Search Results

Search found 9031 results on 362 pages for 'permanent position'.

Page 145/362 | < Previous Page | 141 142 143 144 145 146 147 148 149 150 151 152  | Next Page >

  • I am making a maze type of game using javascript and HTML and need some questions answered [on hold]

    - by Timothy Bilodeau
    First off, i am a noob to JavaScript but am willing to learn. :) I found a simple JavaScript moment engine created by another member on this site. Using that i made it so my character can walk around within a rectangle/square shaped room. I want to make it so the character can walk through a "doorway" within a wall to the next room. Either that or make it so if the character moves over a certain image within the room it will take the player to another webpage in which the character "spawns" into the room and so on and so fourth. Here is a link to what i have made so far as to get an idea. http://bit.ly/1fSMesA Any help would be much appreciated. Here is the javascript code for the character movement and boundaries. <script type='text/javascript'> // movement vars var xpos = 100; var ypos = 100; var xspeed = 1; var yspeed = 0; var maxSpeed = 5; // boundary var minx = 37; var miny = 41; var maxx = 187; // 10 pixels for character's width var maxy = 178; // 10 pixels for character's width // controller vars var upPressed = 0; var downPressed = 0; var leftPressed = 0; var rightPressed = 0; function slowDownX() { if (xspeed > 0) xspeed = xspeed - 1; if (xspeed < 0) xspeed = xspeed + 1; } function slowDownY() { if (yspeed > 0) yspeed = yspeed - 1; if (yspeed < 0) yspeed = yspeed + 1; } function gameLoop() { // change position based on speed xpos = Math.min(Math.max(xpos + xspeed,minx),maxx); ypos = Math.min(Math.max(ypos + yspeed,miny),maxy); // or, without boundaries: // xpos = xpos + xspeed; // ypos = ypos + yspeed; // change actual position document.getElementById('character').style.left = xpos; document.getElementById('character').style.top = ypos; // change speed based on keyboard events if (upPressed == 1) yspeed = Math.max(yspeed - 1,-1*maxSpeed); if (downPressed == 1) yspeed = Math.min(yspeed + 1,1*maxSpeed) if (rightPressed == 1) xspeed = Math.min(xspeed + 1,1*maxSpeed); if (leftPressed == 1) xspeed = Math.max(xspeed - 1,-1*maxSpeed); // deceleration if (upPressed == 0 && downPressed == 0) slowDownY(); if (leftPressed == 0 && rightPressed == 0) slowDownX(); // loop setTimeout("gameLoop()",10); } function keyDown(e) { var code = e.keyCode ? e.keyCode : e.which; if (code == 38) upPressed = 1; if (code == 40) downPressed = 1; if (code == 37) leftPressed = 1; if (code == 39) rightPressed = 1; } function keyUp(e) { var code = e.keyCode ? e.keyCode : e.which; if (code == 38) upPressed = 0; if (code == 40) downPressed = 0; if (code == 37) leftPressed = 0; if (code == 39) rightPressed = 0; } </script> here is the HTML code to follow <!-- The Level --> <img src="room1.png" /> <!-- The Character --> <img id='character' src='../texture packs/characters/snazgel.png' style='position:absolute;left:100;top:100;height:40;width:26;'/>

    Read the article

  • CodePlex Daily Summary for Tuesday, March 09, 2010

    CodePlex Daily Summary for Tuesday, March 09, 2010New Projects.NET Excel Wrapper - Read, Write, Edit & Automate Excel Files in .NET with ease: .NET Excel Wrapper encapsulates the complexity of working with multiple Excel objects giving you one central point to do all your processing. It h...Advancement Voyage: Advancement Voyage is a high quality RPG experience that provides all the advancement and voyaging that a player could hope for.ASP.Net Routing configuration: ASP.NET routing configuration enables you to configure the routes in the web.config bbinjest: bbinjestBuildUp: BuildUp is a build number increment tool for C# .net projects. It is run as a post build step in Visual Studio.Controlled Vocabulary: This project is devoted to creating tools to assist with Controlling Vocabulary in communication. The initial delivery is an Outlook 2010 Add-in w...CycleList: A replacement for the WPF ListBox Control. Displays only a single item and allows the user to change the selected item by clicking on it once. Very...Forensic Suite: A suite of security softwareFREE DNN Chat Module for 123 Flash Chat -- Embed FREE Chat Room!: 123 Flash Chat is a live chat solution and its DotNetNuke Chat Module helps to embed a live chat room into website with DotNetNuke(DNN) integrated ...HouseFly experimental controls: Experimental controls for use in HouseFly.ICatalogAll: junkMidiStylus: MidiStylus allows you to control MIDI-enabled hardware or software using your pressure-sensitive pen tablet. The program maps the X position, Y po...myTunes: Search for your favorite artistsNColony - Pluggable Socialism?: NColony will maximize the use of MEF to create flexible application architectures through a suite of plug-in solutions. If MEF is an outlet for plu...Network Monitor Decryption Expert: NmDecrypt is a Network Monitor Expert which when given a trace with encrypted frames, a security certificate, and a passkey will create a new trace...occulo: occulo is a free steganography program, meant to embed files within images with optional encrytion. Open Ant: A implementation of a Open Source Ant which is created to show what is possible in the serious game AntMe! The First implementation of that ProjectProgramming Patterns by example: Design patterns provide solutions to common software design problems. This project will contain samples, written in c# and ruby, of each design pat...project4k: Developing bulk mail system storing email informationQuail - Selenium Remote Control Made Easy: Quail makes it easy for Quality Assurance departments write automated tests against web applications. Both HTML and Silverlight applications can b...RedBulb for XNA Framework: RedBulb is a collection of utility functions and classes that make writing games with XNA a lot easier. Key features: Console,GUI (Labels, Buttons,...RegExpress: RegExpress is a WPF application that combines interactive demos of regular expressions with slide content. This was designed for a user group prese...RemoveFolder: Small utility program to remove empty foldersScrumTFS: ScrumTFSSharePoint - Open internal link in new window list definition: A simple SharePoint list definition to render SharePoint internal links with the option to open them in a new window.SqlSiteMap4MVC: SqlSiteMapProvider for ASP.Net MVC.T Sina .NET Client: t.sina.com.cn api 新浪微博APITest-Lint-Extensions: Test Lint is a free Typemock VS 2010 Extension that finds common problems in your unit tests as you type them. this project will host extensions ...ThinkGearNET: ThinkGearNET is a library for easy usage of the Neurosky Mindset headset from .NET .Wiki to Maml: This project enables you to write wiki syntax and have it converted into MAML syntax for Sandcastle documentation projects.WPF Undo/Redo Framework: This project attempts to solve the age-old programmer problem of supporting unlimited undo/redo in an application, in an easily reusable manner. Th...WPFValidators: WPF Validators Validações de campos para WPFWSP Listener: The WSP listener is a windows service application which waits for new WSC and WSP files in a specific folder. If a new WSC and WSP file are added, ...New Releases.NET Excel Wrapper - Read, Write, Edit & Automate Excel Files in .NET with ease: First Release: This is the first release which includes the main library release..NET Excel Wrapper - Read, Write, Edit & Automate Excel Files in .NET with ease: Updated Version: New Features:SetRangeValue using multidimensional array Print current worksheet Print all worksheets Format ranges background, color, alig...ArkSwitch: ArkSwitch v1.1.2: This release removes all memory reporting information, and is focused on stability.BattLineSvc: V2.1: - Fixed a bug where on system start-up, it would pop up a notification box to let you know the service started. Annoying! And fixed! - Fixed the ...BuildUp: BuildUp 1.0 Alpha 1: Use at your own risk!Not yet feature complete. Basic build incrementing and attribute overriding works. Still working on cascading build incremen...Controlled Vocabulary: 1.0.0.1: Initial Alpha Release. System Requirements Outlook 2010 .Net Framework 3.5 Installation 1. Close Outlook (Use Task Manager to ensure no running i...CycleList: CycleList: The binaries contain the .NET 3.5 DLL ONLY. Please download source for usage examples.FluentNHibernate.Search: 0.3 Beta: 0.3 Beta take the following changes : Mappings : - Field Mapping without specifying "Name" - Id Mapping without specifiying "Field" - Builtin Anal...FREE DNN Chat Module for 123 Flash Chat -- Embed FREE Chat Room!: 123 Flash Chat DNN Chat Module: With FREE DotNetNuke Chat Module of 123 Flash Chat, webmaster will be assist to add a chat room into DotNetNuke instantly and help to attract more ...GameStore League Manager: League Manager 1.0 release 3: This release includes a full installer so that you can get your league running faster and generate interest quicker.iExporter - iTunes playlist exporting: iExporter gui v2.3.1.0 - console v1.2.1.0: Paypal donate! Solved a big bug for iExporter ( Gui & Console ) When a track isn't located under the main iTunes library, iExporter would crash! ...jQuery.cssLess: jQuery.cssLess 0.3: New - Removed the dependency from XRegExp - Added comment support (both CSS style and C style) - Optimised it for speed - Added speed test TOD...jQuery.cssLess: jQuery.cssLess 0.4: NEW - @import directive - preserving of comments in the resulting CSS - code refactoring - more class oriented approach TODO - implement operation...MapWindow GIS: MapWindow 6.0 msi (March 8): Rewrote the shapefile saving code in the indexed case so that it uses the shape indices rather than trying to create features. This should allow s...MidiStylus: MidiStylus 0.5.1: MidiStylus Beta 0.5.1 This release contains basic functionality for transmitting MIDI data based on X position, Y position, and pressure value rea...MiniTwitter: 1.09.1: MiniTwitter 1.09.1 更新内容 修正 URL に & が含まれている時に短縮 URL がおかしくなるバグを修正Mosaictor: first executable: .exe file of the app in its current state. Mind you that this will likely be highly unstable due to heaps of uncaught errors.MvcContrib a Codeplex Foundation project: T4MVC: T4MVC is a T4 template that generates strongly typed helpers for ASP.NET MVC. You can download it below, and check out the documention here.N2 CMS: 2.0 beta: Major Changes ASP.NET MVC 2 templates Refreshed management UI LINQ support Performance improvements Auto image resize Upgrade Make a comp...NotesForGallery: ASP.NET AJAX Photo Gallery Control: NotesForGallery 2.0: PresentationNotesForGallery is an open source control on top of the Microsoft ASP.NET AJAX framework for easy displaying image galleries in the as...occulo: occulo 0.1 binaries: Windows binaries. Tested on Windows XP SP2.occulo: occulo 0.1 source: Initial source release.Open NFe: DANFE 1.9.5: Ajuste de layout e correção dos campos de ISS.patterns & practices Web Client Developer Guidance: Web Application Guidance -- March 8th Drop: This iteration we focused on documentation and bug fixes.PoshConsole: PoshConsole 2.0 Beta: With this release, I am refocusing PoshConsole... It will be a PowerShell 2 host, without support for PowerShell 1.0 I have used some of the new P...Quick Performance Monitor: QPerfmon 1.1: Now you can specify different updating frequencies.RedBulb for XNA Framework: Cipher Puzzle (Sample) Creators Club Package: RedBulb Sample Game: Cipher Puzzle http://bayimg.com/image/galgfaacb.jpgRedBulb for XNA Framework: RedBulbStarter (Base Code): This is the code you need to start with. Quick Start Guide: Download the latest version of RedBulb: http://redbulb.codeplex.com/releases/view/415...RoTwee: RoTwee 7.0.0.0 (Alpha): Now this version is under improvement of code structure and may be buggy. However movement of rotation is quite good in this version thanks to clea...SCSI Interface for Multimedia and Block Devices: Release 9 - Improvements and Bug Fixes: Changes I have made in this version: Fixed INQUIRY command timeout problem Lowered ISOBurn's memory usage significantly by not explicitly setting...SharePoint - Open internal link in new window list definition: Open link in new window list definition: First release, with english and italian localization supportSharePoint Outlook Connector: Version 1.2.3.2: Few bug fixing and some ui enhancementsSysI: sysi, release build: Better than ever -- now allows for escalation to adminThe Silverlight Hyper Video Player [http://slhvp.com]: Beta 1: Beta (1.1) The code is ready for intensive testing. I will update the code at least every second day until we are ready to freeze for V1, which wi...Truecrafting: Truecrafting 0.52: fixed several trinkets that broke just before i released 0.51, sorry fixed water elemental not doing anything while summoned if not using glyph o...Truecrafting: Truecrafting 0.53: fixed mp5 calculations when gear contained mp5 and made the formulas more efficient no need to rebuild profiles with this release if placed in th...umbracoSamplePackageCreator (beta): Working Beta: For Visual Studio 2008 creating packages for Umbraco 4.0.3.VCC: Latest build, v2.1.30307.0: Automatic drop of latest buildVCC: Latest build, v2.1.30308.0: Automatic drop of latest buildVOB2MKV: vob2mkv-1.0.3: This is a maintenance update of the VOB2MKV utility. The MKVMUX filter now describes the cluster locations using a separate SeekHead element at th...WPFValidators: WPFValidators 1.0 Beta: Primeira versão do componente ainda em Beta, pode ser utilizada em produção pois esta funcionando bem e as futuras alterações não sofreram muito im...WSDLGenerator: WSDLGenerator 0.0.06: - Added option to generate SharePoint compatible *disco.aspx file. - Changed commandline optionsWSP Listener: WSP Listener version 1.0.0.0: First version of the WSP Listener includes: Easy cop[y paste installation of WSP solutions Extended logging E-mail when installation is finish...Yet another pali text reader: Pali Text Reader App v1.1: new features/updates + search history is now a tab + format codes in dictionary + add/edit terms in the dictionary + pali keyboard inserts symbols...Most Popular ProjectsMetaSharpi4o - Indexed LINQResExBraintree Client LibraryGeek's LibrarySharepoint Feature ManagerConfiguration ManagementOragon Architecture SqlBuilderTerrain Independant Navigating Automaton v2.0WBFS ManagerMost Active ProjectsUmbraco CMSRawrSDS: Scientific DataSet library and toolsBlogEngine.NETjQuery Library for SharePoint Web ServicesFasterflect - A Fast and Simple Reflection APIFarseer Physics Enginepatterns & practices – Enterprise LibraryTeam FTW - Software ProjectIonics Isapi Rewrite Filter

    Read the article

  • Silverlight for Windows Embedded tutorial (step 6)

    - by Valter Minute
    In this tutorial step we will develop a very simple clock application that may be used as a screensaver on our devices and will allow us to discover a new feature of Silverlight for Windows Embedded (transforms) and how to use an “old” feature of Windows CE (timers) inside a Silverlight for Windows Embedded application. Let’s start with some XAML, as usual: <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Width="640" Height="480" FontSize="18" x:Name="Clock">   <Canvas x:Name="LayoutRoot" Background="#FF000000"> <Grid Height="24" Width="150" Canvas.Left="320" Canvas.Top="234" x:Name="SecondsHand" Background="#FFFF0000"> <TextBlock Text="Seconds" TextWrapping="Wrap" Width="50" HorizontalAlignment="Right" VerticalAlignment="Center" x:Name="SecondsText" Foreground="#FFFFFFFF" TextAlignment="Right" Margin="2,2,2,2"/> </Grid> <Grid Height="24" x:Name="MinutesHand" Width="100" Background="#FF00FF00" Canvas.Left="320" Canvas.Top="234"> <TextBlock HorizontalAlignment="Right" x:Name="MinutesText" VerticalAlignment="Center" Width="50" Text="Minutes" TextWrapping="Wrap" Foreground="#FFFFFFFF" TextAlignment="Right" Margin="2,2,2,2"/> </Grid> <Grid Height="24" x:Name="HoursHand" Width="50" Background="#FF0000FF" Canvas.Left="320" Canvas.Top="234"> <TextBlock HorizontalAlignment="Right" x:Name="HoursText" VerticalAlignment="Center" Width="50" Text="Hours" TextWrapping="Wrap" Foreground="#FFFFFFFF" TextAlignment="Right" Margin="2,2,2,2"/> </Grid> </Canvas> </UserControl> This XAML file defines three grid panels, one for each hand of our clock (we are implementing an analog clock using one of the most advanced technologies of the digital world… how cool is that?). Inside each hand we put a TextBlock that will be used to display the current hour, minute, second inside the dial (you can’t do that on plain old analog clocks, but it looks nice). As usual we use XAML2CPP to generate the boring part of our code. We declare a class named “Clock” and derives from the TClock template that XAML2CPP has declared for us. class Clock : public TClock<Clock> { ... }; Our WinMain function is more or less the same we used in all the previous samples. It initializes the XAML runtime, create an instance of our class, initialize it and shows it as a dialog: int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) { if (!XamlRuntimeInitialize()) return -1;   HRESULT retcode;   IXRApplicationPtr app; if (FAILED(retcode=GetXRApplicationInstance(&app))) return -1; Clock clock;   if (FAILED(clock.Init(hInstance,app))) return -1;     UINT exitcode;   if (FAILED(clock.GetVisualHost()->StartDialog(&exitcode))) return -1;   return exitcode; } Silverlight for Windows Embedded provides a lot of features to implement our UI, but it does not provide timers. How we can update our clock if we don’t have a timer feature? We just use plain old Windows timers, as we do in “regular” Windows CE applications! To use a timer in WinCE we should declare an id for it: #define IDT_CLOCKUPDATE 0x12341234 We also need an HWND that will be used to receive WM_TIMER messages. Our Silverlight for Windows Embedded page is “hosted” inside a GWES Window and we can retrieve its handle using the GetContainerHWND function of our VisualHost object. Let’s see how this is implemented inside our Clock class’ Init method: HRESULT Init(HINSTANCE hInstance,IXRApplication* app) { HRESULT retcode;   if (FAILED(retcode=TClock<Clock>::Init(hInstance,app))) return retcode;   // create the timer user to update the clock HWND clockhwnd;   if (FAILED(GetVisualHost()->GetContainerHWND(&clockhwnd))) return -1;   timer=SetTimer(clockhwnd,IDT_CLOCKUPDATE,1000,NULL); return 0; } We use SetTimer to create a new timer and GWES will send a WM_TIMER to our window every second, giving us a chance to update our clock. That sounds great… but how could we handle the WM_TIMER message if we didn’t implement a window procedure for our window? We have to move a step back and look how a visual host is created. This code is generated by XAML2CPP and is inside xaml2cppbase.h: virtual HRESULT CreateHost(HINSTANCE hInstance,IXRApplication* app) { HRESULT retcode; XRWindowCreateParams wp;   ZeroMemory(&wp, sizeof(XRWindowCreateParams)); InitWindowParms(&wp);   XRXamlSource xamlsrc;   SetXAMLSource(hInstance,&xamlsrc); if (FAILED(retcode=app->CreateHostFromXaml(&xamlsrc, &wp, &vhost))) return retcode;   if (FAILED(retcode=vhost->GetRootElement(&root))) return retcode; return S_OK; } As you can see the CreateHostFromXaml function of IXRApplication accepts a structure named XRWindowCreateParams that control how the “plain old” GWES Window is created by the runtime. This structure is initialized inside the InitWindowParm method: // Initializes Windows parameters, can be overridden in the user class to change its appearance virtual void InitWindowParms(XRWindowCreateParams* wp) { wp->Style = WS_OVERLAPPED; wp->pTitle = windowtitle; wp->Left = 0; wp->Top = 0; } This method set up the window style, title and position. But the XRWindowCreateParams contains also other fields and, since the function is declared as virtual, we could initialize them inside our version of InitWindowParms: // add hook procedure to the standard windows creation parms virtual void InitWindowParms(XRWindowCreateParams* wp) { TClock<Clock>::InitWindowParms(wp);   wp->pHookProc=StaticHostHookProc; wp->pvUserParam=this; } This method calls the base class implementation (useful to not having to re-write some code, did I told you that I’m quite lazy?) and then initializes the pHookProc and pvUserParam members of the XRWindowsCreateParams structure. Those members will allow us to install a “hook” procedure that will be called each time the GWES window “hosting” our Silverlight for Windows Embedded UI receives a message. We can declare a hook procedure inside our Clock class: // static hook procedure static BOOL CALLBACK StaticHostHookProc(VOID* pv,HWND hwnd,UINT Msg,WPARAM wParam,LPARAM lParam,LRESULT* pRetVal) { ... } You should notice two things here. First that the function is declared as static. This is required because a non-static function has a “hidden” parameters, that is the “this” pointer of our object. Having an extra parameter is not allowed for the type defined for the pHookProc member of the XRWindowsCreateParams struct and so we should implement our hook procedure as static. But in a static procedure we will not have a this pointer. How could we access the data member of our class? Here’s the second thing to notice. We initialized also the pvUserParam of the XRWindowsCreateParams struct. We set it to our this pointer. This value will be passed as the first parameter of the hook procedure. In this way we can retrieve our this pointer and use it to call a non-static version of our hook procedure: // static hook procedure static BOOL CALLBACK StaticHostHookProc(VOID* pv,HWND hwnd,UINT Msg,WPARAM wParam,LPARAM lParam,LRESULT* pRetVal) { return ((Clock*)pv)->HostHookProc(hwnd,Msg,wParam,lParam,pRetVal); } Inside our non-static hook procedure we will have access to our this pointer and we will be able to update our clock: // hook procedure (handles timers) BOOL HostHookProc(HWND hwnd,UINT Msg,WPARAM wParam,LPARAM lParam,LRESULT* pRetVal) { switch (Msg) { case WM_TIMER: if (wParam==IDT_CLOCKUPDATE) UpdateClock(); *pRetVal=0; return TRUE; } return FALSE; } The UpdateClock member function will update the text inside our TextBlocks and rotate the hands to reflect current time: // udates Hands positions and labels HRESULT UpdateClock() { SYSTEMTIME time; HRESULT retcode;   GetLocalTime(&time);   //updates the text fields TCHAR timebuffer[32];   _itow(time.wSecond,timebuffer,10);   SecondsText->SetText(timebuffer);   _itow(time.wMinute,timebuffer,10);   MinutesText->SetText(timebuffer);   _itow(time.wHour,timebuffer,10);   HoursText->SetText(timebuffer);   if (FAILED(retcode=RotateHand(((float)time.wSecond)*6-90,SecondsHand))) return retcode;   if (FAILED(retcode=RotateHand(((float)time.wMinute)*6-90,MinutesHand))) return retcode;   if (FAILED(retcode=RotateHand(((float)(time.wHour%12))*30-90,HoursHand))) return retcode;   return S_OK; } The function retrieves current time, convert hours, minutes and seconds to strings and display those strings inside the three TextBlocks that we put inside our clock hands. Then it rotates the hands to position them at the right angle (angles are in degrees and we have to subtract 90 degrees because 0 degrees means horizontal on Silverlight for Windows Embedded and usually a clock 0 is in the top position of the dial. The code of the RotateHand function uses transforms to rotate our clock hands on the screen: // rotates a Hand HRESULT RotateHand(float angle,IXRFrameworkElement* Hand) { HRESULT retcode; IXRRotateTransformPtr rotatetransform; IXRApplicationPtr app;   if (FAILED(retcode=GetXRApplicationInstance(&app))) return retcode;   if (FAILED(retcode=app->CreateObject(IID_IXRRotateTransform,&rotatetransform))) return retcode;     if (FAILED(retcode=rotatetransform->SetAngle(angle))) return retcode;   if (FAILED(retcode=rotatetransform->SetCenterX(0.0))) return retcode;   float height;   if (FAILED(retcode==Hand->GetActualHeight(&height))) return retcode;   if (FAILED(retcode=rotatetransform->SetCenterY(height/2))) return retcode; if (FAILED(retcode=Hand->SetRenderTransform(rotatetransform))) return retcode;   return S_OK; } It creates a IXRotateTransform object, set its rotation angle and origin (the default origin is at the top-left corner of our Grid panel, we move it in the vertical center to keep the hand rotating around a single point in a more “clock like” way. Then we can apply the transform to our UI object using SetRenderTransform. Every UI element (derived from IXRFrameworkElement) can be rotated! And using different subclasses of IXRTransform also moved, scaled, skewed and distorted in many ways. You can also concatenate multiple transforms and apply them at once suing a IXRTransformGroup object. The XAML engine uses vector graphics and object will not look “pixelated” when they are rotated or scaled. As usual you can download the code here: http://cid-9b7b0aefe3514dc5.skydrive.live.com/self.aspx/.Public/Clock.zip If you read up to (down to?) this point you seem to be interested in Silverlight for Windows Embedded. If you want me to discuss some specific topic, please feel free to point it out in the comments! Technorati Tags: Silverlight for Windows Embedded,Windows CE

    Read the article

  • Exam 70-480 Study Material: Programming in HTML5 with JavaScript and CSS3

    - by Stacy Vicknair
    Here’s a list of sources of information for the different elements that comprise the 70-480 exam: General Resources http://www.w3schools.com (As pointed out in David Pallmann’s blog some of this content is unverified, but it is a decent source of information. For more about when it isn’t decent, see http://www.w3fools.com ) http://www.bloggedbychris.com/2012/09/19/microsoft-exam-70-480-study-guide/ (A guy who did a lot of what I did already, sadly I found this halfway through finishing my resources list. This list is expertly put together so I would recommend checking it out.) http://davidpallmann.blogspot.com/2012/08/microsoft-certification-exam-70-480.html http://pluralsight.com/training/Courses (Yes, this isn’t free, but if you look at the course listing there is an entire section on HTML5, CSS3 and Javascript. You can always try the trial!)   Some of the links I put below will overlap with the other resources above, but I tried to find explanations that looked beneficial to me on links outside those already mentioned.   Test Breakdown Implement and Manipulate Document Structures and Objects (24%) Create the document structure. o This objective may include but is not limited to: structure the UI by using semantic markup, including for search engines and screen readers (Section, Article, Nav, Header, Footer, and Aside); create a layout container in HTML http://www.w3schools.com/html/html5_new_elements.asp   Write code that interacts with UI controls. o This objective may include but is not limited to: programmatically add and modify HTML elements; implement media controls; implement HTML5 canvas and SVG graphics http://www.w3schools.com/html/html5_canvas.asp http://www.w3schools.com/html/html5_svg.asp   Apply styling to HTML elements programmatically. o This objective may include but is not limited to: change the location of an element; apply a transform; show and hide elements   Implement HTML5 APIs. o This objective may include but is not limited to: implement storage APIs, AppCache API, and Geolocation API http://www.w3schools.com/html/html5_geolocation.asp http://www.w3schools.com/html/html5_webstorage.asp http://www.w3schools.com/html/html5_app_cache.asp   Establish the scope of objects and variables. o This objective may include but is not limited to: define the lifetime of variables; keep objects out of the global namespace; use the “this” keyword to reference an object that fired an event; scope variables locally and globally http://robertnyman.com/2008/10/09/explaining-javascript-scope-and-closures/ http://www.quirksmode.org/js/this.html   Create and implement objects and methods. o This objective may include but is not limited to: implement native objects; create custom objects and custom properties for native objects using prototypes and functions; inherit from an object; implement native methods and create custom methods http://www.javascriptkit.com/javatutors/object.shtml http://www.crockford.com/javascript/inheritance.html http://stackoverflow.com/questions/1635116/javascript-class-method-vs-class-prototype-method http://www.javascriptkit.com/javatutors/proto.shtml     Implement Program Flow (25%) Implement program flow. o This objective may include but is not limited to: iterate across collections and array items; manage program decisions by using switch statements, if/then, and operators; evaluate expressions http://www.javascriptkit.com/jsref/looping.shtml http://www.javascriptkit.com/javatutors/varshort.shtml http://www.javascriptkit.com/javatutors/switch.shtml   Raise and handle an event. o This objective may include but is not limited to: handle common events exposed by DOM (OnBlur, OnFocus, OnClick); declare and handle bubbled events; handle an event by using an anonymous function http://dev.w3.org/2006/webapi/DOM-Level-3-Events/html/DOM3-Events.html http://javascript.info/tutorial/bubbling-and-capturing   Implement exception handling. o This objective may include but is not limited to: set and respond to error codes; throw an exception; request for null checks; implement try-catch-finally blocks http://www.javascriptkit.com/javatutors/trycatch.shtml   Implement a callback. o This objective may include but is not limited to: receive messages from the HTML5 WebSocket API; use jQuery to make an AJAX call; wire up an event; implement a callback by using anonymous functions; handle the “this” pointer http://www.w3.org/TR/2011/WD-websockets-20110419/ http://www.html5rocks.com/en/tutorials/websockets/basics/ http://api.jquery.com/jQuery.ajax/   Create a web worker process. o This objective may include but is not limited to: start and stop a web worker; pass data to a web worker; configure timeouts and intervals on the web worker; register an event listener for the web worker; limitations of a web worker https://developer.mozilla.org/en-US/docs/DOM/Using_web_workers http://www.html5rocks.com/en/tutorials/workers/basics/   Access and Secure Data (26%) Validate user input by using HTML5 elements. o This objective may include but is not limited to: choose the appropriate controls based on requirements; implement HTML input types and content attributes (for example, required) to collect user input http://diveintohtml5.info/forms.html   Validate user input by using JavaScript. o This objective may include but is not limited to: evaluate a regular expression to validate the input format; validate that you are getting the right kind of data type by using built-in functions; prevent code injection http://www.regular-expressions.info/javascript.html http://msdn.microsoft.com/en-us/library/66ztdbe6(v=vs.94).aspx https://developer.mozilla.org/en-US/docs/JavaScript/Reference/Operators/typeof http://blog.stackoverflow.com/2008/06/safe-html-and-xss/ http://stackoverflow.com/questions/942011/how-to-prevent-javascript-injection-attacks-within-user-generated-html   Consume data. o This objective may include but is not limited to: consume JSON and XML data; retrieve data by using web services; load data or get data from other sources by using XMLHTTPRequest http://www.erichynds.com/jquery/working-with-xml-jquery-and-javascript/ http://www.webdevstuff.com/86/javascript-xmlhttprequest-object.html http://www.json.org/ http://stackoverflow.com/questions/4935632/how-to-parse-json-in-javascript   Serialize, deserialize, and transmit data. o This objective may include but is not limited to: binary data; text data (JSON, XML); implement the jQuery serialize method; Form.Submit; parse data; send data by using XMLHTTPRequest; sanitize input by using URI/form encoding http://api.jquery.com/serialize/ http://www.javascript-coder.com/javascript-form/javascript-form-submit.phtml http://stackoverflow.com/questions/327685/is-there-a-way-to-read-binary-data-into-javascript https://developer.mozilla.org/en-US/docs/JavaScript/Reference/Global_Objects/encodeURI     Use CSS3 in Applications (25%) Style HTML text properties. o This objective may include but is not limited to: apply styles to text appearance (color, bold, italics); apply styles to text font (WOFF and @font-face, size); apply styles to text alignment, spacing, and indentation; apply styles to text hyphenation; apply styles for a text drop shadow http://www.w3schools.com/css/css_text.asp http://www.w3schools.com/css/css_font.asp http://nicewebtype.com/notes/2009/10/30/how-to-use-css-font-face/ http://webdesign.about.com/od/beginningcss/p/aacss5text.htm http://www.w3.org/TR/css3-text/ http://www.css3.info/preview/box-shadow/   Style HTML box properties. o This objective may include but is not limited to: apply styles to alter appearance attributes (size, border and rounding border corners, outline, padding, margin); apply styles to alter graphic effects (transparency, opacity, background image, gradients, shadow, clipping); apply styles to establish and change an element’s position (static, relative, absolute, fixed) http://net.tutsplus.com/tutorials/html-css-techniques/10-css3-properties-you-need-to-be-familiar-with/ http://www.w3schools.com/css/css_image_transparency.asp http://www.w3schools.com/cssref/pr_background-image.asp http://ie.microsoft.com/testdrive/graphics/cssgradientbackgroundmaker/default.html http://www.w3.org/TR/CSS21/visufx.html http://www.barelyfitz.com/screencast/html-training/css/positioning/ http://davidwalsh.name/css-fixed-position   Create a flexible content layout. o This objective may include but is not limited to: implement a layout using a flexible box model; implement a layout using multi-column; implement a layout using position floating and exclusions; implement a layout using grid alignment; implement a layout using regions, grouping, and nesting http://www.html5rocks.com/en/tutorials/flexbox/quick/ http://www.css3.info/preview/multi-column-layout/ http://msdn.microsoft.com/en-us/library/ie/hh673558(v=vs.85).aspx http://dev.w3.org/csswg/css3-grid-layout/ http://dev.w3.org/csswg/css3-regions/   Create an animated and adaptive UI. o This objective may include but is not limited to: animate objects by applying CSS transitions; apply 3-D and 2-D transformations; adjust UI based on media queries (device adaptations for output formats, displays, and representations); hide or disable controls http://www.bloggedbychris.com/2012/09/19/microsoft-exam-70-480-study-guide/   Find elements by using CSS selectors and jQuery. o This objective may include but is not limited to: choose the correct selector to reference an element; define element, style, and attribute selectors; find elements by using pseudo-elements and pseudo-classes (for example, :before, :first-line, :first-letter, :target, :lang, :checked, :first-child) http://www.bloggedbychris.com/2012/09/19/microsoft-exam-70-480-study-guide/   Structure a CSS file by using CSS selectors. o This objective may include but is not limited to: reference elements correctly; implement inheritance; override inheritance by using !important; style an element based on pseudo-elements and pseudo-classes (for example, :before, :first-line, :first-letter, :target, :lang, :checked, :first-child) http://www.bloggedbychris.com/2012/09/19/microsoft-exam-70-480-study-guide/   Technorati Tags: 70-480,CSS3,HTML5,HTML,CSS,JavaScript,Certification

    Read the article

  • Toggle between "Extend these displays" and "Show desktop only on 1"

    - by Clayton Hughes
    I'm looking for a way to programmatically alter the video properties in Windows 7. I'd like to toggle the Multiple display state (as seen in Control Panel Appearances and Personalization Display Screen Resolution) between "Extend these displays" and "Show desktop only on 1". This is the sort of thing that I think is probably doable just by knowing the right Windows executable/dll to invoke with the right parameters and bundling that into a script or shortcut, but if so that information eludes me. Actual code solutions are fine, of course, but I'd like the change to be permanent and not just disable the other monitor(s) for the duration of the application.

    Read the article

  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

    Read the article

  • QtCreator: QML Debugger, connection refused - switch of QML debugger

    - by Horst Walter
    In QtCreator (2.5.2, Win7) I get a permanent / repeating output in the Debugger window. Debugging etc. all fine. Since I do not need QML debugging, how can I switch off the QML debugger? Or fix the issue in order to get rid of the repeating message. QML Debugger: Error: (0) Connection refused QML Debugger: Connecting to debug server 127.0.0.1:3768 QML Debugger: resolving host... QML Debugger: connecting to debug server... Have tried CONFIG -= declarative_debug with no effect. Screenshot:

    Read the article

  • Rails cookie session sharing and "www.example.com" or "example.com" problem

    - by Rafael Mueller
    When people access my app on www.example.com and log in, they get a cookie. I'm using the cookie option to store session on Rails. Accessing example.com (without the www), they must log in again, because Firefox does not recognize the previous session. So, what do you think is the best way to avoid this? I guess I will use a small .htaccess rule (Apache + Passenger) like this: RewriteEngine on RewriteCond %{HTTP_HOST} ^example\.com RewriteRule ^(.*)$ http://www.example.com/$1 [R=permanent,L] Do you guys think that is a good solution?

    Read the article

  • Cannot receive email outside domain with Microsoft Exchange

    - by Adi
    This morning we couldn't receive email from outside our company's domain (domain.com.au), but we can send email to outside (e.g hotmail, gmail, yahoo). When I tried to send email to my work email address using my gmail account, I received this message Technical details of permanent failure: Google tried to deliver your message, but it was rejected by the recipient domain. We recommend contacting the other email provider for further information about the cause of this error. The error that the other server returned was: 550 550 Unable to relay for [email protected] (state 14). I tried using telnet to send email, and it works. But still I couldn't figure out why I can't receive email from outside. I'm not sure if I provided enough info. I'll try to provide as much info as needed to help me solve the problem. Thanks

    Read the article

  • Can you authenticate into SSAS with AD LDS (ADAM) accounts?

    - by Jaxidian
    I'm very new to AD LDS and experienced but not qualified with SSAS, so my apologies for my ignorances with these. We have a couple implementations where we expose SSAS via an HTTPS proxy (msmdpump.dll) and currently we have a temporary domain setup handling this (where our end-users have a second account+creds to manage because of this = non-ideal). I want to move us towards a more permanent solution which I'm thinking of moving all authentication to AD LDS for our web apps, SSAS, and others. However, SSAS is where I'm concerned about this. I know SSAS requires Windows Authentication and to play nicely, and that this ultimately means Active Directory will be involved. Is there a way to get this done with AD LDS instead of having to use a full AD DS implementation? If so, how?

    Read the article

  • SEO: Duplicated URLs with and without dash "/" and ASP.NET MVC

    - by Guillermo Guerini
    Hello guys, after reading this article "Slash or not to slash" (link: http://googlewebmastercentral.blogspot.com/2010/04/to-slash-or-not-to-slash.html) on Google Webmaster Central Blog (the oficial one) I decided to test my ASP.NET MVC app. For example: http://domain.com/products and http://domain.com/products/ (with "/" in the end), return the code 200, which means: Google understands it as two different links and likely to be a "duplicated content". They suggest to choose the way you want... with or without dash and create a 301 permanent redirect to the preferred way. So if I choose without dash, when I try to access http://domain.com/products/ it will return a 301 to the link without dash: http://domain.com/products. The question is, how can I do that with ASP.NET MVC? Thanks, Gui

    Read the article

  • How to eliminate a sub-directory level from all URLs in Website

    - by frank13
    I have a website and I just setup an os shopping cart (ie., Magento) I installed the cart in a sub-directory off the document root as /magento/ per the installation guidelines. So my web site cart's URL is http://mydomain.com/magento/ I have no public pages off the document root and I actually want my cart to be my home page -- in other words, I want http://mydomain.com/magento/ to resolve as http://mydomain.com/ Is it possible? Can I use mod-rewrite to make it happen? If so, can you suggest what the mod-rewrite directives would look like? Or is it simply a permanent redirect like: redirect 301 /magento http://mydomain.com/ Thanks.

    Read the article

  • in rails should i be installing as a gem or a plugin

    - by drake
    I am trying to use acts_as_audited plugin. Should I be installing it as a gem (put it in environment.rb) or a plugin? what is the advantage of one over the other. Later on I plan to put this app on the clients server for permanent hosting. so am I better off having it as a gem? if it is as a gem ...when i put the app on the clients server..will I not have to get this plugin again?

    Read the article

  • CodePlex Daily Summary for Sunday, December 12, 2010

    CodePlex Daily Summary for Sunday, December 12, 2010Popular ReleasesWii Backup Fusion: Wii Backup Fusion 0.9 Beta: - Aqua or brushed metal style for Mac OS X - Shows selection count beside ID - Game list selection mode via settings - Compare Files <-> WBFS game lists - Verify game images/DVD/WBFS - WIT command line for log (via settings) - Cancel possibility for loading games process - Progress infos while loading games - Localization for dates - UTF-8 support - Shortcuts added - View game infos in browser - Transfer infos for log - All transfer routines rewritten - Extract image from image/WBFS - Support....NETTER Code Starter Pack: v1.0.beta: '.NETTER Code Starter Pack ' contains a gallery of Visual Studio 2010 solutions leveraging latest and new technologies and frameworks based on Microsoft .NET Framework. Each Visual Studio solution included here is focused to provide a very simple starting point for cutting edge development technologies and framework, using well known Northwind database (for database driven scenarios). The current release of this project includes starter samples for the following technologies: ASP.NET Dynamic...WPF Multiple Document Interface (MDI): Beta Release v1.1: WPF.MDI is a library to imitate the traditional Windows Forms Multiple Document Interface (MDI) features in WPF. This is Beta release, means there's still work to do. Please provide feedback, so next release will be better. Features: Position dependency property MdiLayout dependency property Menu dependency property Ctrl + F4, Ctrl + Tab shortcuts should work Behavior: don’t allow negative values for MdiChild position minimized windows: remember position, tile multiple windows, ...EnhSim: EnhSim 2.2.1 ALPHA: 2.2.1 ALPHAThis release adds in the changes for 4.03a. at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Updated th...NuGet (formerly NuPack): NuGet 1.0 Release Candidate: NuGet is a free, open source developer focused package management system for the .NET platform intent on simplifying the process of incorporating third party libraries into a .NET application during development. This release is a Visual Studio 2010 extension and contains the the Package Manager Console and the Add Package Dialog. This new build targets the newer feed (http://go.microsoft.com/fwlink/?LinkID=206669) and package format. See http://nupack.codeplex.com/documentation?title=Nuspe...Free Silverlight & WPF Chart Control - Visifire: Visifire Silverlight, WPF Charts v3.6.5 Released: Hi, Today we are releasing final version of Visifire, v3.6.5 with the following new feature: * New property AutoFitToPlotArea has been introduced in DataSeries. AutoFitToPlotArea will bring bubbles inside the PlotArea in order to avoid clipping of bubbles in bubble chart. You can visit Visifire documentation to know more. http://www.visifire.com/visifirechartsdocumentation.php Also this release includes few bug fixes: * Chart threw exception while adding new Axis in Chart using Vi...PHPExcel: PHPExcel 1.7.5 Production: DonationsDonate via PayPal via PayPal. If you want to, we can also add your name / company on our Donation Acknowledgements page. PEAR channelWe now also have a full PEAR channel! Here's how to use it: New installation: pear channel-discover pear.pearplex.net pear install pearplex/PHPExcel Or if you've already installed PHPExcel before: pear upgrade pearplex/PHPExcel The official page can be found at http://pearplex.net. Want to contribute?Please refer the Contribute page.DNN Simple Article: DNNSimpleArticle Module V00.00.03: The initial release of the DNNSimpleArticle module (labelled V00.00.03) There are C# and VB versions of this module for this initial release. No promises that going forward there will be packages for both languages provided for future releases. This module provides the following functionality Create and display articles Display a paged list of articles Articles get created as DNN ContentItems Categorization provided through DNN Taxonomy SEO functionality for article display providi...UOB & ME: UOB_ME 2.5: latest versionAutoLoL: AutoLoL v1.4.3: AutoLoL now supports importing the build pages from Mobafire.com as well! Just insert the url to the build and voila. (For example: http://www.mobafire.com/league-of-legends/build/unforgivens-guide-how-to-build-a-successful-mordekaiser-24061) Stable release of AutoChat (It is still recommended to use with caution and to read the documentation) It is now possible to associate *.lolm files with AutoLoL to quickly open them The selected spells are now displayed in the masteries tab for qu...SubtitleTools: SubtitleTools 1.2: - Added auto insertion of RLE (RIGHT-TO-LEFT EMBEDDING) Unicode character for the RTL languages. - Fixed delete rows issue.PHP Manager for IIS: PHP Manager 1.1 for IIS 7: This is a final stable release of PHP Manager 1.1 for IIS 7. This is a minor incremental release that contains all the functionality available in 53121 plus additional features listed below: Improved detection logic for existing PHP installations. Now PHP Manager detects the location to php.ini file in accordance to the PHP specifications Configuring date.timezone. PHP Manager can automatically set the date.timezone directive which is required to be set starting from PHP 5.3 Ability to ...Algorithmia: Algorithmia 1.1: Algorithmia v1.1, released on December 8th, 2010.SuperSocket, an extensible socket application framework: SuperSocket 1.0 SP1: Fixed bugs: fixed a potential bug that the running state hadn't been updated after socket server stopped fixed a synchronization issue when clearing timeout session fixed a bug in ArraySegmentList fixed a bug on getting configuration value .NET Version: 3.5 sp1My Web Pages Starter Kit: 1.3.1 Production Release (Security HOTFIX): Due to a critical security issue, it's strongly advised to update the My Web Pages Starter Kit to this version. Possible attackers could misuse the image upload to transmit any type of file to the website. If you already have a running version of My Web Pages Starter Kit 1.3.0, you can just replace the ftb.imagegallery.aspx file in the root directory with the one attached to this release.ASP.NET MVC Project Awesome (jQuery Ajax helpers): 1.4: A rich set of helpers (controls) that you can use to build highly responsive and interactive Ajax-enabled Web applications. These helpers include Autocomplete, AjaxDropdown, Lookup, Confirm Dialog, Popup Form, Popup and Pager new stuff: popup WhiteSpaceFilterAttribute tested on mozilla, safari, chrome, opera, ie 9b/8/7/6nopCommerce. ASP.NET open source shopping cart: nopCommerce 1.90: To see the full list of fixes and changes please visit the release notes page (http://www.nopCommerce.com/releasenotes.aspx).SharePoint Packager: SharePoint Packager release: Full source code and precompiled / ILmerged exeTweetSharp: TweetSharp v2.0.0.0 - Preview 4: Documentation for this release may be found at http://tweetsharp.codeplex.com/wikipage?title=UserGuide&referringTitle=Documentation. Note: This code is currently preview quality. Preview 4 ChangesReintroduced fluent interface support via satellite assembly Added entities support, entity segmentation, and ITweetable/ITweeter interfaces for client development Numerous fixes reported by preview users Preview 3 ChangesNumerous fixes and improvements to core engine Twitter API coverage: a...myCollections: Version 1.2: New in version 1.2: Big performance improvement. New Design (Added Outlook style View, New detail view, New Groub By...) Added Sort by Media Added Manage Movie Studio Zoom preference is now saved. Media name are now editable. Added Portuguese version You can now Hide details panel Add support for FLAC tags You can now imports books from BibTex Xml file BugFixingNew ProjectsABR Manager: Fast and small Adobe brushes preset files manager developed in native c++.Aplicativo lembretes: Com esse aplicativo você poderá agentar atividades de forma que quando o dia e a hora do compromisso marcado chegar, o aplicativo ira lembra-lo com um sinal sonoro e visual e até poderá desligar seu pc. O programa ficará em execução de forma discreta no canto direito superiorBrogue: Grevious Sword of Carnage: * 24 damage * makes annoying sound on hitsC# LZF Real-Time Compression Algorithm: Improved C# LZF Compressor, a very small and extremely efficient real-time data compression library. The compression algorithm is extremely fast. Well suited for real-time data intensive applications (e.g.: packet streaming, embedded devices...).GIFT: gift appHeroBeastCodeProject: create a HeroBeastCodeProjects project,opensource my codeiFinance: The wpf/sl solution for personal finance manager.MailOnSocketChange: Send an alert via email, if a certain socket/TCP-connection-changes state on the PC running the MailOnSocketChange applicationMath Teacher for kids: This application will help your kids learn and practice Math. midnc: Proyecto en silverlight para el control interno de registro de actividades y eventosMusicWho: MusicWho compose music. It use biological neuron firing signals to generate music. so, what will the brain sound like? we'll see.Nabaztag Enterprise Services: The goal of the Nabaztag Enterprise Services is to come up with a free .NET implementation of the Nabaztag server. Additionally we think of building a whole platform around the core services using the newsest an coolest .NET technologies.pkEditor: pkEditor is a Poketscript or Pokescript script generator and editor.Second Block: Second Block is an block-based 3D multiplayer game.Share my speed: Coding4Fun Window Phone 7 "Share my speed" applicationSharePoint Image Resizer: Image Resizer allows to create custom policies to control image size of pictures in WSS 3.0/SharePoint 2007.ShoutStreamSource: ShoutStreamSource provides you an implementation of the MediaStreamSource of the ShoutCast protocol for the Windows Phone 7. It makes it possible to play a ShoutCast stream using a MediaElement on the phone.SSIS Reporting Pack: A suite of SQL Server Reporting Services reports that operate over the SSIS catalog in SQL Server code-named DenaliSunshine2011: testTrabalhando com Functoid Table Looping: Usado em conjunto com o Functoid “Table Extractor”, serve para criar estruturas de any registros podendo conter valores de campos, valores constantes, e valores que resultam de outros functoids. VKontakte API SDK: SDK for work with most popular russian social site VKontakte.ruwho's who: iYasmin: Yasmin - A WPF based Anime Database.YiDeSOFT: YiDe is EzDesk~!?????????? ?????: ?????????? ????? ?????????? ? ?????????????? ????????? ??????? ?????????????????? ? ????????? ???????

    Read the article

  • Apache: Redirect blog.foobar.com to www.foobar.com

    - by Steve Griff
    Hello, I have a site at blog.foobar.com that I have closed down, and I want any page requested there to be forwarded to www.foobar.com I want my VirtualHost config to do this for me. I currently have the following lines that does nearly what I want but not exactly: redirect permanent / http://www.foobar.com Unfortunately what happens is that if I ask for blog.foobar.com instead of forwarding to www.foobar.com it serves the pages on blog.foobar.com instead. Is there a way doing this in the VirtualHost config or should I use a .htaccess file instead? Regards Steve

    Read the article

  • Make an h2 tag unremovable in a contenteditable section

    - by Travis
    is it possible to make a section within a contenteditable element permanent, so that a user cannot remove it? I have an h2 tag in a contentEditable div. I don't want the user to edit the h2 tag, so I set contentEditable=false, but the user can still select and remove it, which I want to disallow. So, for ex: <div contentEditable="true"> <h2 contentEditable="false">My h2 tag</h2> This is a div you can edit. But you can't edit or remove the h2 tag. </div>

    Read the article

  • Varnish "FetchError no backend connection" error

    - by clueless-anon
    Varnishlog: 0 CLI - Rd ping 0 CLI - Wr 200 19 PONG 1340829925 1.0 12 SessionOpen c 79.124.74.11 3063 :80 12 SessionClose c EOF 12 StatSess c 79.124.74.11 3063 0 1 0 0 0 0 0 0 0 CLI - Rd ping 0 CLI - Wr 200 19 PONG 1340829928 1.0 0 CLI - Rd ping 0 CLI - Wr 200 19 PONG 1340829931 1.0 12 SessionOpen c 108.62.115.226 46211 :80 12 ReqStart c 108.62.115.226 46211 467185881 12 RxRequest c GET 12 RxURL c / 12 RxProtocol c HTTP/1.0 12 RxHeader c User-Agent: Pingdom.com_bot_version_1.4_(http://www.pingdom.com/) 12 RxHeader c Host: www.mysite.com 12 VCL_call c recv lookup 12 VCL_call c hash 12 Hash c / 12 Hash c www.mysite.com 12 VCL_return c hash 12 VCL_call c miss fetch 12 FetchError c no backend connection 12 VCL_call c error deliver 12 VCL_call c deliver deliver 12 TxProtocol c HTTP/1.1 12 TxStatus c 503 12 TxResponse c Service Unavailable 12 TxHeader c Server: Varnish 12 TxHeader c Content-Type: text/html; charset=utf-8 12 TxHeader c Retry-After: 5 12 TxHeader c Content-Length: 418 12 TxHeader c Accept-Ranges: bytes 12 TxHeader c Date: Wed, 27 Jun 2012 20:45:31 GMT 12 TxHeader c X-Varnish: 467185881 12 TxHeader c Age: 1 12 TxHeader c Via: 1.1 varnish 12 TxHeader c Connection: close 12 Length c 418 12 ReqEnd c 467185881 1340829931.192433119 1340829931.891024113 0.000051022 0.698516846 0.000074035 12 SessionClose c error 12 StatSess c 108.62.115.226 46211 1 1 1 0 0 0 256 418 0 CLI - Rd ping 0 CLI - Wr 200 19 PONG 1340829934 1.0 0 CLI - Rd ping 0 CLI - Wr 200 19 PONG 1340829937 1.0 netstat -tlnp Active Internet connections (only servers) Proto Recv-Q Send-Q Local Address Foreign Address State PID/Program name tcp 0 0 0.0.0.0:8080 0.0.0.0:* LISTEN 3086/nginx tcp 0 0 0.0.0.0:80 0.0.0.0:* LISTEN 1915/varnishd tcp 0 0 0.0.0.0:22 0.0.0.0:* LISTEN 1279/sshd tcp 0 0 127.0.0.2:25 0.0.0.0:* LISTEN 3195/sendmail: MTA: tcp 0 0 127.0.0.2:6082 0.0.0.0:* LISTEN 1914/varnishd tcp 0 0 127.0.0.2:9000 0.0.0.0:* LISTEN 1317/php-fpm.conf) tcp 0 0 127.0.0.2:3306 0.0.0.0:* LISTEN 1192/mysqld tcp 0 0 127.0.0.2:587 0.0.0.0:* LISTEN 3195/sendmail: MTA: tcp 0 0 127.0.0.2:11211 0.0.0.0:* LISTEN 3072/memcached tcp6 0 0 :::8080 :::* LISTEN 3086/nginx tcp6 0 0 :::80 :::* LISTEN 1915/varnishd tcp6 0 0 :::22 :::* LISTEN 1279/sshd /etc/nginx/site-enabled/default server { listen 8080; ## listen for ipv4; this line is default and implied listen [::]:8080 default ipv6only=on; ## listen for ipv6 root /usr/share/nginx/www; index index.html index.htm index.php; # Make site accessible from http://localhost/ server_name localhost; location / { # First attempt to serve request as file, then # as directory, then fall back to index.html try_files $uri $uri/ /index.html; } location /doc { root /usr/share; autoindex on; allow 127.0.0.2; deny all; } location /images { root /usr/share; autoindex off; } #error_page 404 /404.html; # redirect server error pages to the static page /50x.html # #error_page 500 502 503 504 /50x.html; #location = /50x.html { # root /usr/share/nginx/www; #} # proxy the PHP scripts to Apache listening on 127.0.0.1:80 # #location ~ \.php$ { # proxy_pass http://127.0.0.1; #} # pass the PHP scripts to FastCGI server listening on 127.0.0.1:9000 # location ~ \.php$ { fastcgi_pass 127.0.0.2:9000; fastcgi_index index.php; include fastcgi_params; } # deny access to .htaccess files, if Apache's document root # concurs with nginx's one # #location ~ /\.ht { # deny all; #} } /etc/nginx/sites-enabled/www.mysite.com.vhost server { listen 8080; server_name www.mysite.com mysite.com.net; root /var/www/www.mysite.com/web; if ($http_host != "www.mysite.com") { rewrite ^ http://www.mysite.com$request_uri permanent; } index index.php index.html; location = /favicon.ico { log_not_found off; access_log off; } location = /robots.txt { allow all; log_not_found off; access_log off; } # Deny all attempts to access hidden files such as .htaccess, .htpasswd, .DS_Store (Mac). location ~ /\. { deny all; access_log off; log_not_found off; } location / { try_files $uri $uri/ /index.php?$args; } # Add trailing slash to */wp-admin requests. rewrite /wp-admin$ $scheme://$host$uri/ permanent; location ~* \.(jpg|jpeg|png|gif|css|js|ico)$ { expires max; log_not_found off; } location ~ \.php$ { try_files $uri =404; include /etc/nginx/fastcgi_params; fastcgi_pass 127.0.0.2:9000; fastcgi_param SCRIPT_FILENAME $document_root$fastcgi_script_name; } include /var/www/www.mysite.com/web/nginx.conf; location ~ /nginx.conf { deny all; access_log off; log_not_found off; } } /etc/varnish/default.vcl # This is a basic VCL configuration file for varnish. See the vcl(7) # man page for details on VCL syntax and semantics. # # Default backend definition. Set this to point to your content # server. # backend default { .host = "127.0.0.2"; .port = "8080"; # .connect_timeout = 600s; #.first_byte_timeout = 600s; # .between_bytes_timeout = 600s; # .max_connections = 800; Note: uncommenting the last four options at default.vcl made no difference. cat /etc/default/varnish # Configuration file for varnish # # /etc/init.d/varnish expects the variables $DAEMON_OPTS, $NFILES and $MEMLOCK # to be set from this shell script fragment. # # Should we start varnishd at boot? Set to "yes" to enable. START=yes # Maximum number of open files (for ulimit -n) NFILES=131072 # Maximum locked memory size (for ulimit -l) # Used for locking the shared memory log in memory. If you increase log size, # you need to increase this number as well MEMLOCK=82000 # Default varnish instance name is the local nodename. Can be overridden with # the -n switch, to have more instances on a single server. INSTANCE=$(uname -n) # This file contains 4 alternatives, please use only one. ## Alternative 1, Minimal configuration, no VCL # # Listen on port 6081, administration on localhost:6082, and forward to # content server on localhost:8080. Use a 1GB fixed-size cache file. # # DAEMON_OPTS="-a :6081 \ # -T localhost:6082 \ # -b localhost:8080 \ # -u varnish -g varnish \ # -S /etc/varnish/secret \ # -s file,/var/lib/varnish/$INSTANCE/varnish_storage.bin,1G" ## Alternative 2, Configuration with VCL # # Listen on port 6081, administration on localhost:6082, and forward to # one content server selected by the vcl file, based on the request. Use a 1GB # fixed-size cache file. # DAEMON_OPTS="-a :80 \ -T 127.0.0.2:6082 \ -f /etc/varnish/default.vcl \ -S /etc/varnish/secret \ -s file,/var/lib/varnish/$INSTANCE/varnish_storage.bin,1G" If you need any other info let me know. I am all out of clue as to whats the problem.

    Read the article

  • Container Options in AWS Elastic Beanstalk

    - by Sangram Anand
    We have deployed a java webapplication in Elastic Beanstalk with the minimum instance count 1 and max instance count 2 for Autoscaling. The custom AMI we are using is c1.medium with Sun JDK 6. The environment status changed to yellow and then red. After checking into the log file from the snapshot logs we found a exception - Caused by: java.lang.OutOfMemoryError: Java heap space. Assuming this could be one of the possible reason for the Environment failure. The settings that we have configured in the Environment Container option are Initial JVM Heap Size (MB) - 256M Maximum JVM Heap Size (MB) - 512m The maximum heap size the java virtual machine will ever consume, specified on the JVM launch command line using -Xmx. Maximum JVM Permanent Generation Size (MB) - 512m Should i increase the Heap size from 512m to more or is it fine.

    Read the article

  • Canonical Link as a Way of Fighting Scrapers?

    - by James D
    Hi, Let's say several external sites are scraping/harvesting your content and posting it as their own. Let's also say that you maintain a single unique/permanent URL for each piece of content, so that content aliasing (on your site) is never an issue. Is there any value from an SEO perspective to including a canonical link in your header anyway, such that when your site is "scraped", the canonical indication is injected into whatever site is stealing your content (assuming they harvest the raw HTML rather than going in through RSS etc.)? I've heard different things about the behavior of cross-site canonical links, from "they're ignored" to "behavior undefined" to "it can't hurt" to "sure that's exactly what canonical is intended for". My impression was that canonical was a good way of dealing with intra-site but not necessarily inter-site aliasing. Thanks~

    Read the article

  • cakephp site domain change, having 301 issues

    - by veryMickey
    I moved my cakephp site from a subdomain over to a different domain. I handled the permanent redirect in my htaccess file but in the redirect i am losing my neat/clean url handling. old site iphone.gameachievements.org new site gameachievements.org example of current redirect iphone.gameachievements.org/games/jungle-swing - gameachievements.org/index.php?url=games/jungle-swing what i want.. is iphone.gameachievements.org/games/jungle-swing - gameachievements.org/games/jungle-swing here is what my htaccess file looks like... RewriteEngine On RewriteCond %{REQUEST_FILENAME} !-d RewriteCond %{REQUEST_FILENAME} !-f RewriteRule ^(.*)$ index.php?url=$1 [QSA,L] RewriteCond %{HTTP_HOST} iphone.gameachievements.org RewriteRule (.*) http://gameachievements.org/$1 [R=301,L] any help is appricated thanks m!

    Read the article

  • Game Over function is not working Starling

    - by aNgeLyN omar
    I've been following a tutorial over the web but it somehow did not show something about creating a game over function. I am new to the Starling framework and Actionscript so I'm kind of still trying to find a way to make it work. Here's the complete snippet of the code. package screens { import flash.geom.Rectangle; import flash.utils.getTimer; import events.NavigationEvent; import objects.GameBackground; import objects.Hero; import objects.Item; import objects.Obstacle; import starling.display.Button; import starling.display.Image; import starling.display.Sprite; import starling.events.Event; import starling.events.Touch; import starling.events.TouchEvent; import starling.text.TextField; import starling.utils.deg2rad; public class InGame extends Sprite { private var screenInGame:InGame; private var screenWelcome:Welcome; private var startButton:Button; private var playAgain:Button; private var bg:GameBackground; private var hero:Hero; private var timePrevious:Number; private var timeCurrent:Number; private var elapsed:Number; private var gameState:String; private var playerSpeed:Number = 0; private var hitObstacle:Number = 0; private const MIN_SPEED:Number = 650; private var scoreDistance:int; private var obstacleGapCount:int; private var gameArea:Rectangle; private var touch:Touch; private var touchX:Number; private var touchY:Number; private var obstaclesToAnimate:Vector.<Obstacle>; private var itemsToAnimate:Vector.<Item>; private var scoreText:TextField; private var remainingLives:TextField; private var gameOverText:TextField; private var iconSmall:Image; static private var lives:Number = 2; public function InGame() { super(); this.addEventListener(starling.events.Event.ADDED_TO_STAGE, onAddedToStage); } private function onAddedToStage(event:Event):void { this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage); drawGame(); scoreText = new TextField(300, 100, "Score: 0", "MyFontName", 35, 0xD9D919, true); remainingLives = new TextField(600, 100, "Lives: " + lives +" X ", "MyFontName", 35, 0xD9D919, true); iconSmall = new Image(Assets.getAtlas().getTexture("darnahead1")); iconSmall.x = 360; iconSmall.y = 40; this.addChild(iconSmall); this.addChild(scoreText); this.addChild(remainingLives); } private function drawGame():void { bg = new GameBackground(); this.addChild(bg); hero = new Hero(); hero.x = stage.stageHeight / 2; hero.y = stage.stageWidth / 2; this.addChild(hero); startButton = new Button(Assets.getAtlas().getTexture("startButton")); startButton.x = stage.stageWidth * 0.5 - startButton.width * 0.5; startButton.y = stage.stageHeight * 0.5 - startButton.height * 0.5; this.addChild(startButton); gameArea = new Rectangle(0, 100, stage.stageWidth, stage.stageHeight - 250); } public function disposeTemporarily():void { this.visible = false; } public function initialize():void { this.visible = true; this.addEventListener(Event.ENTER_FRAME, checkElapsed); hero.x = -stage.stageWidth; hero.y = stage.stageHeight * 0.5; gameState ="idle"; playerSpeed = 0; hitObstacle = 0; bg.speed = 0; scoreDistance = 0; obstacleGapCount = 0; obstaclesToAnimate = new Vector.<Obstacle>(); itemsToAnimate = new Vector.<Item>(); startButton.addEventListener(Event.TRIGGERED, onStartButtonClick); //var mainStage:InGame =InGame.current.nativeStage; //mainStage.dispatchEvent(new Event(Event.COMPLETE)); //playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onStartButtonClick(event:Event):void { startButton.visible = false; startButton.removeEventListener(Event.TRIGGERED, onStartButtonClick); launchHero(); } private function launchHero():void { this.addEventListener(TouchEvent.TOUCH, onTouch); this.addEventListener(Event.ENTER_FRAME, onGameTick); } private function onTouch(event:TouchEvent):void { touch = event.getTouch(stage); touchX = touch.globalX; touchY = touch.globalY; } private function onGameTick(event:Event):void { switch(gameState) { case "idle": if(hero.x < stage.stageWidth * 0.5 * 0.5) { hero.x += ((stage.stageWidth * 0.5 * 0.5 + 10) - hero.x) * 0.05; hero.y = stage.stageHeight * 0.5; playerSpeed += (MIN_SPEED - playerSpeed) * 0.05; bg.speed = playerSpeed * elapsed; } else { gameState = "flying"; } break; case "flying": if(hitObstacle <= 0) { hero.y -= (hero.y - touchY) * 0.1; if(-(hero.y - touchY) < 150 && -(hero.y - touchY) > -150) { hero.rotation = deg2rad(-(hero.y - touchY) * 0.2); } if(hero.y > gameArea.bottom - hero.height * 0.5) { hero.y = gameArea.bottom - hero.height * 0.5; hero.rotation = deg2rad(0); } if(hero.y < gameArea.top + hero.height * 0.5) { hero.y = gameArea.top + hero.height * 0.5; hero.rotation = deg2rad(0); } } else { hitObstacle-- cameraShake(); } playerSpeed -= (playerSpeed - MIN_SPEED) * 0.01; bg.speed = playerSpeed * elapsed; scoreDistance += (playerSpeed * elapsed) * 0.1; scoreText.text = "Score: " + scoreDistance; initObstacle(); animateObstacles(); createEggItems(); animateItems(); remainingLives.text = "Lives: "+lives + " X "; if(lives == 0) { gameState = "over"; } break; case "over": gameOver(); break; } } private function gameOver():void { gameOverText = new TextField(800, 400, "Hero WAS KILLED!!!", "MyFontName", 50, 0xD9D919, true); scoreText = new TextField(800, 600, "Score: "+scoreDistance, "MyFontName", 30, 0xFFFFFF, true); this.addChild(scoreText); this.addChild(gameOverText); playAgain = new Button(Assets.getAtlas().getTexture("button_tryAgain")); playAgain.x = stage.stageWidth * 0.5 - startButton.width * 0.5; playAgain.y = stage.stageHeight * 0.75 - startButton.height * 0.75; this.addChild(playAgain); playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onRetry(event:Event):void { playAgain.visible = false; gameOverText.visible = false; scoreText.visible = false; var btnClicked:Button = event.target as Button; if((btnClicked as Button) == playAgain) { this.dispatchEvent(new NavigationEvent(NavigationEvent.CHANGE_SCREEN, {id: "playnow"}, true)); } disposeTemporarily(); } private function animateItems():void { var itemToTrack:Item; for(var i:uint = 0; i < itemsToAnimate.length; i++) { itemToTrack = itemsToAnimate[i]; itemToTrack.x -= playerSpeed * elapsed; if(itemToTrack.bounds.intersects(hero.bounds)) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } if(itemToTrack.x < -50) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } } } private function createEggItems():void { if(Math.random() > 0.95){ var itemToTrack:Item = new Item(Math.ceil(Math.random() * 10)); itemToTrack.x = stage.stageWidth + 50; itemToTrack.y = int(Math.random() * (gameArea.bottom - gameArea.top)) + gameArea.top; this.addChild(itemToTrack); itemsToAnimate.push(itemToTrack); } } private function cameraShake():void { if(hitObstacle > 0) { this.x = Math.random() * hitObstacle; this.y = Math.random() * hitObstacle; } else if(x != 0) { this.x = 0; this.y = 0; lives--; } } private function initObstacle():void { if(obstacleGapCount < 1200) { obstacleGapCount += playerSpeed * elapsed; } else if(obstacleGapCount !=0) { obstacleGapCount = 0; createObstacle(Math.ceil(Math.random() * 5), Math.random() * 1000 + 1000); } } private function animateObstacles():void { var obstacleToTrack:Obstacle; for(var i:uint = 0; i<obstaclesToAnimate.length; i++) { obstacleToTrack = obstaclesToAnimate[i]; if(obstacleToTrack.alreadyHit == false && obstacleToTrack.bounds.intersects(hero.bounds)) { obstacleToTrack.alreadyHit = true; obstacleToTrack.rotation = deg2rad(70); hitObstacle = 30; playerSpeed *= 0.5; } if(obstacleToTrack.distance > 0) { obstacleToTrack.distance -= playerSpeed * elapsed; } else { if(obstacleToTrack.watchOut) { obstacleToTrack.watchOut = false; } obstacleToTrack.x -= (playerSpeed + obstacleToTrack.speed) * elapsed; } if(obstacleToTrack.x < -obstacleToTrack.width || gameState == "over") { obstaclesToAnimate.splice(i, 1); this.removeChild(obstacleToTrack); } } } private function checkElapsed(event:Event):void { timePrevious = timeCurrent; timeCurrent = getTimer(); elapsed = (timeCurrent - timePrevious) * 0.001; } private function createObstacle(type:Number, distance:Number):void{ var obstacle:Obstacle = new Obstacle(type, distance, true, 300); obstacle.x = stage.stageWidth; this.addChild(obstacle); if(type >= 4) { if(Math.random() > 0.5) { obstacle.y = gameArea.top; obstacle.position = "top" } else { obstacle.y = gameArea.bottom - obstacle.height; obstacle.position = "bottom"; } } else { obstacle.y = int(Math.random() * (gameArea.bottom - obstacle.height - gameArea.top)) + gameArea.top; obstacle.position = "middle"; } obstaclesToAnimate.push(obstacle); } } }

    Read the article

  • Correct way to get absolute url in django

    - by dreamiurg
    A problem that I stumbled upon recently, and, even though I solved it, I would like to hear your opinion of what correct/simple/adopted solution would be. I'm developing website using Django + python. When I run it on local machine with "python manage.py runserver", local address is http://127.0.0.1:8000/ by default. However, on production server my app has other url, with path - like "http://server.name/myproj/" I need to generate and use permanent urls. If I'm using {% url view params %}, I'm getting paths that are relative to / , since my urls.py contains this urlpatterns = patterns('', (r'^(\d+)?$', 'myproj.myapp.views.index'), (r'^img/(.*)$', 'django.views.static.serve', {'document_root': settings.MEDIA_ROOT + '/img' }), (r'^css/(.*)$', 'django.views.static.serve', {'document_root': settings.MEDIA_ROOT + '/css' }), ) So far, I see 2 solutions: modify urls.py, include '/myproj/' in case of production run use request.build_absolute_uri() for creating link in views.py or pass some variable with 'hostname:port/path' in templates Are there prettier ways to deal with this problem? Thank you.

    Read the article

  • Using openrowset to read an Excel file into a temp table; how do I reference that table?

    - by mattstuehler
    I'm trying to write a stored procedure that will read an Excel file into a temp table, then massage some of the data in that table, then insert selected rows from that table into a permanent table. So, it starts like this: SET @SQL = "select * into #mytemptable FROM OPENROWSET('Microsoft.Jet.OLEDB.4.0', 'Excel 8.0;Database="+@file+";HDR=YES', 'SELECT * FROM [Sheet1$]')" EXEC (@SQL) That much seems to work. However, if I then try something like this: Select * from #mytemptable I get an error: Invalid object name '#mytemptable' Why isn't #mytemptable recognized? Is there a way to have #mytemptable accessible to the rest of the stored procedure? Many thanks in advance!

    Read the article

  • Need to skip newline char (\n) from input file

    - by igor
    I am reading in a file into an array. It is reading each char, the problem arises in that it also reads a newline in the text file. This is a sudoku board, here is my code for reading in the char: bool loadBoard(Square board[BOARD_SIZE][BOARD_SIZE]) { ifstream ins; if(openFile(ins)){ char c; while(!ins.eof()){ for (int index1 = 0; index1 < BOARD_SIZE; index1++) for (int index2 = 0; index2 < BOARD_SIZE; index2++){ c=ins.get(); if(isdigit(c)){ board[index1][index2].number=(int)(c-'0'); board[index1][index2].permanent=true; } } } return true;} return false; } like i said, it reads the file, displays on screen, just not in correct order when it encounters the \n

    Read the article

  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

    Read the article

< Previous Page | 141 142 143 144 145 146 147 148 149 150 151 152  | Next Page >