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  • App Engine charges in November 2011 [closed]

    - by broiyan
    I had a billing enabled test application on Google App Engine left over from early 2011. I have not received a bill in many months because I have not been hitting the URL and according to the activity monitor, nobody has. Then unexpectedly in November 2011, I received 2 bills in as many weeks for quite minimal amounts. Checking the monitor it looks like nobody has been hitting the URL and according to the SQL-like search, there is nothing in the Datastore. I know that GAE has left the "preview" in recent weeks but I am not sure how that would affect what is essentially a dormant application with no Datastore objects. Has GAE started charging for completely unused applications in recent weeks? Edit: Most of my applications were already disabled and I have just disabled the only one that was enabled but unused the past several months. If I get another bill next week that should be informative.

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  • Combining search button on google map and search API

    - by cheesebunz
    Basically, i have the google api search engine which will send back addresses based on the search by the user; And a map api which will go over to the selected place typed in the textbox. However, both of them are in different textboxes / buttons. i can't seem to be able to change the ids of the button to make ONE of the buttons function as two ways, which your able to get the address, and the map will move to the selected location.

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  • rails solr search limit total search results / get fixed number of results

    - by kLeos
    I'm trying to perform a search, order the results randomly, and only return a number of results, not all matches. Something like limit(2) I've tried using the Solr param 'rows' but that doesn't seem to do anything: @featured_articles = Article.search do with(:is_featured, true) order_by :random adjust_solr_params do |params| params[:rows] = 2 end end @featured_articles.total should be 2, but it returns more than 2 How can I get a randomized fixed number of results?

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  • No search data in Google Analytics or Webmasters

    - by cjk
    I have a domain that has been registered in Google Webmasters and using Google Analytics for over 4 months. I get lots of analytics data, but am getting no information on Google searches in Webmasters, or Queries in Search Engine Optimisation in Analytics, even though I am getting keywords for traffic coming to my site from search engines. I have a test sub-domain with the same setup (except not HTTPS) that is getting some of this information through, even with much less data and visits. What could be wrong to stop me getting this information?

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  • No search data in Goolge Analytics or Webmasters

    - by cjk
    I have a domain that has been registered in Google Webmasters and using Google Analytics for over 4 months. I get lots of analytics data, but am getting no information on Google searches in Webmasters, or Queries in Search Engine Optimisation in Analytics, even though I am getting keywords for traffic coming to my site from search engines. I have a test sub-domain with the same setup (except not HTTPS) that is getting some of this information through, even with much less data and visits. What could be wrong to stop me getting this information?

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  • How do search engines segment against locale?

    - by Hope I Helped
    Assume I run a website with multiple language modes. If I had a Spanish section, it should be included in Spanish-segmented search engines such as Google Spain, Google Peru, Google El Salvador, etc. and excluded in the others. Likewise, even though the website would have content in Chinese, multilingual countries such as Singapore should feature content in their main language (English in this case). What is the best approach to ensure the appropriate language is associated with the various geographically segmented search engines?

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  • Kickoff and Krunner to search with less than 3 chars in search field?

    - by Benjamin
    Both Krunner and Kickoff in Kubuntu return a list of found items after the user has entered at least three characters in the search field. Usage on Synapse shows that returning a list after one character onwards is faster and efficient. I would like Kickoff and Krunner to behave similarly, by making the return a list of items after entering the first character in their search field. How can I achieve that?

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  • Include latest searches in search engines index

    - by drcelus
    My websites generally include a page with the (user input) latest searches. I know it's not a good security practice to allow this since you can find undesired content. On the other hand it boosts the number of pages indexed since every new search can provide a link on google and people can find you with related keywords that you are not using on your web page. What is the rationale behinf including or excludingthis results in search engines index ?

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  • Inverted index in a search engine

    - by Ayman
    Hello there, I'm trying to write some code to make a small application for searching text from files. Files should be crawled, and I need to put an inverted index to boost searches. My problem is that I kind of have ideas about how the parser would be, I'm willing to implement the AND, NOT, OR in the query. Whereas, I couldn't figure out how my index should be... I have never created an inverted index so if any body could suggest a feasable way to do it I would be very grateful... I do know in theory how it works but my problem is I absolutely have no idea to make happen in MySql I need to give keywords being indexed a weight too... Thank you so much.

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  • basic unique ModelForm field for Google App Engine

    - by Alexander Vasiljev
    I do not care about concurrency issues. It is relatively easy to build unique form field: from django import forms class UniqueUserEmailField(forms.CharField): def clean(self, value): self.check_uniqueness(super(UniqueUserEmailField, self).clean(value)) def check_uniqueness(self, value): same_user = users.User.all().filter('email', value).get() if same_user: raise forms.ValidationError('%s already_registered' % value) so one could add users on-the-fly. Editing existing user is tricky. This field would not allow to save user having other user email. At the same time it would not allow to save a user with the same email. What code do you use to put a field with uniqueness check into ModelForm?

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  • How to code a 'Next in Results' within search results in PHP

    - by thebluefox
    Right, bit of a head scratcher, although I've got a feeling there's an obvious answer and I'm just not seeing the wood for the trees. Baiscally, using Solr as a search engine for my site, bringing back 15 results per page. When you click on a result, you get a detail page, that has a "Next in Results" link on it, which obviously forwards you on to the next result. Whats the best way of doing this? I've come up with a few solutions but they're either too inpractical or just don't work. I could store all the ids in a session array, then grab the one after the current one and put that in the link. But with possibly hundreds/thousands of results, the memory that array would need, and the performance hit of dealing with it isn't practical. I could take the same approach and put it into the db, but I'll still have to deal with a potentially huge array when I grab them out of the db. Or; I could do the search again, only returning the id's, and grab the one after the one we're currently looking at. I think this could be the best option? Although it does seem kind of messy, namely because of when I have to select the id thats on a different 'page' (ie the 16th, 31st etc result). Unless I pass through where it was in the results, and select from there, but that still doesn't seem like the right way to do it. I'm really sorry if this is just complete nonsense, any help is massively appreciated as always, Cheers guys!

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  • Implementing a wrapping wire (like the Worms Ninja Rope) in a 2D physics engine

    - by Andrew Russell
    I've been trying out some rope-physics recently, and I've found that the "standard" solution - making a rope from a series of objects strung together with springs or joints - is unsatisfying. Especially when rope swinging is relevant to gameplay. I don't really care about a rope's ability to wrap up or sag (this can be faked for visuals anyway). For gameplay, what is important is the ability for the rope to wrap around the environment and then subsequently unwrap. It doesn't even have to behave like rope - a "wire" made up of straight line segments would do. Here's an illustration: This is very similar to the "Ninja Rope" from the game Worms. Because I'm using a 2D physics engine - my environment is made up of 2D convex polygons. (Specifically I am using SAT in Farseer.) So my question is this: How would you implement the "wrapping" effect? It seems pretty obvious that the wire will be made up of a series of line segments that "split" and "join". And the final (active) segment of that line, where the moving object attaches, will be a fixed-length joint. But what is the maths / algorithm involved for determining when and where the active line segment needs to be split? And when it needs to be joined with the previous segment? (Previously this question also asked about doing this for a dynamic environment - I've decided to split that off into other questions.)

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  • How to restrict paddle movement using Farseer Physics engine 3.2

    - by brainydexter
    I am new to using Farseer Physics Engine 3.2(FPE), so please bear with my questions. Also, since FPE 3.2 is based on Box2D, I have been reading Box2D manual and pieces of code scattered in samples to better understand terminology and usage. Pong is usually my testbed whenever I try to do something new. Here is one of the issue I am running into: How can I restrict paddles to move only along Y axis, because the ball comes in and knocks off the paddles and everything floats in space afterwards ? (Box = Rectangle and ball = circle) I know MKS is the unit system, but is there a recommendation for sizes/position to be used ? I know this is a very generic question, but it would be good to know a simple set of values that one could use for making a game as simple as pong. Between box2d and FPE, I have some doubts: what is the recommended way of making a body in FPE ? world.CreateBody() does not exist in FPE Box2d manual recommends never to "new" body(since Box2D uses Small Object allocators), so is there a recommended way in Farseer to create a body (apart from factories) ? In box2d, it is recommended to keep a track of the body object, since it is also the parent to fixture(s). Why is it that in most of the examples, the fixture object is tracked ? Is there a reason why body is not tracked ? Thanks

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  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

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  • Designing a flexible tile-based engine

    - by Vee
    I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D array of Tile objects, and then have classes inheriting from Tile that represented the game objects. Unfortunately that way I couldn't stack more game elements on the same Tile without having a 3D array. Then I did something different: I still had the 2D array of Tile objects, but every Tile object contained a List where I put and different entities. This worked fine until 20 minutes ago, when I realized that it's too expensive to do many things, look at this example: I have a Wall entity. Every update I have to check the 8 adjacent Tiles, then check all of the entities in the Tile's List, check if any of those entities is a Wall, then finally draw the correct sprite. (This is done to draw walls that are next to each other seamlessly) The only solution I see now is having a 3D array, with many layers, that could suit every situation. But that way I can't stack two entities that share the same layer on the same tile. Whenever I want to do that I have to create a new layer. Is there a better solution? What would you do?

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  • Getting into the details of game engine programming

    - by Darkslash
    I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have OpenGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc, etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesn't teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? I'm sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • webgame engine how does it works

    - by TWCrap
    Hy all, first off all, don't yell that i shouldn't start with it, i just want to know how that works... The thing is, how does the engine of an webgame works. A game like tribalwars, grepolis and forge of empires. How does that keeping alive work. I mean, a user is building an building, and quit the browser... The building is build even when the session of the user is expired. but the points of the user is updated when the building is finished... So how does that works. What do you guys think? do they have some kind of cronjob that is fired every second, and that walks throug the database, and search for finished buildings, and update's the stuff? or do you guys think that they do it difrent?!? I hope that i was clear. -NOTE- i don't need anny code, i'm just intrested in the progress behind the game... Greetingz Marc

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  • Search Engine Optimization - The Importance of Page Optimization in Search Engine Optimization

    In order for your website to rank well, your internal linking structure is critical to your success. This is covered some of the theory for this in various articles and blogs about Page Structure of a website, which said how you should map out the physical linking structure, but in this guide I will explain more about the importance of interlinking your pages, while using your targeted keyword in your anchor text.

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  • Search inside Xournal files (.xoj)

    - by Javad Sadeqzadeh
    I'm a big fan of Evernote, I use it regularly. However, it has a 60MB storage limit (although text files are not going to occupy much space, but the limitation concern still remains). Today, I installed Xournal, which has great features like annotating, nice background, free hand shapes and notes, save in PDF format, and many more. But the big problem is that as far as I've noticd, there is no intrinsic feature for seach inside the notes (created using Xournal with .xoj suffix). I used Catfish File Search application (which creates bash commands for full text search), but it couldn't help as well. Is there anyway to search inside a .xoj file at all? If so, it could be a suitable alternative to evernote, if you put your .xoj files on a cloud (which certainly offers you much more storage space than 60MB). If not, is there any other convenient app similar to Evernote, but with higher storage limit or without a limit? Somebody suggested Zim desktop wiki app, which looks great, but I'm nut sure if I could copy and paste everything there (a mixture of photos and tables and text with various formats and highlights), like what I do with Evernote. And a very useful tool I use is Evernote Web Clipper (browser extension). Of course, having a desktop client like Everpad is a plus, but not the absolute need. PS: I use pocket, so please do suggest that (it only preserve links (which might change over time) not the actual text). I also use google drive or docs, I don't like that for this purpose niether, it's too slow, doesn't have a browser extension and a desktop client. Thank you so much in advance.

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  • Which Game Engine to Use for an Angry Bird style game? [JAVA] [on hold]

    - by Arch1tect
    Our team is building an Angry Bird Style game, and we have only about ten days. The game is a little more complex than Angry Bird because there are two players, they each have a castle with pigs to protect(not destroy:)). And the goal is to destroy the other player's pigs. I wonder what Game Engine would help us finish this game most efficiently. We at least need a physics engine but I guess game engine is more helpful since it usually includes physics engine. Correct me if I'm wrong. (So I'm wondering which game engine I should use, if it's just physics engine, I'll use box2d) Networking may or may not be added later depend on time we have. Thanks in advance for any advice! EDIT: image looks small, I'll add one:

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  • Letting search engines know that different links to identical pages stress different parts of the page

    - by balpha
    When you follow a permalink to a chat message in the Stack Exchange chat, you get a view of the transcript page for the day that contains the particular message. This message is highlighted in yellow, and the page is scrolled to its position. Sometimes – admittedly rarely, but it happens – a web search will result in such a transcript link. Here's a (constructed, obviously) example: A Google search for strange behavior of the \bibliography command site:chat.stackexchange.com gives me a link to this chat message. This message is obiously unrelated to my query, but the transcript page does indeed contain my search terms – just in a totally different spot. Both the above links lead to the same content, and Google knows this, since both pages have <link rel="canonical" href="/transcript/41/2012/4/9/0-24" /> in their <head>. The only difference between the two links is Which message has the highlight css class?. Is there a way to let Google know that while all three links have the same content, they put an emphasis on a different part of the content? Note that the permalinks on the transcript page already have a #12345 hash to "point" to the relavant chat message, but Google appears to drop it.

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  • Is there a pedagogical game engine?

    - by K.G.
    I'm looking for a book, website, or other resource that gives modern 3D game engines the same treatment as Operating Systems: Design and Implementation gave operating systems. I have read Jason Gregory's Game Engine Architecture, which I enjoyed. However, by intent the author treated components of the architecture as atomic units, whereas what I'm interested in is the plumbing between those units that makes a coherent whole out of ideally loosely coupled parts. In books such as these, one usually reads that "that's academic," but that's the point! I have also read Julian Gold's Object-oriented Game Development, which likewise was good, but I feel is beginning to show its age. Since even mobile platforms these days are multicore and have fast video memory, those kinds of things (concurrency, display item buffering) would ideally be covered. There are other resources, such as the Doom 3 source code, which is highly instructive for its being a shipped product. The problem with those is as follows: float Q_rsqrt( float number ) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; // evil floating point bit level hacking i = 0x5f3759df - ( i >> 1 ); // what the f***? y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration // y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed return y; } To wit, while brilliant, this kind of source requires more enlightenment than I can usually muster upon first read. In summary, here's my white whale: For an adult reader with experience in programming. I wish I could save all the trees killed by every. Single. Game Programming book ever devoting the first two chapters to "Now just what is a variable anyway?" In C or C++, very preferably C++. Languages that are more concise are fantastic for teaching, except for when what you want to learn is how to cope with a verbose language. There is also the benefit of the guardrails that C++ doesn't provide, such as garbage collection. Platform agnostic. I'm sincerely afraid that this book is out there and it's Visual C++/DirectX oriented. I'm a Linux guy, and I'd do what it takes, but I would very much like to be able to use OpenGL. Thanks for everything! Before anyone gets on my case about it, Fast inverse square root was from Quake III Arena, not Doom 3!

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  • Zooming in isometric engine using XNA

    - by Yheeky
    I´m currently working on an isometric game engine and right now I´m looking for help concerning my zoom function. On my tilemap there are several objects, some of them are selectable. When a house (texture size 128 x 256) is placed on the map I create an array containing all pixels (= 32768 pixels). Therefore each pixel has an alpha value I check if the value is bigger than 200 so it seems to be a pixel which belongs to the building. So if the mouse cursor is on this pixel the building will be selected - PixelCollision. Now I´ve already implemented my zooming function which works quite well. I use a scale variable which will change my calculation on drawing all map items. What I´m looking for right now is a precise way to find out if a zoomed out/in house is selected. My formula works for values like 0,5 (zoomed out) or 2 (zoomed in) but not for in between. Here is the code I use for the pixel index: var pixelIndex = (int)(((yPos / (Scale * Scale)) * width) + (xPos / Scale) + 1); Example: Let´s assume my mouse is over pixel coordinate 38/222 on the original house texture. Using the code above we get the following pixel index. var pixelIndex = ((222 / (1 * 1)) * 128) + (38 / 1) + 1; = (222 * 128) + 39 = 28416 + 39 = 28455 If we now zoom out to scale 0,5, the texture size will change to 64 x 128 and the amount of pixels will decrease from 32768 to 8192. Of course also our mouse point changes by the scale to 19/111. The formula makes it easy to calculate the original pixelIndex using our new coordinates: var pixelIndex = ((111 / (0.5 * 0.5)) * 64) + (19 / 0.5) + 1; = (444 * 64) + 39 = 28416 + 39 = 28455 But now comes the problem. If I zoom out just to scale 0.75 it does not work any more. The pixel amount changes from 32768 to 18432 pixels since texture size is 96 x 192. Mouse point is transformed to point 28/166. The formula gives me a wrong pixelIndex. var pixelIndex = ((166 / (0.75 * 0.75)) * 96) + (28 / 0.75) + 1; = (295.11 * 96) + 38.33 = 28330.66 + 38.33 = 28369 Does anyone have a clue what´s wrong in my code? Must be the first part (28330.66) which causes the calculation problem. Thanks! Yheeky

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  • Google Search Engine Optimization - The 3 Step Process to Search Engine Domination

    Would you like more targeted traffic to your website? Would you like to know how to get a stream of profitable customers visiting your site for keywords people are actually searching for? Are you overwhelmed by the complexity of SEO? If you answered yes to any of these questions then the easy 3 step Strategy to Google domination is exactly what you are looking for. In this article I reveal the 3 simple tactics for consistent top ten rankings.

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