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  • Set first image as folder preview in Windows 7

    - by Alex K
    I am trying to customize the way image folders appear in Win7 explorer, but I can't seem to get it under control. Is there a way to force it to always pick the first image in the folder as the preview image? Explorer has perfectly fine natural sort order. I don't understand why it messes it up by picking semi-random images. Thanks!

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  • Search-engine friendly DNS redirection

    - by GetFree
    Is it possible to redirect one domain to another using DNS protocol (and not HTTP prococol), and that redirection being friendly to search engines?? i.e. such that search engines know that the two domains are the same website and not different ones.

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  • Search in multiple xml files

    - by Ram
    I have a windows Xp Sp2 system where the windows explorer search is not able to find the text in xml files. Is there some setting that enable the search in xml files? It finds in text in text / doc files in the same folder.

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  • A way to rename keep the first 10 charaters of a image name

    - by Chris
    Hi there, I have a very big job to do. I have about 930 pictures which are called like: 5210841 Tuinset Senator.jpg 5210898 Traptrede Premium.jpg etc. I'm looking for a way to rename these pictures, without losing the number part. So for the first one, its name would be: 5210841.jpg and the second 5210898.jpg Can you guys think about a program which can do this job? It's for a Windows platform.

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  • SharePoint Search with NLB

    - by Nick
    SharePoint MOSS 2007 on 64 bit OS and SQL. Added a new Web Front End to our farm, all sites seem to work fine - but now we've noticed that the search service has completely stopped working. It works if I change my host file to point to the original WFE, but if I use the NLB IP or the IP of the new WFE, it says "Unable to Connect to the Search Service

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  • Modifying Google Search Plugin

    - by TimeTrap
    I want Google search results to default with a publish date. I'm trying to change the Google search plugin, but I'd be just as happy using a 3rd-party tool that does this. So I'm using Firefox 15.0.1 and I've tried changing {install dir}/searchplugins/google.xml, but Firefox is just ignoring these changes. For example, I'm adding the below in 3 places in google.xml, but nothing is happening: <Param name="cdr" value="cdr:1,cd_min:01/01/1900,cd_"/>

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  • Windows search is skipping folders

    - by natli
    I was trying to find where Electrum stored its wallet files, so I went to C:\ and entered wallet.dat in the search bar (top right), which is supposed to search through the entire C drive (right?), but it didn't find anything. Later, I manually found the wallet.dat file in C:\Users\Admin\AppData\Roaming\Electrum_SysFiles\1.1\C_\ElectrumPY. Searching for wallet.dat in C:\ still comes up empty. Why is this?

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  • Search for text of register in function

    - by dotancohen
    I am writing a VIM function which should search for the text found in register a. In VIM I would start a search with / then press Ctrlr and finish off with a then Return. However this line in the function is not working: execute "/<c-r>a<Return>" It is throwing this error: E486: Pattern not found: <c-r>a<Return> How do I enter the literal Ctrlr into the function? Thanks.

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  • The meaning of the first line output in the iwconfig command in Linux

    - by John Smith
    When I'm using the iwconfig command on my current wifi interface , wlan0 , the first line I get as output is wlan0 IEEE 802.11bgn. When I try to do this when I am connected to other WiFi's, I sometimes get other versions, like IEEE 802.11bg or IEEE 802.11abgn. I want to ask, what's the meaning of this output? if the output is IEEE 802.11bgn then it means that this WiFi supports both the b , g and n standards or it means something else? Thnaks :)

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • Search like google

    - by Rajanikant
    I have a task to make a search module in which i have database users and tablename userProfile and i want to search profile when i entered text in text box for ex. if i entered "I am looking for MBA in delhi" or 'mba information in delhi' it will displayed all user registered expertise as mba and city in delhi . this will be like job portal or any social networking portal my database is -- phpMyAdmin SQL Dump -- version 2.8.1 -- http://www.phpmyadmin.net -- Host: localhost -- Generation Time: May 01, 2010 at 10:58 AM -- Server version: 5.0.21 -- PHP Version: 5.1.4 -- Database: users -- -- Table structure for table userProfile CREATE TABLE userprofile ( id int(11) NOT NULL auto_increment, name varchar(50) collate latin1_general_ci NOT NULL, expertise varchar(50) collate latin1_general_ci NOT NULL, city varchar(50) collate latin1_general_ci NOT NULL, state varchar(50) collate latin1_general_ci NOT NULL, discription varchar(500) collate latin1_general_ci NOT NULL, PRIMARY KEY (id) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 COLLATE=latin1_general_ci AUTO_INCREMENT=3 ; -- -- Dumping data for table userProfile INSERT INTO userProfile VALUES (1, 'a', 'MBA HR', 'Delhi', 'Delhi', 'Fortune is top management college in Delhi, Best B-schools in India providing business studies and management training. FIIB is Delhi based most ranked ...'); INSERT INTO userProfile VALUES (2, 'b', 'MBA marketing', 'Delhi', 'Delhi', 'Fortune is top management college in Delhi, Best B-schools in India providing business studies and management training. FIIB is Delhi based most ranked ...'); and search.php page <?php include("config.php"); include("class.search.php"); $br=new search(); if($_POST['searchbutton']) { $str=$_POST['textfield']; $brstr=$br->breakkey($str); } ?> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Untitled Document</title> </head> <body> <table width="100%" border="0"> <form name="frmsearch" method="post"> <tr> <td width="367">&nbsp;</td> <td width="300"><label> <input name="textfield" type="text" id="textfield" size="50" /> </label></td> <td width="294"><label> <input type="submit" name="searchbutton" id="button" value="Search" /> </label></td> </tr></form> <tr> <td>&nbsp;</td> <td>&nbsp;</td> <td>&nbsp;</td> </tr> <tr> <td>&nbsp;</td> <td>&nbsp;</td> <td>&nbsp;</td> </tr> </table> </body> </html> and config.php is <?php error_reporting(E_ALL); $host="localhost"; $username="root"; $password=""; $dbname="users"; $con=mysql_connect($host,$username,$password) or die("could not connect database"); $db=mysql_select_db($dbname,$con) or die("could not select database"); ?> and class.search.php is <?php class search { function breakkey($key) { global $db; $words=explode(' ',$key); return $words; } function searchitem($perm) { global $db; foreach($perm as $k=>$v) { $sql="select * from users" } } } ?>

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  • How to search Multiple Sites using Lucene Search engine API?

    - by Wael Salman
    Hope that someone can help me as soon as possible :-) I would like to know how can we search Multiple Sites using Lucene??! (All sites are in one index). I have succeeded to search one website , and to index multiple sites, however I am not able to search all websites. Consider this method that I have: private void PerformSearch() { DateTime start = DateTime.Now; //Create the Searcher object string strIndexDir = Server.MapPath("index") + @"\" + mstrURL; IndexSearcher objSearcher = new IndexSearcher(strIndexDir); //Parse the query, "text" is the default field to search Query objQuery = QueryParser.Parse(mstrQuery, "text", new StandardAnalyzer()); //Create the result DataTable mobjDTResults.Columns.Add("title", typeof(string)); mobjDTResults.Columns.Add("path", typeof(string)); mobjDTResults.Columns.Add("score", typeof(string)); mobjDTResults.Columns.Add("sample", typeof(string)); mobjDTResults.Columns.Add("explain", typeof(string)); //Perform search and get hit count Hits objHits = objSearcher.Search(objQuery); mintTotal = objHits.Length(); //Create Highlighter QueryHighlightExtractor highlighter = new QueryHighlightExtractor(objQuery, new StandardAnalyzer(), "<B>", "</B>"); //Initialize "Start At" variable mintStartAt = GetStartAt(); //How many items we should show? int intResultsCt = GetSmallerOf(mintTotal, mintMaxResults + mintStartAt); //Loop through results and display for (int intCt = mintStartAt; intCt < intResultsCt; intCt++) { //Get the document from resuls index Document doc = objHits.Doc(intCt); //Get the document's ID and set the cache location string strID = doc.Get("id"); string strLocation = ""; if (mstrURL.Substring(0,3) == "www") strLocation = Server.MapPath("cache") + @"\" + mstrURL + @"\" + strID + ".htm"; else strLocation = doc.Get("path") + doc.Get("filename"); //Load the HTML page from cache string strPlainText; using (StreamReader sr = new StreamReader(strLocation, System.Text.Encoding.Default)) { strPlainText = ParseHTML(sr.ReadToEnd()); } //Add result to results datagrid DataRow row = mobjDTResults.NewRow(); if (mstrURL.Substring(0,3) == "www") row["title"] = doc.Get("title"); else row["title"] = doc.Get("filename"); row["path"] = doc.Get("path"); row["score"] = String.Format("{0:f}", (objHits.Score(intCt) * 100)) + "%"; row["sample"] = highlighter.GetBestFragments(strPlainText, 200, 2, "..."); Explanation objExplain = objSearcher.Explain(objQuery, intCt); row["explain"] = objExplain.ToHtml(); mobjDTResults.Rows.Add(row); } objSearcher.Close(); //Finalize results information mTsDuration = DateTime.Now - start; mintFromItem = mintStartAt + 1; mintToItem = GetSmallerOf(mintStartAt + mintMaxResults, mintTotal); } as you can see that I use the site URL 'mstrURL' when I create the search object string strIndexDir = Server.MapPath("index") + @"\" + mstrURL; How can I do the same when I want to search multiple sites?? Actually I am using the code from http://www.keylimetie.com/blog/2005/8/4/lucenenet/

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  • Optimizing JS Array Search

    - by The.Anti.9
    I am working on a Browser-based media player which is written almost entirely in HTML 5 and JavaScript. The backend is written in PHP but it has one function which is to fill the playlist on the initial load. And the rest is all JS. There is a search bar that refines the playlist. I want it to refine as the person is typing, like most media players do. The only problem with this is that it is very slow and laggy as there are about 1000 songs in the whole program and there is likely to be more as time goes on. The original playlist load is an ajax call to a PHP page that returns the results as JSON. Each item has 4 attirbutes: artist album file url I then loop through each object and add it to an array called playlist. At the end of the looping a copy of playlist is created, backup. This is so that I can refine the playlist variable when people refine their search, but still repopulated it from backup without making another server request. The method refine() is called when the user types a key into the searchbox. It flushes playlist and searches through each property (not including url) of each object in the backup array for a match in the string. If there is a match in any of the properties, it appends the information to a table that displays the playlist, and adds it to the object to playlist for access by the actual player. Code for the refine() method: function refine() { $('#loadinggif').show(); $('#library').html("<table id='libtable'><tr><th>Artist</th><th>Album</th><th>File</th><th>&nbsp;</th></tr></table>"); playlist = []; for (var j = 0; j < backup.length; j++) { var sfile = new String(backup[j].file); var salbum = new String(backup[j].album); var sartist = new String(backup[j].artist); if (sfile.toLowerCase().search($('#search').val().toLowerCase()) !== -1 || salbum.toLowerCase().search($('#search').val().toLowerCase()) !== -1 || sartist.toLowerCase().search($('#search').val().toLowerCase()) !== -1) { playlist.push(backup[j]); num = playlist.length-1; $("<tr></tr>").html("<td>" + num + "</td><td>" + sartist + "</td><td>" + salbum + "</td><td>" + sfile + "</td><td><a href='#' onclick='setplay(" + num +");'>Play</a></td>").appendTo('#libtable'); } } $('#loadinggif').hide(); } As I said before, for the first couple of letters typed, this is very slow and laggy. I am looking for ways to refine this to make it much faster and more smooth.

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  • How can I create a Searchstring for a Google AJAX Search API?

    - by elmaso
    Hello, i have this code to get the search resutls from the api: querygoogle.php: <?php session_start(); // Here's the Google AJAX Search API url for curl. It uses Google Search's site:www.yourdomain.com syntax to search in a specific site. I used $_SERVER['HTTP_HOST'] to find my domain automatically. Change $_POST['searchquery'] to your posted search query $url = 'http://ajax.googleapis.com/ajax/services/search/web?rsz=large&v=1.0&start=20&q=' . urlencode('' . $_POST['searchquery']); // use fopen and fread to pull Google's search results $handle = fopen($url, 'rb'); $body = ''; while (!feof($handle)) { $body .= fread($handle, 8192); } fclose($handle); // now $body is the JSON encoded results. We need to decode them. $json = json_decode($body); // now $json is an object of Google's search results and we need to iterate through it. foreach($json->responseData->results as $searchresult) { if($searchresult->GsearchResultClass == 'GwebSearch') { $formattedresults .= ' <div class="searchresult"> <h3><a href="' . $searchresult->unescapedUrl . '">' . $searchresult->titleNoFormatting . '</a></h3> <p class="resultdesc">' . $searchresult->content . '</p> <p class="resulturl">' . $searchresult->visibleUrl . '</p> </div>'; } } $_SESSION['googleresults'] = $formattedresults; header('Location: ' . $_SERVER['HTTP_REFERER']); exit; ?> search.php <?php session_start(); ?> <form method="post" action="querygoogle.php"> <label for="searchquery"><span class="caption">Search this site</span> <input type="text" size="20" maxlength="255" title="Enter your keywords and click the search button" name="searchquery" /></label> <input type="submit" value="Search" /> </form> <?php if(!empty($_SESSION['googleresults'])) { echo $_SESSION['googleresults']; unset($_SESSION['googleresults']); } ?> but with this code, I cant add a searchstring.. how can i add a search string like search.php?search=keyword ? thanks

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  • How to remove a Facebook App from Facebook's search results?

    - by Gavin
    I have a Facebook app so users can login to my website using their Facebook account, but when you type my website name into Facebook's search (the search box right next to the Facebook logo) the app shows up in the search results. When I click it, it says "Misconfigured App - Sorry, the details for AppName cannot be displayed because the app is misconfigured." I want to remove my app from Facebook's search results, because it's not meant for users, but I can't figure out how to do it. Any ideas?

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  • Are One Way Links Still Important in Search Engine Optimization?

    Pretty dumb question huh? But people are beginning to wonder considering that Google might change its algorithms again. If you doubt it, do a quick search on the keyword "Google caffeine". This is the new Google search engine and so far, beta testers have stated that it is faster, provides more relevant search engine results and son. Anyways, whatever the case may be, it is important to note that one way links are important right now because the search engines have made them so.

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  • What Does it Take to Build a Search Engine Friendly Website?

    Over the years, web masters are looking out for ways to improve their websites in making them more search engine friendly as it will help to get your website to be ranked in the few top rank of the search engine home page whenever these keywords are searched by the Internet users. Search engines are internet tools which are designed to search for information from the global websites.

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