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  • Access to and availability of private member functions in C++

    - by David
    I am wandering the desert of my brain. I'm trying to write something like the following: class MyClass { // Peripherally Related Stuff public: void TakeAnAction(int oneThing, int anotherThing) { switch(oneThing){ case THING_A: TakeThisActionWith(anotherThing); break; //cases THINGS_NOT_A: }; }; private: void TakeThisActionWith(int thing) { string outcome = new string; outcome = LookUpOutcome(thing); // Do some stuff based on outcome return; } string LookUpOutcome(int key) { string oc = new string; oc = MyPrivateMap[key]; return oc; } map<int, string> MyPrivateMap; Then in the .cc file where I am actually using these things, while compiling the TakeAnAction section, it [CC, the solaris compiler] throws an an error: 'The function LookUpOutcome must have a prototype' and bombs out. In my header file, I have declared 'string LookUpOutcome(int key);' in the private section of the class. I have tried all sorts of variations. I tried to use 'this' for a little while, and it gave me 'Can only use this in non-static member function.' Sadly, I haven't declared anything static and these are all, putatively, member functions. I tried it [on TakeAnAction and LookUp] when I got the error, but I got something like, 'Can't access MyPrivateMap from LookUp'. MyPrivateMap could be made public and I could refer to it directly, I guess, but my sensibility says that is not the right way to go about this [that means that namespace scoped helper functions are out, I think]. I also guess I could just inline the lookup and subsequent other stuff, but my line-o-meter goes on tilt. I'm trying desperately not to kludge it.

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  • Nested property class

    - by user998405
    I got 1 parent property class and 3 child property class. Here is my example Parent class public class blcSalesParam { public string selectFrom { get; set; } public string pageAction { get; set; } } Child class public class blcDeliveryOrder { public int? DeliveryID { get; set; } public string DeliveryCode { get; set; }

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  • Help with Collision Resolution?

    - by Milo
    I'm trying to learn about physics by trying to make a simplified GTA 2 clone. My only problem is collision resolution. Everything else works great. I have a rigid body class and from there cars and a wheel class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private OBB2D predictionRect = new OBB2D(new Vector2D(), 1.0f, 1.0f, 0.0f); private float mass; private Vector2D deltaVec = new Vector2D(); private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); predictionRect.set(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); rectChanged(); } public void setPredictionLocation(Vector2D position, float angle) { getPredictionRect().set(position, getWidth(), getHeight(), angle); } public void setPredictionCenter(Vector2D center) { getPredictionRect().moveTo(center); } public void setPredictionAngle(float angle) { predictionRect.setAngle(angle); } public Vector2D getPosition() { return getRect().getCenter(); } public OBB2D getPredictionRect() { return predictionRect; } @Override public void update(float timeStep) { doUpdate(false,timeStep); } public void doUpdate(boolean prediction, float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); if(prediction) { Vector2D velocity = Vector2D.add(this.velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setPredictionCenter(c); //forces = new Vector2D(0,0); //clear forces } else { velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); deltaVec.x = v.x - c.x; deltaVec.y = v.y - c.y; deltaVec.normalize(); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; } //angular float angAcc = torque / inertia; if(prediction) { float angularVelocity = this.angularVelocity + angAcc * timeStep; setPredictionAngle(getAngle() + angularVelocity * timeStep); //torque = 0; //clear torque } else { angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } } public void updatePrediction(float timeStep) { doUpdate(true, timeStep); } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } public Vector2D getDeltaVec() { return deltaVec; } } Vehicle public class Wheel { private Vector2D forwardVec; private Vector2D sideVec; private float wheelTorque; private float wheelSpeed; private float wheelInertia; private float wheelRadius; private Vector2D position = new Vector2D(); public Wheel(Vector2D position, float radius) { this.position = position; setSteeringAngle(0); wheelSpeed = 0; wheelRadius = radius; wheelInertia = (radius * radius) * 1.1f; } public void setSteeringAngle(float newAngle) { Matrix mat = new Matrix(); float []vecArray = new float[4]; //forward Vector vecArray[0] = 0; vecArray[1] = 1; //side Vector vecArray[2] = -1; vecArray[3] = 0; mat.postRotate(newAngle / (float)Math.PI * 180.0f); mat.mapVectors(vecArray); forwardVec = new Vector2D(vecArray[0], vecArray[1]); sideVec = new Vector2D(vecArray[2], vecArray[3]); } public void addTransmissionTorque(float newValue) { wheelTorque += newValue; } public float getWheelSpeed() { return wheelSpeed; } public Vector2D getAnchorPoint() { return position; } public Vector2D calculateForce(Vector2D relativeGroundSpeed, float timeStep, boolean prediction) { //calculate speed of tire patch at ground Vector2D patchSpeed = Vector2D.scalarMultiply(Vector2D.scalarMultiply( Vector2D.negative(forwardVec), wheelSpeed), wheelRadius); //get velocity difference between ground and patch Vector2D velDifference = Vector2D.add(relativeGroundSpeed , patchSpeed); //project ground speed onto side axis Float forwardMag = new Float(0.0f); Vector2D sideVel = velDifference.project(sideVec); Vector2D forwardVel = velDifference.project(forwardVec, forwardMag); //calculate super fake friction forces //calculate response force Vector2D responseForce = Vector2D.scalarMultiply(Vector2D.negative(sideVel), 2.0f); responseForce = Vector2D.subtract(responseForce, forwardVel); float topSpeed = 500.0f; //calculate torque on wheel wheelTorque += forwardMag * wheelRadius; //integrate total torque into wheel wheelSpeed += wheelTorque / wheelInertia * timeStep; //top speed limit (kind of a hack) if(wheelSpeed > topSpeed) { wheelSpeed = topSpeed; } //clear our transmission torque accumulator wheelTorque = 0; //return force acting on body return responseForce; } public void setTransmissionTorque(float newValue) { wheelTorque = newValue; } public float getTransmissionTourque() { return wheelTorque; } public void setWheelSpeed(float speed) { wheelSpeed = speed; } } //our vehicle object public class Vehicle extends RigidBody { private Wheel [] wheels = new Wheel[4]; private boolean throttled = false; public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //front wheels wheels[0] = new Wheel(new Vector2D(halfSize.x, halfSize.y), 0.45f); wheels[1] = new Wheel(new Vector2D(-halfSize.x, halfSize.y), 0.45f); //rear wheels wheels[2] = new Wheel(new Vector2D(halfSize.x, -halfSize.y), 0.75f); wheels[3] = new Wheel(new Vector2D(-halfSize.x, -halfSize.y), 0.75f); super.initialize(halfSize, mass, bitmap); } public void setSteering(float steering) { float steeringLock = 0.13f; //apply steering angle to front wheels wheels[0].setSteeringAngle(steering * steeringLock); wheels[1].setSteeringAngle(steering * steeringLock); } public void setThrottle(float throttle, boolean allWheel) { float torque = 85.0f; throttled = true; //apply transmission torque to back wheels if (allWheel) { wheels[0].addTransmissionTorque(throttle * torque); wheels[1].addTransmissionTorque(throttle * torque); } wheels[2].addTransmissionTorque(throttle * torque); wheels[3].addTransmissionTorque(throttle * torque); } public void setBrakes(float brakes) { float brakeTorque = 15.0f; //apply brake torque opposing wheel vel for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); wheel.addTransmissionTorque(-wheelVel * brakeTorque * brakes); } } public void doUpdate(float timeStep, boolean prediction) { for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); //apply negative force to naturally slow down car if(!throttled && !prediction) wheel.addTransmissionTorque(-wheelVel * 0.11f); Vector2D worldWheelOffset = relativeToWorld(wheel.getAnchorPoint()); Vector2D worldGroundVel = pointVelocity(worldWheelOffset); Vector2D relativeGroundSpeed = worldToRelative(worldGroundVel); Vector2D relativeResponseForce = wheel.calculateForce(relativeGroundSpeed, timeStep,prediction); Vector2D worldResponseForce = relativeToWorld(relativeResponseForce); applyForce(worldResponseForce, worldWheelOffset); } //no throttling yet this frame throttled = false; if(prediction) { super.updatePrediction(timeStep); } else { super.update(timeStep); } } @Override public void update(float timeStep) { doUpdate(timeStep,false); } public void updatePrediction(float timeStep) { doUpdate(timeStep,true); } public void inverseThrottle() { float scalar = 0.2f; for(Wheel wheel : wheels) { wheel.setTransmissionTorque(-wheel.getTransmissionTourque() * scalar); wheel.setWheelSpeed(-wheel.getWheelSpeed() * 0.1f); } } } And my big hack collision resolution: private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_STEAL_CAR)) { vehicle.setThrottle(-1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); //vehicle.update(16.6666666f / 1000.0f); boolean colided = false; vehicle.updatePrediction(16.66666f / 1000.0f); List<Entity> buildings = world.queryStaticSolid(vehicle,vehicle.getPredictionRect()); if(buildings.size() > 0) { colided = true; } if(!colided) { vehicle.update(16.66f / 1000.0f); } else { Vector2D delta = vehicle.getDeltaVec(); vehicle.setVelocity(Vector2D.negative(vehicle.getVelocity().multiply(0.2f)). add(delta.multiply(-1.0f))); vehicle.inverseThrottle(); } } Here is OBB public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } }; What I do is when I predict a hit on the car, I force it back. It does not work that well and seems like a bad idea. What could I do to have more proper collision resolution. Such that if I hit a wall I will never get stuck in it and if I hit the side of a wall I can steer my way out of it. Thanks I found this nice ppt. It talks about pulling objects apart and calculating new velocities. How could I calc new velocities in my case? http://www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC8QFjAB&url=http%3A%2F%2Fcoitweb.uncc.edu%2F~tbarnes2%2FGameDesignFall05%2FSlides%2FCh4.2-CollDet.ppt&ei=x4ucULy5M6-N0QGRy4D4Cg&usg=AFQjCNG7FVDXWRdLv8_-T5qnFyYld53cTQ&cad=rja

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  • State management using the Application class in ASP.Net applications

    - by nikolaosk
    I have explained some of the state mechanisms that we have in our disposal for preserving state in ASP.Net applications in various posts in this blog. You can have a look at this post , this post , this post and this one . I have not presented yet an example in using the Application class/object for preserving state within our application. Application state is available globally in an application.The way we access Application State is through the HttpApplication object's Application property. Let...(read more)

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  • EF 4’s PluralizationService Class: A Singularly Impossible Plurality

    - by Ken Cox [MVP]
    Entity Framework’s new 4.0 designer does its best to generate correct plural and singular forms of object names. This magic is done through the PluralizationService Class found in the System.Data.Entity.Design.PluralizationServices namespace and in the System.Data.Entity.Design.dll assembly. [Before you ask… Yes, I’ll post my example page, the service, and the project source code as soon as my ISP makes ASP.NET 4 RTM available. Stay tuned.] Anyone who speaks English is brutally aware of the ridiculous...(read more)

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  • Building a better .NET Application Configuration Class - revisited

    - by Rick Strahl
    Managing configuration settings is an important part of successful applications. It should be easy to ensure that you can easily access and modify configuration values within your applications. If it's not - well things don't get parameterized as much as they should. In this post I discuss a custom Application Configuration class that makes it super easy to create reusable configuration objects in your applications using a code-first approach and the ability to persist configuration information into various types of configuration stores.

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  • Using the Parallel class to make multithreading easy

    - by thycotic
    Kevin has posted about the Parallel class and how to use it to easily do multiple operations at once without radically changing the structure of your code.  Very neat stuff.   Jonathan Cogley is the CEO of Thycotic Software, an agile software services and product development company based in Washington DC.  Secret Server is our flagship enterprise password vault.

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  • Design review , class design

    - by user3651810
    I have class design for storing patient information could you please review the design and let me know anything wrong or not corrent I have designed three interfaces IPatient IPatientHistory IPrescription IPatient Id Firstname LastName DOB BloogGroup Mobile List<IPatientHistory> ----------------------- GetPatientById() GetPatientHistory() IPatientHistory HistoryId PatientId DateOfVisit cause List<IPrescription> ----------------------- GetPrescription() IPrescription PrescriptionId PatientHistoryId MedicineName totalQty MorningQty NoonQty NightQTy

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  • Deploying Reports using the ReportingServices2005 Class and the RS Utility

    Much of the routine administration of Reporting Services (SSRS), such as the routine deployment of RDL reports, can be automated by using the Reporting Service 2005 class library and web services. To make things easier, Microsoft supply the RS utility to run Visual Basic code as a script. It is an intriguing system, with a lot of potential, as Greg Larsen explains.

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  • ***Master Class competition extended***

    - by Testas
     We have acquired two additional tickets to attend the SQL Server Master Class with Paul Randal and Kimberly Tripp  For a chance to win these coveted tickets In the subject line type MasterClass and email [email protected] before 9pm on Sunday night  The winners will be announced Monday Morning  Don’t worry if you have already purchased a ticket, should you be win, your ticket cost will be reimbursed  

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  • New Best-in-Class Solutions in Supply Chain Planning - Part 2

    Hear Nadeem Syed, Oracle Group Vice President, Advanced Planning Products discusst Oracle's recently announced best-in-class Supply Chain Planning solutions: Advanced Planning Command Center, Demand Signal Repository, Spare Parts Planning and Manufacturing Operations Center. Gain an understanding of the capabilities of these ground-breaking planning solutions and what types of enterprises can benefit from them.

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  • New Best-in-Class Solutions in Supply Chain Planning - Part 1

    Hear Nadeem Syed, Oracle Group Vice President, Advanced Planning Products discusst Oracle's recently announced best-in-class Supply Chain Planning solutions: Advanced Planning Command Center, Demand Signal Repository, Spare Parts Planning and Manufacturing Operations Center. Gain an understanding of the capabilities of these ground-breaking planning solutions and what types of enterprises can benefit from them.

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  • How to Opt For C Class IP Addresses

    There are a great number of SEO Hosting Services in the world today that are formulated with the intention of being able to create and develop winning strategies for their websites to rank well on the top search engines of the world. The need for SEO Hosting has come at a time when webmasters are seeking ways in which they can assign multiple C Class IP Addresses to all of their domains and mange as well as create some of the best services that are able to know where webmasters can control all their domains from one single cPanel.

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  • Portable Class Library: partager efficacement du code entre plateformes, par Nathanael Marchand

    Lorsque l'on développe pour plusieurs plateformes (.Net, Silverlight, XNA, Windows Phone 7), il se pose souvent la question de comment partager le code ? La Portable Class Library permet de répondre efficacement à cette problématique puisqu'elle permet à un projet d'être multiplateforme. Nous allons voir comment l'utiliser dans un cas de figure où il faut partager du code entre un client Silverlight et le serveur. Retrouver l'article ici...

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  • How to Use C Class IP Address Range

    Another very important thing that you have to remember is that your site should be able to feature in the very first page of a search engine or else it is of no use. This is how you can use C Class IP address Ranges.

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  • The Most Effective Way to Run a Professional Business is to Attend an SEO Class

    There are numerous SEO colleges that offer fun, easy and affordable online SEO short courses as well as marketing subjects. There are no special requirements needed and these courses assume zero knowledge and do not require any previous HTML or programming background. In addition to an SEO class you will be provided with links for online tutorials which will supply you with valuable information.

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  • Modifying a HTML page to fix several "bugs" add a function to next/previous on a option dropdown

    - by Dennis Sylvian
    SOF, I've got a few problems plaguing me at the moment and am wondering if anyone could assist me with them. I'm trying to get Next Class | Previous Class to act as buttons so that when Next Class is clicked it will go to the next item in the dropdown list and for previous it would go to back one. There used to be a scroll bar that allowed me to scroll the main window left and right, it's missing because (I think it was to do with the scroll left and scroll right function) The footer at the bottom doesn't show correctly on mobile devices; for some reason it appears completely differently to as it does on a computer. The "bar" practically and the Scroll Left and Scroll buttons don't appear at all on mobile devices. The scroll left button is unable to be clicked for some reason, I'm unsure what I've done wrong. Refreshing the page resets the horizontal scroll position to far left (I'm pretty sure this relates to the scroll bar) I want to also find a way so that on mobile devices the the header will not show the placeholder image, however I can't work out what CSS media tag(s) I should be using. Latest: http://jsfiddle.net/pwv7u/ Smaller HTML <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>DATA DATA DATA DATA DATA DATA DATA DATA</title> <style type="text/css"> <!-- @import url("nstyle.css"); --> </style> <script src="jquery.min.js" type="text/javascript"></script> <script type="text/javascript"> $(document).ready( function() { for (var i=0;i<($("table").children().length);i++){ if(readCookie(i)) $($($("table").children()[i]).children()[(readCookie(i))]).toggleClass('selected').siblings().removeClass('selected'); } $("tr").click(function(){ $(this).toggleClass('selected').siblings().removeClass('selected'); if(readCookie($(this).parent().index())){ if(readCookie($(this).parent().index())==$(this).index()) eraseCookie($(this).parent().index()); else{ eraseCookie($(this).parent().index()); createCookie($(this).parent().index(),$(this).index(),1); } } else createCookie($(this).parent().index(),$(this).index(),1); }); // gather CLASS info var selector = $('.class-selector').on('change', function(){ var id = this.value; if (id!==''){ scrollToAnchor(id); } }); $('a[id^="CLASS"]').each(function(){ var id = this.id, option = $('<option>',{ value: this.id, text:this.id }); selector.append(option); }); function scrollToAnchor(aid) { var aTag = $("a[id='" + aid + "']"); $('html,body').animate({ scrollTop: aTag.offset().top - 80 }, 1); } $("a.TOPJS").click(function () { scrollToAnchor('TOP'); }); $("a.KEYJS").click(function () { scrollToAnchor('KEY'); }); $("a.def").click(function () { $('#container').animate({ "scrollLeft": "-=204" }, 200); }); $("a.abc").click(function () { $("#container").animate({ "scrollLeft": "+=204" }, 200); }); function createCookie(name,value,days) { var expires; if (days) { var date = new Date(); date.setMilliseconds(0); date.setSeconds(0); date.setMinutes(0); date.setHours(0); date.setDate(date.getDate()+days); expires = "; expires="+date.toGMTString(); } else expires = ""; document.cookie = name+"="+value+expires+"; path=/"; } function readCookie(name) { var nameEQ = name + "="; var ca = document.cookie.split(';'); for(var i=0;i < ca.length;i++) { var c = ca[i]; while (c.charAt(0)==' ') c = c.substring(1,c.length); if (c.indexOf(nameEQ) === 0) return c.substring(nameEQ.length,c.length); } return null; } function eraseCookie(name) { createCookie(name,"",-1); } }); </script> </head> <body> <div id="header_container"> <div id="header"> <a href="http://site.x/" target="_blank"><img src="http://placehold.it/300x80"></a> <select class="class-selector"> <option value="">-select class-</option> </select> <div class="classcycler"> <a href="#TOP"><font color=#EFEFEF>Next Class</font></a> <font color=red>|</font> <a href="#TOP"><font color=#EFEFEF>Previous Class</font></a> </div> <div id="header1"> Semi-Transparent Image <a href="#TOP"><font color=#EFEFEF>Up to Top</font></a> | <a href="#KEY"><font color=#EFEFEF>Down to Key</font></a> </div> </div> </div> <a id="TOP"></a> <div id="container"> <table id="gradient-style"> <tbody> <thead> <tr> <th scope="col"><a id="CLASS1"></a>Class 1</th> <th scope="col">Class 1</th> <th scope="col">Class 1</th> <th scope="col">Class<br>Test 1</th> <th scope="col">Class 1</th> <th scope="col">Class 1</th> <th scope="col">Class 1</th> <th scope="col">Class Data 1</th> <th scope="col">Class 1<br>Class 1</th> <th scope="col">Class 1</th> <th scope="col">Class 1<br>Class 1</th> <th scope="col">Class 1</th> <th scope="col">Class 1</th> <th scope="col">Class 1</th> <th scope="col">Class 1</th> <th scope="col">Class 1</th> <th scope="col">Class 1 Class 1</th> <th scope="col">title text<br> data text</th> <th scope="col">title text<br> data text</th> <th scope="col">title text</th> <th scope="col">title text<br> data text</th> <th scope="col">title text<br> data text</th> <th scope="col">title text<br> data text</th> <th scope="col">title text</th> <th scope="col">title text<br> data text</th> <th scope="col">title text<br> data text</th> <th scope="col">title text<br> data text</th> <th scope="col">title text<br> data text</th> <th scope="col">title text<br> (data text)</th> <th scope="col">title text</th> <th scope="col">text</th> <th scope="col">text</th> <th scope="col">title text</th> <th scope="col">title text</th> </tr> </thead> <tr class="ft3"><td>testing data</td><td>testing data</td><td>test</td><td>class b</td><td>test4</td><td><div align="left">data</div></td><td><div align="left"> </div></td><td><div align="left"></div></td><td>testing data</td><td>testing data</td><td>testing data</td><td>testing data</td><td>test</td><td>test</td><td>test</td><td>test</td><td>testing data</td><td>test</td><td>testing data</td><td>testing data</td><td>testing data</td><td>test</td><td>test</td><td>testing data</td><td>testing data</td><td>testing data</td><td>test</td><td>testing data</td><td>test</td><td>testing data</td><td>test</td><td>test</td><td>testing data</td><td>testing data</td><tr> <tr class="f3"><td>test</td><td>test</td><td>test</td><td>class a</td><td>test2</td><td><div align="left"> </div></td><td><div align="left"></div></td><td><div align="left"></div></td><td>testing data</td><td>test</td><td>test</td><td>test</td><td>testing data</td><td>testing data</td><td>test</td><td>testing data</td><td>test</td><td>testing data</td><td>testing data</td><td>test</td><td>testing data</td><td>testing data</td><td>test</td><td>testing data</td><td>testing data</td><td>testing data</td><td>test</td><td>testing data</td><td>test</td><td>test</td><td>test</td><td>test</td><td>testing data</td><td>test</td><tr> <thead> <tr> <th scope="col"><a id="CLASS2"></a>Class 2</th> <th scope="col">Class 2</th> <th scope="col">Class 2</th> <th scope="col">Class<br>Test 2</th> <th scope="col">Class 2</th> <th scope="col">Class 2</th> <th scope="col">Class 2</th> <th scope="col">Class Data 2</th> <th scope="col">Class 2<br>Class 2</th> <th scope="col">Class 2</th> <th scope="col">Class 2<br>Class 2</th> <th scope="col">Class 2</th> <th scope="col">Class 2</th> <th scope="col">Class 2</th> <th scope="col">Class 2</th> <th scope="col">Class 2</th> <th scope="col">Class 2 Class 2</th> <th scope="col">title text<br> data text</th> <th scope="col">title text<br> data text</th> <th scope="col">title text</th> <th scope="col">title text<br> data text</th> <th scope="col">title text<br> data text</th> <th scope="col">title text<br> data text</th> <th scope="col">title text</th> <th scope="col">title text<br> data text</th> <th scope="col">title text<br> data text</th> <th scope="col">title text<br> data text</th> <th scope="col">title text<br> data text</th> <th scope="col">title text<br> (data text)</th> <th scope="col">title text</th> <th scope="col">text</th> <th scope="col">text</th> <th scope="col">title text</th> <th scope="col">title text</th> </tr> </thead> <tr class="ft3"><td>testing data</td><td>testing data</td><td>test</td><td>class f</td><td>test2</td><td><div align="left">data</div></td><td><div align="left"></div></td><td><div align="left">data</div></td><td>test</td><td>test</td><td>testing data</td><td>test</td><td>test</td><td>test</td><td>testing data</td><td>testing data</td><td>testing data</td><td>testing data</td><td>testing data</td><td>test</td><td>testing data</td><td>test</td><td>test</td><td>test</td><td>testing data</td><td>testing data</td><td>test</td><td>test</td><td>test</td><td>testing data</td><td>testing data</td><td>testing data</td><td>testing data</td><td>testing data</td><tr> <tr><td>test</td><td>testing data</td><td>test</td><td>class f</td><td>test4</td><td><div align="left">data</div></td><td><div align="left"></div></td><td><div align="left"></div></td><td>testing data</td><td>test</td><td>test</td><td>test</td><td>testing data</td><td>testing data</td><td>testing data</td><td>testing data</td><td>testing data</td><td>test</td><td>test</td><td>test</td><td>test</td><td>test</td><td>testing data</td><td>test</td><td>testing data</td><td>testing data</td><td>test</td><td>test</td><td>test</td><td>testing data</td><td>test</td><td>testing data</td><td>testing data</td><td>testing data</td><tr> <tr class="f3"><td>test</td><td>testing data</td><td>testing data</td><td>class d</td><td>test5</td><td><div align="left">data</div></td><td><div align="left"> </div></td><td><div align="left">data</div></td><td>test</td><td>test</td><td>test</td><td>test</td><td>test</td><td>testing data</td><td>testing data</td><td>testing data</td><td>testing data</td><td>testing data</td><td>testing data</td><td>testing data</td><td>testing data</td><td>testing data</td><td>testing data</td><td>test</td><td>test</td><td>testing data</td><td>testing data</td><td>testing data</td><td>testing data</td><td>test</td><td>test</td><td>testing data</td><td>testing data</td><td>testing data</td><tr> <tr><td>testing data</td><td>test</td><td>test</td><td>class f</td><td>test5</td><td><div align="left"></div></td><td><div align="left"></div></td><td><div align="left">data</div></td><td>testing data</td><td>test</td><td>testing data</td><td>testing data</td><td>test</td><td>test</td><td>testing data</td><td>test</td><td>test</td><td>testing data</td><td>testing data</td><td>test</td><td>test</td><td>testing data</td><td>test</td><td>test</td><td>test</td><td>test</td><td>testing data</td><td>testing data</td><td>testing data</td><td>test</td><td>test</td><td>testing data</td><td>test</td><td>testing data</td><tr> <tr class="f2"><td>test</td><td>test</td><td>testing data</td><td>class a</td><td>test1</td><td><div align="left">data</div></td><td><div align="left"> </div></td><td><div align="left">data</div></td><td>test</td><td>test</td><td>testing data</td><td>testing data</td><td>test</td><td>testing data</td><td>test</td><td>test</td><td>testing data</td><td>testing data</td><td>test</td><td>testing data</td><td>testing data</td><td>testing data</td><td>testing data</td><td>test</td><td>test</td><td>testing data</td><td>testing data</td><td>testing data</td><td>testing data</td><td>testing data</td><td>test</td><td>testing data</td><td>testing data</td><td>test</td><tr> </tbody> <tfoot> <tr> <th class="alt" colspan="34" scope="col"><a id="KEY"></a><img src="http://placehold.it/300x50"></th> </tr> <tr> <td colspan="34"><em><b>DATA DATA</b> - DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA </em></td> </tr> <tr> <td class="alt" colspan="34"><em><b>DAT DATA</b> - DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA DATA </em></td> </tr> </tfoot> </table> </div> 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