used was free with a limited amount of requests allowed. EDIT: He was using an online service to do this not a script which is installed onto an existing web hosting account. Thank you!

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  • Create Marker Categories & Display Markers on Click Only

    - by MizAkita
    I am trying to create marker categories and display markers on click... For example, "Eat", "Banks", "Places of Interest" and clicking on them would produce only the markers in those categories. You can see it live HERE Here is a code snippet: //<![CDATA[ //<![CDATA[ var map = null; var gmarkers = []; var gicons = []; var icon = []; function initialize() { var myOptions = { zoom: 13, center: new google.maps.LatLng(37.979183,-121.302381), mapTypeControl: true, mapTypeControlOptions: {style: google.maps.MapTypeControlStyle.DROPDOWN_MENU}, navigationControl: true, mapTypeId: google.maps.MapTypeId.ROADMAP } map = new google.maps.Map(document.getElementById("map_canvas"), myOptions); google.maps.event.addListener(map, 'click', function() { infowindow.close(); }); // Add markers to the map // Set up three markers with info windows ///////////////////////// EATS ////////////////////////////////////////////// var point = new google.maps.LatLng(37.988012,-121.311901); var image = 'icons/orangepointer.png'; var marker = createMarker(point,'<div style="width:205"><center><img src="icons/tigeryogurt.jpg" /></center><br><b>Tiger Yogurt</b><small><br>4343 Pacific Avenue<br>209.952.6042<br><br><a href="http://maps.google.com/maps?saddr=&daddr=' + point.toUrlValue() + '" target ="_blank">Get Directions<\/a></small><\/div>', image); // this will be gmarkers[0] var point = new google.maps.LatLng(37.987054,-121.311655); var image = 'icons/orangepointer.png'; var marker = createMarker(point,'<div style="width:205"><center><img src="icons/mwbakery.jpg" /></center><br><b>M&W Bakery<br>Cakes & Sandwiches</b><small><br>4343 Pacific Avenue<br>209.473.3828<br><br>On the web visit:<br><a href="http://www.mandwdutchamericanbakery.com" target ="_blank">MandWDutchAmericanBakery.com<\/a><br><br><a href="http://maps.google.com/maps?saddr=&daddr=' + point.toUrlValue() + '" target ="_blank">Get Directions<\/a></small><\/div>', image); // this will be gmarkers[1] Currently, all markers display. I can easily get the markers not to display... however, i am trying to have only categories display and individual listings to display on click only! CREATE MARKER FUNCTION: } var infowindow = new google.maps.InfoWindow( { size: new google.maps.Size(150,50) }); function triggerClick(i) { google.maps.event.trigger(gmarkers[i],"click") }; function createMarker(latlng, html, img) { var contentString = html; var marker = new google.maps.Marker({ position: latlng, map: map, icon: img, zIndex: Math.round(latlng.lat()*-100000)<<5 }); google.maps.event.addListener(marker, 'click', function() { infowindow.setContent(contentString); infowindow.open(map,marker); }); gmarkers.push(marker); }

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