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  • Displaying JSON in your Browser

    - by Rick Strahl
    Do you work with AJAX requests a lot and need to quickly check URLs for JSON results? Then you probably know that it’s a fairly big hassle to examine JSON results directly in the browser. Yes, you can use FireBug or Fiddler which work pretty well for actual AJAX requests, but if you just fire off a URL for quick testing in the browser you usually get hit by the Save As dialog and the download manager, followed by having to open the saved document in a text editor in FireFox. Enter JSONView which allows you to simply display JSON results directly in the browser. For example, imagine I have a URL like this: http://localhost/westwindwebtoolkitweb/RestService.ashx?Method=ReturnObject&format=json&Name1=Rick&Name2=John&date=12/30/2010 typed directly into the browser and that that returns a complex JSON object. With JSONView the result looks like this: No fuss, no muss. It just works. Here the result is an array of Person objects that contain additional address child objects displayed right in the browser. JSONView basically adds content type checking for application/json results and when it finds a JSON result takes over the rendering and formats the display in the browser. Note that it re-formats the raw JSON as well for a nicer display view along with collapsible regions for objects. You can still use View Source to see the raw JSON string returned. For me this is a huge time-saver. As I work with AJAX result data using GET and REST style URLs quite a bit it’s a big timesaver. To quickly and easily display JSON is a key feature in my development day and JSONView for all its simplicity fits that bill for me. If you’re doing AJAX development and you often review URL based JSON results do yourself a favor and pick up a copy of JSONView. Other Browsers JSONView works only with FireFox – what about other browsers? Chrome Chrome actually displays raw JSON responses as plain text without any plug-ins. There’s no plug-in or configuration needed, it just works, although you won’t get any fancy formatting. [updated from comments] There’s also a port of JSONView available for Chrome from here: https://chrome.google.com/webstore/detail/chklaanhfefbnpoihckbnefhakgolnmc It looks like it works just about the same as the JSONView plug-in for FireFox. Thanks for all that pointed this out… Internet Explorer Internet Explorer probably has the worst response to JSON encoded content: It displays an error page as it apparently tries to render JSON as XML: Yeah that seems real smart – rendering JSON as an XML document. WTF? To get at the actual JSON output, you can use View Source. To get IE to display JSON directly as text you can add a Mime type mapping in the registry:   Create a new application/json key in: HKEY_CLASSES_ROOT\MIME\Database\ContentType\application/json Add a string value of CLSID with a value of {25336920-03F9-11cf-8FD0-00AA00686F13} Add a DWORD value of Encoding with a value of 80000 I can’t take credit for this tip – found it here first on Sky Sander’s Blog. Note that the CLSID can be used for just about any type of text data you want to display as plain text in the IE. It’s the in-place display mechanism and it should work for most text content. For example it might also be useful for looking at CSS and JS files inside of the browser instead of downloading those documents as well. © Rick Strahl, West Wind Technologies, 2005-2011Posted in ASP.NET  AJAX  

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  • Setup MSSQL replication with peer to peer topology: problem setting up Conflict Detection

    - by Roel
    Hi, I'm setting up a SQL Replication strategy, using MSSQL2008 with peer-to-peer publications (2 servers, each one subscribes to the other). I followed this HOWTO from MSDN, and the setup seems to be working fine: add a record to one table on server A, query on server B shows the new record. So far, so good. So far I only have one table 'Templates': Id PK (calculated field) NodeId int default 1/2 (Server A = 1, Server B = 2) LocalId int autoid Name nvarchar(100) Now, I would like to enable 'Conflict detection', which should be enabled by default. But every time I try to save the 'Conflict Detection' feature in the Publication Properties I get the following error: Cannot save Peer conflict detection properties. An exception occurred while executing a Transact-SQL statement or batch.(Microsoft.SqlServer.ConnectionInfo) Program Location: at Microsoft.SqlServer.Management.Common.ServerConnection.ExecuteNonQuery(String sqlCommand, ExecutionTypes executionType) at Microsoft.SqlServer.Management.Common.ServerConnection.ExecuteNonQuery(String sqlCommand) at Microsoft.SqlServer.Replication.ReplicationObject.ExecCommand(String commandIn) at Microsoft.SqlServer.Replication.TransPublication.SetPeerConflictDetection(Boolean enablePeerConflictDetection, Int32 peerOriginatorID) at Microsoft.SqlServer.Management.UI.PubPropSubscriptionOptions.SaveP2PConflictDetection() at Microsoft.SqlServer.Management.UI.PubPropSubscriptionOptions.SaveProperties(ExecutionMode& executionResult) Column name 'Id' does not exist in the target table or view. Changed database context to 'TestDB'. (.Net SqlClient Data Provider) For help, click: http://go.microsoft.com/fwlink?ProdName=Microsoft+SQL+Server&ProdVer=10.00.2531&EvtSrc=MSSQLServer&EvtID=1911&LinkId=20476 Server Name: SERVER_A Error Number: 1911 Severity: 16 State: 1 Line Number: 2 Program Location: at System.Data.SqlClient.SqlConnection.OnError(SqlException exception, Boolean breakConnection) at System.Data.SqlClient.SqlInternalConnection.OnError(SqlException exception, Boolean breakConnection) at System.Data.SqlClient.TdsParser.ThrowExceptionAndWarning(TdsParserStateObject stateObj) at System.Data.SqlClient.TdsParser.Run(RunBehavior runBehavior, SqlCommand cmdHandler, SqlDataReader dataStream, BulkCopySimpleResultSet bulkCopyHandler, TdsParserStateObject stateObj) at System.Data.SqlClient.SqlCommand.RunExecuteNonQueryTds(String methodName, Boolean async) at System.Data.SqlClient.SqlCommand.InternalExecuteNonQuery(DbAsyncResult result, String methodName, Boolean sendToPipe) at System.Data.SqlClient.SqlCommand.ExecuteNonQuery() at Microsoft.SqlServer.Management.Common.ServerConnection.ExecuteNonQuery(String sqlCommand, ExecutionTypes executionType) Now, I googled the hell out of this error, and nothing shows up. I also can't seem to find out what the exact target table of the error "Column name 'Id' does not exist..." is. Has anyone every done this successfully? Am I missing something? Having this setup without conflict detection feels pretty useless... EDIT OK, so after some more research and setting up with different databases etc, I found out that the calculated 'Id' column of the Templates table is the culprit. I don't know why, but the replication doesn't seem to allow calculated columns (which are also primary key). It works now too, without the 'Id' column, and using the NodeId and LocalId as a combined PK. So now the question is, why isn't it allowed to have a calculated column as PK for replication with conflict detection?

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  • Asp.net session on browser close

    - by budugu
    Note: Cross posted from Vijay Kodali's Blog. Permalink How to capture logoff time when user closes browser? Or How to end user session when browser closed? These are some of the frequently asked questions in asp.net forums. In this post I'll show you how to do this when you're building an ASP.NET web application. Before we start, one fact: There is no full-proof technique to catch the browser close event for 100% of time. The trouble lies in the stateless nature of HTTP. The Web server is out of the picture as soon as it finishes sending the page content to the client. After that, all you can rely on is a client side script. Unfortunately, there is no reliable client side event for browser close. Solution: The first thing you need to do is create the web service. I've added web service and named it AsynchronousSave.asmx.    Make this web service accessible from Script, by setting class qualified with the ScriptServiceAttribute attribute...  Add a method (SaveLogOffTime) marked with [WebMethod] attribute. This method simply accepts UserId as a string variable and writes that value and logoff time to text file. But you can pass as many variables as required. You can then use this information for many purposes. To end user session, you can just call Session.Abandon() in the above web method. To enable web service to be called from page’s client side code, add script manager to page. Here i am adding to SessionTest.aspx page When the user closes the browser, onbeforeunload event fires on the client side. Our final step is adding a java script function to that event, which makes web service calls. The code is simple but effective My Code HTML:( SessionTest.aspx ) C#:( SessionTest.aspx.cs ) That’s’ it. Run the application and after browser close, open the text file to see the log off time. The above code works well in IE 7/8. If you have any questions, leave a comment.

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  • Asp.net session on browser close

    - by budugu
    Note: Cross posted from Vijay Kodali's Blog. Permalink How to capture logoff time when user closes browser? Or How to end user session when browser closed? These are some of the frequently asked questions in asp.net forums. In this post I'll show you how to do this when you're building an ASP.NET web application. Before we start, one fact: There is no full-proof technique to catch the browser close event for 100% of time. The trouble lies in the stateless nature of HTTP. The Web server is out of the picture as soon as it finishes sending the page content to the client. After that, all you can rely on is a client side script. Unfortunately, there is no reliable client side event for browser close. Solution: The first thing you need to do is create the web service. I've added web service and named it AsynchronousSave.asmx.    Make this web service accessible from Script, by setting class qualified with the ScriptServiceAttribute attribute...  Add a method (SaveLogOffTime) marked with [WebMethod] attribute. This method simply accepts UserId as a string variable and writes that value and logoff time to text file. But you can pass as many variables as required. You can then use this information for many purposes. To end user session, you can just call Session.Abandon() in the above web method. To enable web service to be called from page’s client side code, add script manager to page. Here i am adding to SessionTest.aspx page When the user closes the browser, onbeforeunload event fires on the client side. Our final step is adding a java script function to that event, which makes web service calls. The code is simple but effective My Code HTML:( SessionTest.aspx ) C#:( SessionTest.aspx.cs ) That’s’ it. Run the application and after browser close, open the text file to see the log off time. The above code works well in IE 7/8. If you have any questions, leave a comment.

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  • How to set a key combination as a browser toolbar shortcut?

    - by Ian Campbell
    For example, I so often clear my browser history with CTRL+SHIFT+DEL. While this is easy enough, I'd like to take it a step further and have a shortcut in my browser's toolbar that when clicked executes the above-mentioned key combination, something like this: Is this directly possible, or would it require creating a plugin? If it would require creating a plugin, how might that be done? p.s. — I'm using Firefox, but it would be awesome if there was a browser-independent solution.

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  • Sliding collision response

    - by dbostream
    I have been reading plenty of tutorials about sliding collision responses yet I am not able to implement it properly in my project. What I want to do is make a puck slide along the rounded corner boards of a hockey rink. In my latest attempt the puck does slide along the boards but there are some strange velocity behaviors. First of all the puck slows down a lot pretty much right away and then it slides for awhile and stops before exiting the corner. Even if I double the speed I get a similar behavior and the puck does not make it out of the corner. I used some ideas from this document http://www.peroxide.dk/papers/collision/collision.pdf. This is what I have: Update method called from the game loop when it is time to update the puck (I removed some irrelevant parts). I use two states (current, previous) which are used to interpolate the position during rendering. public override void Update(double fixedTimeStep) { /* Acceleration is set to 0 for now. */ Acceleration.Zero(); PreviousState = CurrentState; _collisionRecursionDepth = 0; CurrentState.Position = SlidingCollision(CurrentState.Position, CurrentState.Velocity * fixedTimeStep + 0.5 * Acceleration * fixedTimeStep * fixedTimeStep); /* Should not this be affected by a sliding collision? and not only the position. */ CurrentState.Velocity = CurrentState.Velocity + Acceleration * fixedTimeStep; Heading = Vector2.NormalizeRet(CurrentState.Velocity); } private Vector2 SlidingCollision(Vector2 position, Vector2 velocity) { if(_collisionRecursionDepth > 5) return position; bool collisionFound = false; Vector2 futurePosition = position + velocity; Vector2 intersectionPoint = new Vector2(); Vector2 intersectionPointNormal = new Vector2(); /* I did not include the collision detection code, if a collision is detected the intersection point and normal in that point is returned. */ if(!collisionFound) return futurePosition; /* If no collision was detected it is safe to move to the future position. */ /* It is not exactly the intersection point, but slightly before. */ Vector2 newPosition = intersectionPoint; /* oldVelocity is set to the distance from the newPosition(intersection point) to the position it had moved to had it not collided. */ Vector2 oldVelocity = futurePosition - newPosition; /* Project the distance left to move along the intersection normal. */ Vector2 newVelocity = oldVelocity - intersectionPointNormal * oldVelocity.DotProduct(intersectionPointNormal); if(newVelocity.LengthSq() < 0.001) return newPosition; /* If almost no speed, no need to continue. */ _collisionRecursionDepth++; return SlidingCollision(newPosition, newVelocity); } What am I doing wrong with the velocity? I have been staring at this for very long so I have gone blind. I have tried different values of recursion depth but it does not seem to make it better. Let me know if you need more information. I appreciate any help. EDIT: A combination of Patrick Hughes' and teodron's answers solved the velocity problem (I think), thanks a lot! This is the new code: I decided to use a separate recursion method now too since I don't want to recalculate the acceleration in each recursion. public override void Update(double fixedTimeStep) { Acceleration.Zero();// = CalculateAcceleration(fixedTimeStep); PreviousState = new MovingEntityState(CurrentState.Position, CurrentState.Velocity); CurrentState = SlidingCollision(CurrentState, fixedTimeStep); Heading = Vector2.NormalizeRet(CurrentState.Velocity); } private MovingEntityState SlidingCollision(MovingEntityState state, double timeStep) { bool collisionFound = false; /* Calculate the next position given no detected collision. */ Vector2 futurePosition = state.Position + state.Velocity * timeStep; Vector2 intersectionPoint = new Vector2(); Vector2 intersectionPointNormal = new Vector2(); /* I did not include the collision detection code, if a collision is detected the intersection point and normal in that point is returned. */ /* If no collision was detected it is safe to move to the future position. */ if (!collisionFound) return new MovingEntityState(futurePosition, state.Velocity); /* Set new position to the intersection point (slightly before). */ Vector2 newPosition = intersectionPoint; /* Project the new velocity along the intersection normal. */ Vector2 newVelocity = state.Velocity - 1.90 * intersectionPointNormal * state.Velocity.DotProduct(intersectionPointNormal); /* Calculate the time of collision. */ double timeOfCollision = Math.Sqrt((newPosition - state.Position).LengthSq() / (futurePosition - state.Position).LengthSq()); /* Calculate new time step, remaining time of full step after the collision * current time step. */ double newTimeStep = timeStep * (1 - timeOfCollision); return SlidingCollision(new MovingEntityState(newPosition, newVelocity), newTimeStep); } Even though the code above seems to slide the puck correctly please have a look at it. I have a few questions, if I don't multiply by 1.90 in the newVelocity calculation it doesn't work (I get a stack overflow when the puck enters the corner because the timeStep decreases very slowly - a collision is found early in every recursion), why is that? what does 1.90 really do and why 1.90? Also I have a new problem, the puck does not move parallell to the short side after exiting the curve; to be more exact it moves outside the rink (I am not checking for any collisions with the short side at the moment). When I perform the collision detection I first check that the puck is in the correct quadrant. For example bottom-right corner is quadrant four i.e. circleCenter.X < puck.X && circleCenter.Y puck.Y is this a problem? or should the short side of the rink be the one to make the puck go parallell to it and not the last collision in the corner? EDIT2: This is the code I use for collision detection, maybe it has something to do with the fact that I can't make the puck slide (-1.0) but only reflect (-2.0): /* Point is the current position (not the predicted one) and quadrant is 4 for the bottom-right corner for example. */ if (GeometryHelper.PointInCircleQuadrant(circleCenter, circleRadius, state.Position, quadrant)) { /* The line is: from = state.Position, to = futurePosition. So a collision is detected when from is inside the circle and to is outside. */ if (GeometryHelper.LineCircleIntersection2d(state.Position, futurePosition, circleCenter, circleRadius, intersectionPoint, quadrant)) { collisionFound = true; /* Set the intersection point to slightly before the real intersection point (I read somewhere this was good to do because of floting point precision, not sure exactly how much though). */ intersectionPoint = intersectionPoint - Vector2.NormalizeRet(state.Velocity) * 0.001; /* Normal at the intersection point. */ intersectionPointNormal = Vector2.NormalizeRet(circleCenter - intersectionPoint) } } When I set the intersection point, if I for example use 0.1 instead of 0.001 the puck travels further before it gets stuck, but for all values I have tried (including 0 - the real intersection point) it gets stuck somewhere (but I necessarily not get a stack overflow). Can something in this part be the cause of my problem? I can see why I get the stack overflow when using -1.0 when calculating the new velocity vector; but not how to solve it. I traced the time steps used in the recursion (initial time step is always 1/60 ~ 0.01666): Recursion depth Time step next recursive call [Start recursion, time step ~ 0.016666] 0 0,000985806527246773 [No collision, stop recursion] [Start recursion, time step ~ 0.016666] 0 0,0149596704364629 1 0,0144883449376379 2 0,0143155612984837 3 0,014224925727213 4 0,0141673917461608 5 0,0141265435314026 6 0,0140953966184117 7 0,0140704653746625 ...and so on. As you can see the collision is detected early in every recursive call which means the next time step decreases very slowly thus the recursion depth gets very big - stack overflow.

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  • chromium-browser --proxy-server debugging

    - by user3678068
    Many places online have pointed out to configure chromium proxy via command can be achieve with the following line chromium-browser --proxy-server=[username]:[password]@[host]:[port] but I got this result on every request. Here's the output in the command line right after executing the previous command. (They do not appear to be relevant. There are no new command line output when I try to visit a page) libGL error: failed to authenticate magic 30 libGL error: failed to load driver: vboxvideo ATTENTION: default value of option force_s3tc_enable overridden by environment. [29551:29551:0606/160459:ERROR:sandbox_linux.cc(268)] InitializeSandbox() called with multiple threads in process gpu-process I have double checked that the proxy credential works with the foxyproxy chrome plugin. What else can I try to figure this out? [Edit] Going to chrome://net-internals/#proxy and reading "Effective proxy settings" if I do chromium-browser with no flags, I get Use DIRECT connections. Source: GSETTINGS if chromium-browser --proxy-server=[host]:[port], I get a message box requesting to login, and under "Effective proxy settings": Proxy server: [host]:[port] if chromium-browser --proxy-server=[user]:[pass]@[host]:[port], "Effective proxy settings" shows: Use DIRECT connections

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  • Use Your Web Browser As A Calculator

    - by Gopinath
    Quite often most of us require Calculator application to evaluate percentage calculations, divisions,etc. Whenever I needed a calculator application I launch Windows Calculator application as it’s built into each and every version of Windows I use.  But the moment I learn that almost all the web browsers have a built in calculator, I stopped using Windows Calculator.  Google Search Box – Every Browser’s Built In Calculator Google Search Box is the built in calculator of every web browser. The search box is capable of evaluation simple expressions like 20/50+10 as well as complex arithmetic formulas that include functions like sin, cos, tan,etc. Almost every web browser has Google Search box by default, if not you can install it very quickly. In Google Chrome browser, Google Search box is built in right inside the address bar. In Firefox & Internet Explorer you can locate it on the top right corner.    To perform calculations, why to launch Calculator when we have a web browser open on our desktop most of the time? Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • Keyboard doesn't work with Tor Browser

    - by marijo
    I use the actual Tor Browser 2.3.25-14 and Ubuntu 13.10 (Saucy Salamander). I start Tor in the command-line window (./start-tor-browser). The cable less keyboard and mouse (Logitech) are working, the Vidalia control panel opens, after having connected to the Tor network, the Tor Browser window (Firefox) opens automatically. The onion is green, everything ok. But the keyboard doesn't work in the Tor Browser window, the mouse, yes, does work. When I close Tor with the Vidalia control panel and open another application, the keyboard works again. Is there somebody who can help me or at least understands the problem? Thanks a lot!

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  • tor browser install ubuntu 14.04

    - by hiyaimlisa
    I have read the answers to other questions regarding the install/running of the tor browser. I have tried the answers given but still cannot get the tor browser to run on mine. I have ubuntu 14.04 and where it shows to start tor browser when I double click all I get is an open tab full of code. Anyone with suggestions I should try? I also tried downloading from tor project did not work and tried the install using command in the terminal and it also did not work. When I had windows I had no problem with the install or the tor browser running. I really like ubuntu better this is the only thing that I am having trouble with. PLEASE HELP!!!

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  • Is it possible to open several web pages when browser is started?

    - by gotqn
    I am searching for browser option or plugin (it will be best if it is available in Web Kit browsers,Opera or Firefox - not IE) that allows me to open several web pages when it is initially started. For example, let's say that I have some file with settings in which I have pointed the following websites: Google + gmail StackOverflow.com SuperUser.com dba.stackexchange.com linkedin etc... and when I firstly started the Chrome browser, all this sites will be opened in new tabs and because the browser has saved my passwords I will be logged in. I will find this very helpful because: It will saves me time I will not miss anything when I turn off my computer (for example to forget to check my mail)

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  • 2 iframes with the same display even if the src are different

    - by JulienH
    Hi, I am using this code: <div class="infobox-pair"> <div class="ibp-left"> <iframe width="105" height="350" frameborder="0" scrolling="no" style="width: 311px; height: 105px;" marginwidth="0" marginheight="0" name="infobox_flight" id="ibp-left-iframe" src="http://mywebpage.com/paris"></iframe> </div> <div class="ibp-right"> <iframe width="105" height="350" frameborder="0" scrolling="no" style="width: 311px; height: 105px;" marginwidth="0" marginheight="0" name="infobox_package" id="ibp-right-iframe" src="http://mywebpage.com/lisbonne"></iframe> </div> That is displaying into the same div two different iframes. When I display the page whatever the browser it happens that I can get the same content for both the iframes even if looking at the source code the iframe are still different (based on their src and id). It doesn't happen 100% of the time, I have to refresh sometimes several times to see it. Do you have any clue ? Thanks in advance

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  • Simple collision detection for pong

    - by Dave Voyles
    I'm making a simple pong game, and things are great so far, but I have an odd bug which causes my ball (well, it's a box really) to get stuck on occasion when detecting collision against the ceiling or floor. It looks as though it is trying to update too frequently to get out of the collision check. Basically the box slides against the top or bottom of the screen from one paddle to the other, and quickly bounces on and off the wall while doing so, but only bounces a few pixels from the wall. What can I do to avoid this problem? It seems to occur at random. Below is my collision detection for the wall, as well as my update method for the ball. public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); CheckWallHit(); } // Checks for collision with the ceiling or floor. // 2*Math.pi = 360 degrees // TODO: Change collision so that ball bounces from wall after getting caught private void CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; } while (direction < 0) { direction += 2 * Math.PI; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; } }

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  • Keyboard-shortcut key-press-detection sensitivity settings

    - by Juve
    last week I switched from Ubuntu 10.10 to 12.04 and after setting up my keyboard shortcuts, e.g., CTRL+ALT+E for my favorite editor and CTRL+ALT+X for the terminal, I noticed that the behavior when pressing the appropriate keys changed somehow. I know this is very subjective and I am not 100% percent sure if I am suddenly just too lazy when using my keyboard, but here is what I noticed: To run your shortcuts, you usually press the modifiers first and in addition press the alphanum key. Now, if I hold the modifiers down very consciously and press the alphanum key afterwards everything works fine. However, I noticed that I may often release the modifiers a bit too early. In Ubuntu 10.10 (metacity/compiz) my keyboard shortcuts would still execute and my tools would pop up. This does not work anymore in 12.04. Nevertheless, I still believe the old behavior to be more intuitive and would like to have it back. I a nutshell: Is there a parameter to control the shortcut-key-press detection behavior? I already searched the ubuntu keyboard options and searched for "keyboard" in gconf-editor but could not find any hints so far.

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  • C# XNA 2D Multiple boxes collision detection and movement

    - by zini
    Hi, I've been making simple game where you shoot boxes that are coming towards you. All game objects are simple rectangles. Now I have problem with collision detection; how to check where the collision comes so I can change the coordinates right? I have this kind of situation: http://imgur.com/8yjfW Imagine that all of those blocks are moving towards you (green box). If those orange boxes collide with each other, they should "avoid" themselves and not go through each other. I have class Enemy which has properties x, y and such. Now I'm doing the collision like this: // os.Count is an amount of other enemies colliding with this enemy if (os.Count == 0) { // If enemy doesn't collide with other enemy lasty = y; lastx = x; slope = (x - player.x) / (y - player.y); x += slope * l; // l is "movement speed" of enemy (float) if (y > player.y) { y = lasty; } else if (y < player.y) { y += l; } } else { foreach(Enemy b in os) { if (b.y > this.y) { // If some colliding enemy is closer player than this enemy, that closer one will be moved towards the player b.lasty = b.y; if (!BiggestY(os)) { // BiggestY returns true if this enemy has the biggest Y b.y += b.l; } b.x = b.lastx; } } } But this is very, very bad way to do this. I know it, but I just can't figure out other way. And as a matter in fact, this method doesn't even work pretty good; if multiple enemies are colliding same enemy they go through each other. I explained this pretty badly, but I hope that you understand this. And to sum up, as I said: How to check where the collision comes so I can change the coordinates right?

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  • Browser not loading Php pages

    - by ihaveitnow
    Im using a linux machine, and I followed the instructions seen on http://jm2.php.net/manual/en/install.php to setup php, apache and my sql. I did exactly what it said and nothing more, but when I try to open a .php file with firefox or chrome, it downloads...? Im following a tutorial on learning php seen here: http://devzone.zend.com/node/view/id/625 Is there something im not doing or doing wrong? All answers are appreciated.

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