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  • Problems with http://wall.plasm.it/examples/example-the-wall/ - Images

    - by wolfau
    It is probably piece of cake for You, but I'm in the black hole now and I don't know what is the problem with The Wall. I would like to do something as www.wall.plasm.it/examples/example-the-wall/. Please - look at: www.megainstal.pl/ there is not any images. Could You help with fix it? I will be really grateful for any help/information. Short story: 1) I download the files from github: https://github.com/plasm/the-wall 2) I changed only 3 files: 01-wall.css, index.html, 01-wall.js (case: basic) 3) in 01-wall.js I declared images: var a = new Element("img[src=../../img/middle/"+counterFluid+".jpg]"); 4) images that are: 1 to 76.jpg Could you point me to where I making a mistake? If You going to see source files - I zip that's all in the one file: files.zip S. from Poland Thank You in advance!

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  • Collision detection - Smooth wall sliding, no bounce effect

    - by Joey
    I'm working on a basic collision detection system that provides point - OBB collision detection. I have around 200 cubes in my environment and I check (for now) each of them in turn and see if it collides. If it does I return the colliding face's normal, save the old player position and do some trigonometry to return a new player position for my wall sliding. edit I'll define my meaning of wall sliding: If a player walks in a vertical slope and has a slight horizontal rotation to the left or the right and keeps walking forward in the wall the player should slide a little to the right/left while continually walking towards the wall till he left the wall. Thus, sliding along the wall. Everything works fine and with multiple objects as well but I still have one problem I can't seem to figure out: smooth wall sliding. In my current implementation sliding along the walls make my player bounce like a mad man (especially noticable with gravity on and moving forward). I have a velocity/direction vector, a normal vector from the collided plane and an old and new player position. First I negate the normal vector and get my new velocity vector by substracting the inverted normal from my direction vector (which is the vector to slide along the wall) and I add this vector to my new Player position and recalculate the direction vector (in case I have multiple collisions). I know I am missing some step but I can't seem to figure it out. Here is my code for the collision detection (run every frame): Vector direction; Vector newPos(camera.GetOriginX(), camera.GetOriginY(), camera.GetOriginZ()); direction = newPos - oldPos; // Direction vector // Check for collision with new position for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { // Get inverse normal (direction STRAIGHT INTO wall) Vector invNormal = normal.Negative(); Vector wallDir = direction - invNormal; // We know INTO wall, and DIRECTION to wall. Substract these and you got slide WALL direction newPos = oldPos + wallDir; direction = newPos - oldPos; } } Any help would be greatly appreciated! FIX I eventually got things up and running how they should thanks to Krazy, I'll post the updated code listing in case someone else comes upon this problem! for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { Vector invNormal = normal.Negative(); invNormal = invNormal * (direction * normal).Length(); // Change normal to direction's length and normal's axis Vector wallDir = direction - invNormal; newPos = oldPos + wallDir; direction = newPos - oldPos; } }

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  • Facebook PHP Api cUrl auto post to page's wall (not profile wall)

    - by Ian
    I need to be able to post to the wall of my page, i have given offline_permissions and I got it to post to my profile wall but I need it to post to my pages wall. Anyone know how to do this, where does my code need changing? thanks <?php session_start(); $fb_page_id = 106502962712016; $fb_access_token = '121247121254761|588e45312b074a0ec3dd62c39-1727154049|L0VGSJsCBrsSj5H4w1LwobRGeRc'; $url = 'https://graph.facebook.com/'.$fb_page_id.'/feed'; $attachment = array( 'access_token' => $fb_access_token, 'message' => 'message text', 'name' => 'name text', 'link' => 'http://domain.com/', 'description' => 'Description Text', 'picture'=>'http://domain.com/logo.jpg', ); // set the target url $ch = curl_init(); curl_setopt($ch, CURLOPT_URL,$url); curl_setopt($ch, CURLOPT_SSL_VERIFYPEER, FALSE); curl_setopt($ch, CURLOPT_SSL_VERIFYHOST, 2); curl_setopt($ch, CURLOPT_POST, true); curl_setopt($ch, CURLOPT_POSTFIELDS, $attachment); curl_setopt($ch, CURLOPT_HEADER,0); curl_setopt($ch, CURLOPT_RETURNTRANSFER,1); $go = curl_exec($ch); curl_close ($ch); ?

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  • this.BoundingBox.Intersects(Wall[0].BoundingBox) not working properly

    - by Pieter
    I seem to be having this problem a lot, I'm still learning XNA / C# and well, trying to make a classic paddle and ball game. The problem I run into (and after debugging have no answer) is that everytime I run my game and press either of the movement keys, the Paddle won't move. Debugging shows that it never gets to the movement part, but I can't understand why not? Here's my code: // This is the If statement for checking Left movement. if (keyboardState.IsKeyDown(Keys.Left) || keyboardState.IsKeyDown(Keys.A)) { if (!CheckCollision(walls[0])) { Location.X -= Velocity; } } //This is the CheckCollision(Wall wall) boolean public bool CheckCollision(Wall wall) { if (this.BoundingBox.Intersects(wall.BoundingBox)) { return true; } return false; } As far as I can tell there should be absolutely no problem with this, I initialize the bounding box in the constructor whenever a new instance of Walls and Paddle is created. this.BoundingBox = new Rectangle(0, 0, Sprite.Width, Sprite.Height); Any idea as to why this isn't working? I have previously succeeded with using the whole Location.X < Wall.Location.X + Wall.Texture.Width code... But to me that seems like too much coding if a simple boolean check could be done.

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  • How to post a poll on the Facebook wall

    - by Bengt
    Hi, I'm trying to convert my poll app into a Facebook iframe app. My app is written in PHP and uses some Ajax calls to vote at a poll. In the application canvas everything is working fine, but of course I want to get the poll on the wall of a user too. Unfortunately I'm not able to find out how I can post a simple poll with some radio buttons for the options on the wall. I know how to publish images, text, audio files and links to the wall, but I have no idea how to publish my poll on the wall. And I don't just want to use links to vote, I want the user be able to choose a radio button. Does anyone have an idea how to do this or where to find information about doing this? I'm stuck there now for a while and it gets pretty frustrating. I'm using the new Graph API by the way. Or is this impossible? But I don't think so. Any help is appreciated. Bengt

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  • Stream post URL security and wall post links

    - by Jeff Lee
    Our app's mobile client can create wall post links to our app's web-facing pages. Since this happens in the context of a mobile app, we do this on behalf of our user using the Graph API's feed/message endpoint. I noticed that the links showing up in the wall posts are being routed through our app's auth dialog, which is NOT what we want. We just want transparent links, without forcing the client to auth our app, similar to what happens when you share to FB in Path. I went ahead and disabled the "Stream post URL option" several hours ago, but we still seem to be getting the re-routed links for wall posts. The target URLs for these links are within the domain we've registered for our Facebook app. Is there anything else I need to do fix this?

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  • what kind of relationship is there between a common wall and the rooms that located next to it?

    - by siamak
    I want to know whats the Relationship between a common wall (that are located In an adjoining room ) and the rooms. As i know the relationship between a room and its walls is Composition not Aggregation (am i right ?) And according to the definition of Composition the contained object can't be shared between two containers, whereas in aggregation it is possible. now i am confused that whats the best modeling approach to represent the relationship between a common wall and the rooms located next to it ? It would be highly Appreciated if you could provide your advices with some code. |--------|--------| Approch1: (wall class ---- room class) /Composition Approach2: wall class ----- room class /Aggregation Approch3: we have a wall class and a Common wall class , Common wall class inherits from wall class adjoining room class ---- (1) Common wall class /Aggregation adjoining room class ---- (6) wall class / composition Approach4: I am a developer not a designer :) so this is my idea : class Room { private wall _firstwall ; private wall _secondtwall; private wall _thirdwall ; private wall _commonwall ; public Room( CommonWall commonwall) { _firstwall=new Wall(); _secondtwall=new Wall(); _thirdwall=new Wall(); _commonwall=commonwall; } } Class CommonWall:Wall { //... } // in somewher : static void main() { Wall _commonWall=new Wall(); Room room1=new Room(_commonWall); Room room2=new Room(_commonWall); Room [] adjacentRoom =new Room[2]{room1,room2}; } Edit 1: I think this is a clear question but just for more clarification : The point of the question is to find out whats the best pattern or approach to model a relationship for an object that is a component of two other objects in the same time. and about my example : waht i mean by a "room" ?,surely i mean an enclosed square room with 4 walls and one door.but in this case one of these walls is a common wall and is shared between two adjacent rooms.

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  • Embedding Youtube Videos on user's wall with the Javascript API

    - by dragonmantank
    I'm attempting to embed a Youtube video on a user's wall using the Javascript API. I've poured over a bunch of different tutorials and came up with this: var data = { method: 'feed', link: current_video_url, // Link to the vide on our site source: current_video_src, // Link to the Youtube video, http://youtube.com/v/[hash] picture: current_picture_url, // Thumbnail from youtube title: current_video_title, // Title from our page caption: current_video_description // Text from our page } FB.ui(data); Running the Facebook Debugger shows that the current_video_url link is being properly parsed for OG tags and is available as an embedded video. I ran a debugger and all the variables are being properly set in the data variable. This worked fine for about 2 days, and then we pushed the site live. We set up a new AppID in Facebook but now all the videos are just thumbnails instead of being embedded in the user's wall. I thought maybe this is a problem with the live site but now the dev site is broken too. What's the best way to get this to work consistently?

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  • Publishing on Facebook user's wall

    - by tek3
    Hi all... i am developing an appon blackberry platform in which i hve to publish a message on users wall...i am able to get session id...but dont know how to proceed further... i am doing something like this... enter code here URLEncodedPostData post = new URLEncodedPostData(URLEncodedPostData.DEFAULT_CHARSET, false); post.append("method", "stream.publish"); post.append("message", "published through the Facebook API"); post.append("session_key", sessionKey); post.append("attachment", null); post.append("action_links", null); post.append("target_id ", null); post.append("uid ", null); i am sending this as post data to following url : http://api.facebook.com/restserver.php? and the response i am getting contains : 101 Invalid API key

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  • Read Wall Street Journal for free using Google Search

    - by Gopinath
    Wall Street Journal publishes very informative articles and most of them are available for paid subscribers. But it is very easy to defeat the pay wall of Wall Street Journal and read the articles for free with the help of Google. The trick is to Google for Wall Street Journal article and click the link displayed on search results to read the article for free. It’s very simple and easy if you are using Google Chrome browser, but it should be straight forward in Firefox and Internet Explorer. Here is a walk through of unlocking today’s Wall Street Journal paid article   1. When you are on online.wsj.com, select the title of subscribers only article you want to read 2. Right on the selected title and choose the option Search Google for “<article title>” 3. Locate the WSJ article on Google search results and click on the article link   4. Boom! You got full access to the article and enjoy reading it for free.   I’ve been using this trick for a while from US to access WSJ articles for free. Most likely this should work for users located outside USA as well.

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  • DB structure for Twitter home/Facebook wall?

    - by mathon12
    Basically a live feed of all your friends' recent posts. In a stupid sort of approach I think I'd start by building a query like: SELECT * FROM tblposts WHERE userid=friend_id_1OR userid=friend_id_2...... and so on Where friend_id_% is the userid of a friend from your friends list. But this must be a very inefficient way of doing it, right? Is there any faster way of doing this in MySQL? Maybe some clever DB schema? (I know FB uses Hadoob but I'm not experienced enough to go that far :( )

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  • Donkey Kong Wall Shelves [DIY Project Inspiration]

    - by Asian Angel
    Are you looking for inspiration for a geeky DIY project to get into over the holiday weekend? Then take a look at this fantastic looking set of Donkey Kong wall shelves created by artist Igor Chak! From the website: So here is a Donkey Kong wall, strong, good looking but still has its character. The wall is made out of individual sections; each section is made out of durable but light carbon fiber, anodized aluminum pixels that are joined with strong stainless steel rods and toughened glass tops. The special mounts themselves are made out of steel and can support up to 60 lbs. Igor’s notes and additional images for the project can be found approximately half way down the webpage linked below. If Donkey Kong is not your favorite game, this could still inspire a shelving project focused on the one you like best! Donkey Kong Wall [via Neatorama] HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How What Are the Windows A: and B: Drives Used For?

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  • Polished DIY Projector Is Painted Right onto the Wall

    - by Jason Fitzpatrick
    If you’re contemplating building a projector screen but find yourself not entirely unhappy with just projecting right onto the wall, this simple paint-it-on-the-wall upgrade is for you. Check out the above video to see the steps required to patch, paint, and frame a space on your wall to serve as a projection screen. You’ll need spackle, sandpaper, white paint, and some very basic carpentry skills to complete the simple wood frame for your painted-on screen. If you’d like to create a screen using the same technique but make it removable (for adjustments or to take it with you when you move out) you can just as easily use the paint-it-on technique with a piece of hardboard instead of the drywall. [via Hack A Day] HTG Explains: Is ReadyBoost Worth Using? HTG Explains: What The Windows Event Viewer Is and How You Can Use It HTG Explains: How Windows Uses The Task Scheduler for System Tasks

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  • How does Against The Wall create an infinite wall?

    - by Zolani13
    There is a game called Against The Wall, developed by Michael P. Consoli. It's a fantastic game, as I've always been stumped at how the game creates an infinitely spanning wall. In the game, you can fall forever, and the wall will keep spanning. I can fall as long as I like, and still be able to climb back to where I was before. The game is developed in Unity. How can a game do this without crashing, or creating some kind of memory overload?

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  • Pixar Animation Techniques That Powered Movies Like Toy Story & Wall E

    - by Gopinath
    Pixar few of the worlds best animation movies like Toy Story, Cars, Wall E and A Bug Life. For those who love these movies and would like to know how Pixar makes the incredibly beautiful animations here is a two minutes video. This article titled,Pixar Animation Techniques That Powered Movies Like Toy Story & Wall E, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Java Champion Dick Wall Explores the Virtues of Scala (otn interview)

    - by Janice J. Heiss
    In a new interview up on otn/java, titled “Java Champion Dick Wall on the Virtues of Scala (Part 2),” Dick Wall explains why, after a long career in programming exploring Lisp, C, C++, Python, and Java, he has finally settled on Scala as his language of choice. From the interview: “I was always on the lookout for a language that would give me both Python-like productivity and simplicity for just writing something and quickly having it work and that also offers strong performance, toolability, and type safety (all of which I like in Java). Scala is simply the first language that offers all those features in a package that suits me. Programming in Scala feels like programming in Python (if you can think it, you can do it), but with the benefit of having a compiler looking over your shoulder and telling you that you have the wrong type here or the wrong method name there.The final ‘aha!’ moment came about a year and a half ago. I had a quick task to complete, and I started writing it in Python (as I have for many years) but then realized that I could probably write it just as fast in Scala. I tried, and indeed I managed to write it just about as fast.”Wall makes the remarkable claim that once Java developers have learned to work in Scala, when they work on large projects, they typically find themselves more productive than they are in Java. “Of course,” he points out, “people are always going to argue about these claims, but I can put my hand over my heart and say that I am much more productive in Scala than I was in Java, and I see no reason why the many people I know using Scala wouldn’t say the same without some reason.”Read the interview here.

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  • Wall jumping collision detection anomaly

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

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  • Wall avoidance steering

    - by Vodemki
    I making a small steering simulator using the reynolds boid algorythm. Now I want to add a wall avoidance feature. My walls are in 3D and defined using two points like that: ---------. P2 | | P1 .--------- My agents have a velocity, a position, etc... Could you tell me how to make avoidance with my agents ? Vector2D ReynoldsSteeringModel::repulsionFromWalls() { Vector2D force; vector<Wall *> wallsList = walls(); Point2D pos = self()->position(); Vector2D velocity = self()->velocity(); for (unsigned i=0; i<wallsList.size(); i++) { //TODO } return force; } Then I use all the forces returned by my boid functions and I apply it to my agent. I just need to know how to do that with my walls ? Thanks for your help.

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  • Wall jacks to patch panel?

    - by rj454me
    OK, I'm by no means a seasoned networking pro and I had no say so in the design of our current server room which is in dire need of an extreme makeover. Basically, in our server room we have 12 wall plates with 4 RJ-45 ports on each - 48 total RJ-45 ports. From these 48 ports is a spaghetti bowl of network cables feeding our servers located in a rack - there is no patch panel currently, just straight from the wall jack to each server. What I was wondering is, is it feasible to mount a 48 port patch panel in our server rack and feed into this patch panel from the wall jacks (of course nicely routing this cable through some new cable trays)? We really don't have the funds to mount the patch panel and have it fed directly from the switches in the telcom closet which is several hundred feet away. Current: Switch (Telcom Closet) - Wall Jacks - Servers Proposed: Switch (Telcom Closet) - Wall Jacks - Patch Panel - Servers

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  • XNA 2D vehicle wall collisions

    - by mike
    I am attempting to implement collisions for my truck game, where the truck can drive around the world and hit walls surrounding the level and various randomly placed walls within the level. I am able to get direct collisions working correctly. However, it is getting very complicated and tricky very quickly. I am trying to accommodate various other collisions such as when a truck is against the wall then turns an adjacent direction or when they reverse into a wall. Both of these result in a slight collision as the image of the truck flips around to the direction the player wants to move. All of this has resulted in a whole lot of if statements to check how I should be fixing the collision. This in turn makes the player jump to random locations and "teleport" around corners, etc. The rest of my game is fine, I am not completely new to game development or C# for that matter. It's just the logic of collisions. Any ideas on how I can approach this? Image of the collisions I am trying to resolve: http://tinypic.com/r/2qtflvq/6

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  • CloudPlug Wall Wart Backs Up Linux

    <b>Linux Planet:</b> "Tiny wall wart computers are everywhere, providing useful services, ease of use, and using little power. Paul Ferrill reviews the CloudPlug, a cross-platform, expandable backup server for both local and offsite storage"

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  • Linux wall command won't broadcast strings

    - by mjb
    I read here that this should work, but it doesn't: //usage: wall [file] root@sys:~> mesg is y root@sys:~> wall "who's out there" wall: can't read who's out there. If mesg is set to y, what's preventing me from broadcasting a string? Note, I did confirm that the file option works: root@sys:~> wall test Broadcast Message from root@sys (/dev/pts/1) at 15:23 ... Who's out there? Teach me knowledge please. mjb

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