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  • Introduction to Bellevue View Engine - Part 2

    Prototype of a new template engine for Asp.Net MVC framework that respects HTML and uses CSS-like syntax for model binding....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Using 2d collision with 3d objects

    - by Lyise
    I'm planning to write a fairly basic scrolling shoot 'em up, however, I have run into a query with regards to checking for collision. I plan to have a fixed top down view, where the player and enemies are all 3d objects on a fixed plane, and when the enemy or player fires at the other, their shots will also be along this fixed plane. In order to handle the collision, I have read up a bit on collision detection in 3d, as it is not something I have looked into previously, but I'm not sure what would be ideal for this situation. My options appear to be: Sphere collision, however, this lacks the pixel precision I would like Detection using all vertexes and planes of each object, but this seems overly convoluted for a fixed plane of play Rendering the play screen in black and white (where white is an object, black is empty space), once for enemies and once for the player, and checking for collisions that way (if a pixel is white on both, there is a collision) Which of these would be the best approach, or is there another option that I am missing? I have done this previously using 2d sprites, however I can't use the same thinking here as I don't have the image to refer to.

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  • Dreamweaver For Joomla

    Dreamweaver is integrated development environment which is compatible with Mac and Windows operating system. It support web technologies and program such as Cascading style sheet (CSS), javascript, PHP, etc. With the support of other product such as adobe, dreamweaver organize multimedia projects for websites.

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  • Game 30% done on HTML5. Maybe it was a bad idea. Should I change to Unity3d? [on hold]

    - by Dokkat
    I'm creating a 3d game on HTML5. It's 30% complete and the hard part is already coded. The server is on node.js.Now I'm realizing that maybe it was not a wise choice. This is because I realized: Three.js still has many bugs. I don't see the same thing on every machine. Each browser, OS, can give different results. I'm afraid my clients will have a great stress installing my game properly. I have tons of sprites and models on my game. I wonder if my clients will have to load all them again everytime they want to play? I wonder if a Node.js server will be fast enough to handle it, and I'm afraid it won't be scalable. What would you advise me? Should I continue and finish the game on HTML5 or is it better to remake it on something else, like Unity3d for the client and (what?) for the server?

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  • Posterous instructions for adding Google Analytics do not cover the code snippet to be pasted in the <head>

    - by Kit
    The Posterous instructions for adding Google Analytics ends with pasting the Google Analytics Domain ID into the settings page. However, the instructions given by Google tell me to paste some JavaScript code into the <head>. How do I get around with this? Do I need to paste the JavaScript code? If I do need to paste the JavaScript code, can I just paste it into the custom HTML/CSS style specification of my Posterous Space?

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  • Best approach to creating self-updating content - i.e. chat rooms, shoutboxes and so on

    - by Anonymous -
    The only way I can think of to have a shoutbox or similar element update itself when somebody posts a new 'shout' and it needs to be loaded in everyone else's browsers is to have Javascript check every x seconds for any updates... This could get a bit resource intensive though I expect if many people were to leave their browsers open on the page, idling. Is this the only way or am I missing something? I've prefer to stick to only html, css, javascript (AJAX) and php.

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  • Provide A Scrolling "Camera" View Over A 2D Game Map

    - by BitCrash
    I'm in the process of attempting to create a 2D MMO type game with Kryonet and some basic sprites, mostly for my own learning. I have the back end set up great (By my standards) and I'm moving on to actually getting some things drawn onto the map. I cannot for the life of me figure out a solid way to have a "Camera" follow a player around a large area. The view pane for the game is 640 x 480 pixels, and each tile is 32x32 pixels (Thats 20 tiles wide and 15 high for the viewpane) I have tried a couple things to do this, but they did not seem to work out so well. I had a JScrollPane with 9 "Viewpane"-sized canvases in it, and tried to have the JScrollPane move in accordance with the player. The issue came when I reached the end of the JScrollPane. I tried to "Flip" canvases, sending the canvas currrently drawing the player to the middle of the 9 and load the corresponding maps onto the other ones. It was slow and worked poorly. I'm looking for any advice or previous experience with this; any ideas? Thank you! Edit and Clarification: I did not mean to mention Kryonet, I was merely providing peripheral information in case there was something that would help which I could not foresee. Instead of having an array of 9 canvases, why not just have one large canvas loading a large map every once in a while? I'm willing to have "load times" where as with the canvas array I would have none (in theory) to give the user a smooth experience. I could just change the size and location of the map with a modified setBounds() call on the canvas in a layered pane (layered because I have hidden swing items, like inventories and stuff) I'll try it out and post here how it goes for people asking the same question.

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  • Website Development - JavaScript Introduction

    When dealing with website development, there is lots of scripting language that you can choose from depending on how you want to develop your website. You can use AJAX, HTML, CSS. Flash, Illustrator and a lot of other scripting languages that are commonly used nowadays.

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  • CCMoveBy values on update()

    - by Jose M Pan
    Hope you can help me. This is my problem: I have a scheduled update, here I track the movements of my objects (sprites), I move them with CCMoveBy, and I need to constantly update the zOrder. For setting the zOrder I've made a setZOrder(), which it takes the actual position of the sprite. And here is the problem, I get all the X and Y values AFTER the object is in the target. I know I get the values after the object is in the new position because I've made a CCLog. I can read all the values from the sprite, only when it's in the new position, so everything is well sorted only when the objects are not moving. How can I get the CCMoveBy values on every tick update? (or how can I get the CCMoveBy values in "real-time"?) Thanks a lot in advance, Here is an idea of my code. this->schedule(schedule_selector(Game::update)); void Game::update(float dt) { setZOrder(); moveObjects(); } void Game::setZOrder() { //This function takes the X and Y position and the row and column where the sprite is. Is working good. But I'm getting the "move" action values, after the object is in place. } void Game::moveObjects() { for (i=0; i < numChildren; i++) { CCActionInterval* move = CCMoveBy::create(targetPoint, time); object[i]->runAction(move); } }

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  • SDL blitting multiple surfaces at once

    - by extropic_engine
    I'm trying to write a platforming game where the sprites for the level backgrounds are broken up into 512x512 chunks. I keep 3 chunks in memory at a time and I'm trying to write code to blit all three to the screen. Here is the current code I have: SDL_Rect where; where.y = -game->camera->y; where.x = -game->camera->x - MAP_WIDTH; SDL_BlitSurface(left_chunk, NULL, screen, &where); where.x = -game->camera->x; SDL_BlitSurface(center_chunk, NULL, screen, &where); where.x = -game->camera->x + MAP_WIDTH; SDL_BlitSurface(right_chunk, NULL, screen, &where); The issue I'm running into is that whichever chunk gets blitted first is the only one that shows up. The rest fail to appear onscreen. I think the issue might have something to do with alpha transparency, but even if the chunks don't overlap at all they still fail to blit. In other parts of the code I'm blitting multiple things to the screen at once, such as characters and backgrounds, and they all show up correctly. This particular segment of code is the only area I'm encountering this problem. If I comment out the line that blits left_chunk, it changes to this:

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  • JavaScript : sortie de la librairie Prototype 1.7 en Release Candidat, découvrez les nouveautés !

    La version 1.7 de prototype (en release candidate) en plus de corrections de différents bugs, et d'optimisations, apporte de nouveaux outils qui vont grandement nous simplifier la vie. Je vous propose de les découvrir 1. La méthode measure Elle permet de récupérer une valeur de propriété css calculée exprimée en pixels et nous la renvoie en nombre, ce qui est bien pratique pour faire des calculs : plus besoin de supprimer px, de tester le isNaN et de faire un parse ; prototype s'occupe de tout Code :

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  • How to improve UI development skills (for a Java developer)?

    - by bluetech
    I have worked on backend development with mostly Java. For past 6 months I have been working on UI a lot and I want to improve my skills. I am aware of HTML, CSS and JavaScript (also jQuery and YUI) but I have never been able to master them so that I can develop efficient and maintainable solutions much quicker than how I do now. Can other UI developers give me any tips/resources? I also wanted to learn about patterns and best practices for UI development.

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  • Image captions and wrapping [migrated]

    - by Charles
    What's the best way to add a caption below an image? The image and its caption will be floated right, and the text on the caption needs to wrap -- a 200x200px image shouldn't have a caption of width 800px. I would strongly prefer a solution that allows me to update images (with different widths) without changing the CSS or markup. For reasons beyond my control the image itself will also be floated right, but this should not be too problematic.

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  • Web Design Before The Style Sheet Language

    In today';s trends of website design, the use of style sheet languages such as CSS (Cascading Style Sheets) and XSL (Extensible StyleSheet Languages) are considered necessary to build a successful web... [Author: Margarette Mcbride - Web Design and Development - May 17, 2010]

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  • Selecting objects on a 2D map

    - by Dave
    I have a object selection function by checking the mouse click and getting the relevant object. How ever there is a rare situation where if one object is partially behind the other then both objects are in the given area so im wondering how I can make the game know which one was selected, as currently my method does not know. This is my function that works it out: function getobj(e){ mx = e.pageX - curleft; //mouse click x my = e.pageY - curtop; //mouse click y function searchSprites(sprites, x, y) { var matches = [], i = 0, data = null; for (i = 0; i < spritea.length; ++i) { data = spritea[i].data; if (x > data[0] && y > data[1] && x < data[2] && y < data[3]) { var imageData = ctx2.getImageData(x, y, 1, 1); if(imageData.data[3] !== 0){ return [spritea[i].id]; i = spritea.length; } } } } res = searchSprites(spritea, mx, my); bid = res[0]; if(bid === '1'){ alert('You selected the skyscraper in front!'); }else if(bid === '3'){ alert('You selected the skyscraper behind!'); } } Image of the map: It keeps telling me I clicked the skyscraper behind which is not necessarily what the user is trying to do. How can I improve the accuracy of this ?

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  • How to use slider scripts given by websites? [closed]

    - by Payo
    There are many slider scripts and codes being given for free like the parallax sliders. Everything is given - the markup, CSS and JavaScript. As I am not a professional in these fields but do have some coding knowledge, how do I use these tutorials? They are not very explicit in the steps involved in implementing them to a site/blog. Is there any site that gives in-depth detail or if someone would like to help me over here?

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  • What is the best language to learn for WEB Development? [closed]

    - by Spoon Yukina
    I'm an IT student in my second year, and I want to learn a web development language, but I'm confused to choose between these languages: Django-J2EE-PHP-ASP.NET-Ruby & Rails, So what is the best language to learn of these, And which management database can be work perfectly with it? note that I learned these languages: C# - C - Assembly language - Python, for web development : HTML-CSS-JavaScript and for management database : SQL SERVER - ACCESS and for the moment I'm learning Java and C++

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  • The Style Sheet Languages Of Then And Now

    One of the most popular style sheet language used across the industry of web designing today is CSS (Cascading Style Sheets). It was once known as the "tableless web design" because it was the only s... [Author: Margarette Mcbride - Web Design and Development - May 17, 2010]

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  • Local Restaurant SEO - Improving Visibility Through Reviews

    Search Engine Optimization is often tough to become successful when dealing with hyper-local businesses. For starters, many of these companies' websites are not designed or maintained directly by the business themselves - frequently, these small to mid sized organizations enlist the services of an Internet Yellow Pages (IYP) company to create and manage their website. While they may have access to change content in these cases, it is common for IYPs to only allow access to certain fields within a site, and not the entire HTML/CSS back-end.

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  • Help with selecting objects on a map

    - by Dave
    I have a object selection function by checking the mouse click and getting the relevant object. How ever there is a rare situation where if one object is partially behind the other then both objects are in the given area so im wondering how i can make the game know which one was selected, as currently my method does not know. This is my function that works it out: function getobj(e){ mx = e.pageX - curleft; //mouse click x my = e.pageY - curtop; //mouse click y function searchSprites(sprites, x, y) { var matches = [], i = 0, data = null; for (i = 0; i < spritea.length; ++i) { data = spritea[i].data; if (x > data[0] && y > data[1] && x < data[2] && y < data[3]) { var imageData = ctx2.getImageData(x, y, 1, 1); if(imageData.data[3] !== 0){ return [spritea[i].id]; i = spritea.length; } } } } res = searchSprites(spritea, mx, my); bid = res[0]; if(bid === '1'){ alert('You selected the skyscraper in front!'); }else if(bid === '3'){ alert('You selected the skyscraper behind!'); } } Image of the map: http://i.imgur.com/qcKij.jpg It keeps telling me i clicked the skyscraper behind which is not necessarily what the user is trying to do... how can i improve the accuracy of this ?

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  • A Powerful Style Sheet Language

    According to many web designers, CSS or Cascading Style Sheets is considered as the most popular type of style sheet language used in the market today. This is because of its simplicity which allows ... [Author: Margarette Mcbride - Web Design and Development - June 09, 2010]

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