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  • How to Check Search Engine Ranking - 2 Methods

    There are four primary traffic routes leading to your website: direct visit, website referral, paid advertisement referral and search engine referral. A search engine referral means that your site came up high enough on the rankings of a search site like Google or Bing for someone to see your site and click on the link.

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  • Search Engine Optimization For Your Business

    We are living in the world of competition. As a businessman, you have to do an initiative that will make your business grow. With this, it is important to know about search engine optimization to make your site stand out in the search engine.

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  • Recommended Search Engine Optimization Techniques For Internet Marketers

    Search engine optimization or SEO is an area that many small businesses find intimidating. As a business owner with a website, you probably receive unsolicited offers to improve your search engine rankings. While there is nothing wrong with using a reputable SEO professional to get your site ranked highly, there are many simple things that can be done up front to maximize your ranking without paying someone.

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  • Modify PHP Search Script to Handle Multiple Entries For a Single Input

    - by Thomas
    I need to modify a php search script so that it can handle multiple entries for a single field. The search engine is designed for a real estate website. The current search form allows users to search for houses by selecting a single neighborhood from a dropdown menu. Instead of a dropdown menu, I would like to use a list of checkboxes so that the the user can search for houses in multiple neighborhoods at one time. I have converted all of the dropdown menu items into checkboxes on the HTML side but the PHP script only searches for houses in the last checkbox selected. For example, if I selected: 'Dallas' 'Boston' 'New York' the search engine will only search for houses in New York. Im new to PHP, so I am a little at a loss as to how to modify this script to handle the behavior I have described: <?php require_once(dirname(__FILE__).'/extra_search_fields.php'); //Add Widget for configurable search. add_action('plugins_loaded',array('DB_CustomSearch_Widget','init')); class DB_CustomSearch_Widget extends DB_Search_Widget { function DB_CustomSearch_Widget($params=array()){ DB_CustomSearch_Widget::__construct($params); } function __construct($params=array()){ $this->loadTranslations(); parent::__construct(__('Custom Fields ','wp-custom-fields-search'),$params); add_action('admin_print_scripts', array(&$this,'print_admin_scripts'), 90); add_action('admin_menu', array(&$this,'plugin_menu'), 90); add_filter('the_content', array(&$this,'process_tag'),9); add_shortcode( 'wp-custom-fields-search', array(&$this,'process_shortcode') ); wp_enqueue_script('jquery'); if(version_compare("2.7",$GLOBALS['wp_version'])>0) wp_enqueue_script('dimensions'); } function init(){ global $CustomSearchFieldStatic; $CustomSearchFieldStatic['Object'] = new DB_CustomSearch_Widget(); $CustomSearchFieldStatic['Object']->ensureUpToDate(); } function currentVersion(){ return "0.3.16"; } function ensureUpToDate(){ $version = $this->getConfig('version'); $latest = $this->currentVersion(); if($version<$latest) $this->upgrade($version,$latest); } function upgrade($current,$target){ $options = $this->getConfig(); if(version_compare($current,"0.3")<0){ $config = $this->getDefaultConfig(); $config['name'] = __('Default Preset','wp-custom-fields-search'); $options['preset-default'] = $config; } $options['version']=$target; update_option($this->id,$options); } function getInputs($params = false,$visitedPresets=array()){ if(is_array($params)){ $id = $params['widget_id']; } else { $id = $params; } if($visitedPresets[$id]) return array(); $visitedPresets[$id]=true; global $CustomSearchFieldStatic; if(!$CustomSearchFieldStatic['Inputs'][$id]){ $config = $this->getConfig($id); $inputs = array(); if($config['preset']) $inputs = $this->getInputs($config['preset'],$visitedPresets); $nonFields = $this->getNonInputFields(); if($config) foreach($config as $k=>$v){ if(in_array($k,$nonFields)) continue; if(!(class_exists($v['input']) && class_exists($v['comparison']) && class_exists($v['joiner']))) { continue; } $inputs[] = new CustomSearchField($v); } foreach($inputs as $k=>$v){ $inputs[$k]->setIndex($k); } $CustomSearchFieldStatic['Inputs'][$id]=$inputs; } return $CustomSearchFieldStatic['Inputs'][$id]; } function getTitle($params){ $config = $this->getConfig($params['widget_id']); return $config['name']; } function form_processPost($post,$old){ unset($post['###TEMPLATE_ID###']); if(!$post) $post=array('exists'=>1); return $post; } function getDefaultConfig(){ return array('name'=>'Site Search', 1=>array( 'label'=>__('Key Words','wp-custom-fields-search'), 'input'=>'TextField', 'comparison'=>'WordsLikeComparison', 'joiner'=>'PostDataJoiner', 'name'=>'all' ), 2=>array( 'label'=>__('Category','wp-custom-fields-search'), 'input'=>'DropDownField', 'comparison'=>'EqualComparison', 'joiner'=>'CategoryJoiner' ), ); } function form_outputForm($values,$pref){ $defaults=$this->getDefaultConfig(); $prefId = preg_replace('/^.*\[([^]]*)\]$/','\\1',$pref); $this->form_existsInput($pref); $rand = rand(); ?> <div id='config-template-<?php echo $prefId?>' style='display: none;'> <?php $templateDefaults = $defaults[1]; $templateDefaults['label'] = 'Field ###TEMPLATE_ID###'; echo $this->singleFieldHTML($pref,'###TEMPLATE_ID###',$templateDefaults); ?> </div> <?php foreach($this->getClasses('input') as $class=>$desc) { if(class_exists($class)) $form = new $class(); else $form = false; if(compat_method_exists($form,'getConfigForm')){ if($form = $form->getConfigForm($pref.'[###TEMPLATE_ID###]',array('name'=>'###TEMPLATE_NAME###'))){ ?> <div id='config-input-templates-<?php echo $class?>-<?php echo $prefId?>' style='display: none;'> <?php echo $form?> </div> <?php } } } ?> <div id='config-form-<?php echo $prefId?>'> <?php if(!$values) $values = $defaults; $maxId=0; $presets = $this->getPresets(); array_unshift($presets,__('NONE','wp-custom-fields-search')); ?> <div class='searchform-name-wrapper'><label for='<?php echo $prefId?>[name]'><?php echo __('Search Title','wp-custom-fields-search')?></label><input type='text' class='form-title-input' id='<?php echo $prefId?>[name]' name='<?php echo $pref?>[name]' value='<?php echo $values['name']?>'/></div> <div class='searchform-preset-wrapper'><label for='<?php echo $prefId?>[preset]'><?php echo __('Use Preset','wp-custom-fields-search')?></label> <?php $dd = new AdminDropDown($pref."[preset]",$values['preset'],$presets); echo $dd->getInput()."</div>"; $nonFields = $this->getNonInputFields(); foreach($values as $id => $val){ $maxId = max($id,$maxId); if(in_array($id,$nonFields)) continue; echo "<div id='config-form-$prefId-$id'>".$this->singleFieldHTML($pref,$id,$val)."</div>"; } ?> </div> <br/><a href='#' onClick="return CustomSearch.get('<?php echo $prefId?>').add();"><?php echo __('Add Field','wp-custom-fields-search')?></a> <script type='text/javascript'> CustomSearch.create('<?php echo $prefId?>','<?php echo $maxId?>'); <?php foreach($this->getClasses('joiner') as $joinerClass=>$desc){ if(compat_method_exists($joinerClass,'getSuggestedFields')){ $options = eval("return $joinerClass::getSuggestedFields();"); $str = ''; foreach($options as $i=>$v){ $k=$i; if(is_numeric($k)) $k=$v; $options[$i] = json_encode(array('id'=>$k,'name'=>$v)); } $str = '['.join(',',$options).']'; echo "CustomSearch.setOptionsFor('$joinerClass',".$str.");\n"; }elseif(eval("return $joinerClass::needsField();")){ echo "CustomSearch.setOptionsFor('$joinerClass',[]);\n"; } } ?> </script> <?php } function getNonInputFields(){ return array('exists','name','preset','version'); } function singleFieldHTML($pref,$id,$values){ $prefId = preg_replace('/^.*\[([^]]*)\]$/','\\1',$pref); $pref = $pref."[$id]"; $htmlId = $pref."[exists]"; $output = "<input type='hidden' name='$htmlId' value='1'/>"; $titles="<th>".__('Label','wp-custom-fields-search')."</th>"; $inputs="<td><input type='text' name='$pref"."[label]' value='$values[label]' class='form-field-title'/></td><td><a href='#' onClick='return CustomSearch.get(\"$prefId\").toggleOptions(\"$id\");'>".__('Show/Hide Config','wp-custom-fields-search')."</a></td>"; $output.="<table class='form-field-table'><tr>$titles</tr><tr>$inputs</tr></table>"; $output.="<div id='form-field-advancedoptions-$prefId-$id' style='display: none'>"; $inputs='';$titles=''; $titles="<th>".__('Data Field','wp-custom-fields-search')."</th>"; $inputs="<td><div id='form-field-dbname-$prefId-$id' class='form-field-title-div'><input type='text' name='$pref"."[name]' value='$values[name]' class='form-field-title'/></div></td>"; $count=1; foreach(array('joiner'=>__('Data Type','wp-custom-fields-search'),'comparison'=>__('Compare','wp-custom-fields-search'),'input'=>__('Widget','wp-custom-fields-search')) as $k=>$v){ $dd = new AdminDropDown($pref."[$k]",$values[$k],$this->getClasses($k),array('onChange'=>'CustomSearch.get("'.$prefId.'").updateOptions("'.$id.'","'.$k.'")','css_class'=>"wpcfs-$k")); $titles="<th>".$v."</th>".$titles; $inputs="<td>".$dd->getInput()."</td>".$inputs; if(++$count==2){ $output.="<table class='form-field-table form-class-$k'><tr>$titles</tr><tr>$inputs</tr></table>"; $count=0; $inputs = $titles=''; } } if($titles){ $output.="<table class='form-field-table'><tr>$titles</tr><tr>$inputs</tr></table>"; $inputs = $titles=''; } $titles.="<th>".__('Numeric','wp-custom-fields-search')."</th><th>".__('Widget Config','wp-custom-fields-search')."</th>"; $inputs.="<td><input type='checkbox' ".($values['numeric']?"checked='true'":"")." name='$pref"."[numeric]'/></td>"; if(class_exists($widgetClass = $values['input'])){ $widget = new $widgetClass(); if(compat_method_exists($widget,'getConfigForm')) $widgetConfig=$widget->getConfigForm($pref,$values); } $inputs.="<td><div id='$this->id"."-$prefId"."-$id"."-widget-config'>$widgetConfig</div></td>"; $output.="<table class='form-field-table'><tr>$titles</tr><tr>$inputs</tr></table>"; $output.="</div>"; $output.="<a href='#' onClick=\"return CustomSearch.get('$prefId').remove('$id');\">Remove Field</a>"; return "<div class='field-wrapper'>$output</div>"; } function getRootURL(){ return WP_CONTENT_URL .'/plugins/' . dirname(plugin_basename(__FILE__) ) . '/'; } function print_admin_scripts($params){ $jsRoot = $this->getRootURL().'js'; $cssRoot = $this->getRootURL().'css'; $scripts = array('Class.js','CustomSearch.js','flexbox/jquery.flexbox.js'); foreach($scripts as $file){ echo "<script src='$jsRoot/$file' ></script>"; } echo "<link rel='stylesheet' href='$cssRoot/admin.css' >"; echo "<link rel='stylesheet' href='$jsRoot/flexbox/jquery.flexbox.css' >"; } function getJoiners(){ return $this->getClasses('joiner'); } function getComparisons(){ return $this->getClasses('comparison'); } function getInputTypes(){ return $this->getClasses('input'); } function getClasses($type){ global $CustomSearchFieldStatic; if(!$CustomSearchFieldStatic['Types']){ $CustomSearchFieldStatic['Types'] = array( "joiner"=>array( "PostDataJoiner" =>__( "Post Field",'wp-custom-fields-search'), "CustomFieldJoiner" =>__( "Custom Field",'wp-custom-fields-search'), "CategoryJoiner" =>__( "Category",'wp-custom-fields-search'), "TagJoiner" =>__( "Tag",'wp-custom-fields-search'), "PostTypeJoiner" =>__( "Post Type",'wp-custom-fields-search'), ), "input"=>array( "TextField" =>__( "Text Input",'wp-custom-fields-search'), "DropDownField" =>__( "Drop Down",'wp-custom-fields-search'), "RadioButtonField" =>__( "Radio Button",'wp-custom-fields-search'), "HiddenField" =>__( "Hidden Constant",'wp-custom-fields-search'), ), "comparison"=>array( "EqualComparison" =>__( "Equals",'wp-custom-fields-search'), "LikeComparison" =>__( "Phrase In",'wp-custom-fields-search'), "WordsLikeComparison" =>__( "Words In",'wp-custom-fields-search'), "LessThanComparison" =>__( "Less Than",'wp-custom-fields-search'), "MoreThanComparison" =>__( "More Than",'wp-custom-fields-search'), "AtMostComparison" =>__( "At Most",'wp-custom-fields-search'), "AtLeastComparison" =>__( "At Least",'wp-custom-fields-search'), "RangeComparison" =>__( "Range",'wp-custom-fields-search'), //TODO: Make this work... // "NotEqualComparison" =>__( "Not Equal To",'wp-custom-fields-search'), ) ); $CustomSearchFieldStatic['Types'] = apply_filters('custom_search_get_classes',$CustomSearchFieldStatic['Types']); } return $CustomSearchFieldStatic['Types'][$type]; } function plugin_menu(){ add_options_page('Form Presets','WP Custom Fields Search',8,__FILE__,array(&$this,'presets_form')); } function getPresets(){ $presets = array(); foreach(array_keys($config = $this->getConfig()) as $key){ if(strpos($key,'preset-')===0) { $presets[$key] = $key; if($name = $config[$key]['name']) $presets[$key]=$name; } } return $presets; } function presets_form(){ $presets=$this->getPresets(); if(!$preset = $_REQUEST['selected-preset']){ $preset = 'preset-default'; } if(!$presets[$preset]){ $defaults = $this->getDefaultConfig(); $options = $this->getConfig(); $options[$preset] = $defaults; if($n = $_POST[$this->id][$preset]['name']) $options[$preset]['name'] = $n; elseif($preset=='preset-default') $options[$preset]['name'] = 'Default'; else{ list($junk,$id) = explode("-",$preset); $options[$preset]['name'] = 'New Preset '.$id; } update_option($this->id,$options); $presets[$preset] = $options[$preset]['name']; } if($_POST['delete']){ check_admin_referer($this->id.'-editpreset-'.$preset); $options = $this->getConfig(); unset($options[$preset]); unset($presets[$preset]); update_option($this->id,$options); list($preset,$name) = each($presets); } $index = 1; while($presets["preset-$index"]) $index++; $presets["preset-$index"] = __('New Preset','wp-custom-fields-search'); $linkBase = $_SERVER['REQUEST_URI']; $linkBase = preg_replace("/&?selected-preset=[^&]*(&|$)/",'',$linkBase); foreach($presets as $key=>$name){ $config = $this->getConfig($key); if($config && $config['name']) $name=$config['name']; if(($n = $_POST[$this->id][$key]['name'])&&(!$_POST['delete'])) $name = $n; $presets[$key]=$name; } $plugin=&$this; ob_start(); wp_nonce_field($this->id.'-editpreset-'.$preset); $hidden = ob_get_contents(); $hidden.="<input type='hidden' name='selected-preset' value='$preset'>"; $shouldSave = $_POST['selected-preset'] && !$_POST['delete'] && check_admin_referer($this->id.'-editpreset-'.$preset); ob_end_clean(); include(dirname(__FILE__).'/templates/options.php'); } function process_tag($content){ $regex = '/\[\s*wp-custom-fields-search\s+(?:([^\]=]+(?:\s+.*)?))?\]/'; return preg_replace_callback($regex, array(&$this, 'generate_from_tag'), $content); } function process_shortcode($atts,$content){ return $this->generate_from_tag(array("",$atts['preset'])); } function generate_from_tag($reMatches){ global $CustomSearchFieldStatic; ob_start(); $preset=$reMatches[1]; if(!$preset) $preset = 'default'; wp_custom_fields_search($preset); $form = ob_get_contents(); ob_end_clean(); return $form; } } global $CustomSearchFieldStatic; $CustomSearchFieldStatic['Inputs'] = array(); $CustomSearchFieldStatic['Types'] = array(); class AdminDropDown extends DropDownField { function AdminDropDown($name,$value,$options,$params=array()){ AdminDropDown::__construct($name,$value,$options,$params); } function __construct($name,$value,$options,$params=array()){ $params['options'] = $options; $params['id'] = $params['name']; parent::__construct($params); $this->name = $name; $this->value = $value; } function getHTMLName(){ return $this->name; } function getValue(){ return $this->value; } function getInput(){ return parent::getInput($this->name,null); } } if (!function_exists('json_encode')) { function json_encode($a=false) { if (is_null($a)) return 'null'; if ($a === false) return 'false'; if ($a === true) return 'true'; if (is_scalar($a)) { if (is_float($a)) { // Always use "." for floats. return floatval(str_replace(",", ".", strval($a))); } if (is_string($a)) { static $jsonReplaces = array(array("\\", "/", "\n", "\t", "\r", "\b", "\f", '"'), array('\\\\', '\\/', '\\n', '\\t', '\\r', '\\b', '\\f', '\"')); return '"' . str_replace($jsonReplaces[0], $jsonReplaces[1], $a) . '"'; } else return $a; } $isList = true; for ($i = 0, reset($a); $i < count($a); $i++, next($a)) { if (key($a) !== $i) { $isList = false; break; } } $result = array(); if ($isList) { foreach ($a as $v) $result[] = json_encode($v); return '[' . join(',', $result) . ']'; } else { foreach ($a as $k => $v) $result[] = json_encode($k).':'.json_encode($v); return '{' . join(',', $result) . '}'; } } } function wp_custom_fields_search($presetName='default'){ global $CustomSearchFieldStatic; if(strpos($presetName,'preset-')!==0) $presetName="preset-$presetName"; $CustomSearchFieldStatic['Object']->renderWidget(array('widget_id'=>$presetName,'noTitle'=>true),array('number'=>$presetName)); } function compat_method_exists($class,$method){ return method_exists($class,$method) || in_array(strtolower($method),get_class_methods($class)); }

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  • wp e-commerce php modification

    - by user1015687
    Here are a few lines of code from a wordpress plugin (WP E-commerce) that calculate the price. Now what i want is that if 'cart_item' are more than 3 in quantity then the price should be (number of items * 4) else the function should work as it is listed below. Thnks for help. function calculate_subtotal($for_shipping = false) { 1047 global $wpdb; 1048 if($for_shipping == true ) { 1049 $total = 0; 1050 foreach($this->cart_items as $key => $cart_item) { 1051 if($cart_item->uses_shipping == 1) { 1052 $total += $cart_item->total_price; 1053 } 1054 } 1055 } else { 1056 $total = 0; 1057 if($this->subtotal == null) { 1058 foreach($this->cart_items as $key => $cart_item) { 1059 $total += $cart_item->total_price; 1060 } 1061 $this->subtotal = $total; 1062 } else { 1063 $total = $this->subtotal; 1064 } 1065 } 1066 return $total; 1067 }

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  • How to find distance between two geopoints in c using calculateDistance(const CWaypoint& wp)

    - by Harsha
    void getAllDataByPointer(string *pname,double *platitude, double *plongitude); void getAllDataByReference(string &pname,double &platitude, double &plongitude); double calculateDistance(const CWaypoint& wp); void print(int format); bool less(const CWaypoint& wp_right); CWaypoint add(const CWaypoint& wp_right); These are the functions I am using. I have the values as output but how to call the latitude values of two different cities so that I can use the following formula distance = ERADIUS * (acos(sin(latitude_1)*sin(latitude_2) + cos(latitude_1) * cos(latitude_2)*cos(longitude_2 - longitude_1)));

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  • Optimizing collision engine bottleneck

    - by Vittorio Romeo
    Foreword: I'm aware that optimizing this bottleneck is not a necessity - the engine is already very fast. I, however, for fun and educational purposes, would love to find a way to make the engine even faster. I'm creating a general-purpose C++ 2D collision detection/response engine, with an emphasis on flexibility and speed. Here's a very basic diagram of its architecture: Basically, the main class is World, which owns (manages memory) of a ResolverBase*, a SpatialBase* and a vector<Body*>. SpatialBase is a pure virtual class which deals with broad-phase collision detection. ResolverBase is a pure virtual class which deals with collision resolution. The bodies communicate to the World::SpatialBase* with SpatialInfo objects, owned by the bodies themselves. There currenly is one spatial class: Grid : SpatialBase, which is a basic fixed 2D grid. It has it's own info class, GridInfo : SpatialInfo. Here's how its architecture looks: The Grid class owns a 2D array of Cell*. The Cell class contains two collection of (not owned) Body*: a vector<Body*> which contains all the bodies that are in the cell, and a map<int, vector<Body*>> which contains all the bodies that are in the cell, divided in groups. Bodies, in fact, have a groupId int that is used for collision groups. GridInfo objects also contain non-owning pointers to the cells the body is in. As I previously said, the engine is based on groups. Body::getGroups() returns a vector<int> of all the groups the body is part of. Body::getGroupsToCheck() returns a vector<int> of all the groups the body has to check collision against. Bodies can occupy more than a single cell. GridInfo always stores non-owning pointers to the occupied cells. After the bodies move, collision detection happens. We assume that all bodies are axis-aligned bounding boxes. How broad-phase collision detection works: Part 1: spatial info update For each Body body: Top-leftmost occupied cell and bottom-rightmost occupied cells are calculated. If they differ from the previous cells, body.gridInfo.cells is cleared, and filled with all the cells the body occupies (2D for loop from the top-leftmost cell to the bottom-rightmost cell). body is now guaranteed to know what cells it occupies. For a performance boost, it stores a pointer to every map<int, vector<Body*>> of every cell it occupies where the int is a group of body->getGroupsToCheck(). These pointers get stored in gridInfo->queries, which is simply a vector<map<int, vector<Body*>>*>. body is now guaranteed to have a pointer to every vector<Body*> of bodies of groups it needs to check collision against. These pointers are stored in gridInfo->queries. Part 2: actual collision checks For each Body body: body clears and fills a vector<Body*> bodiesToCheck, which contains all the bodies it needs to check against. Duplicates are avoided (bodies can belong to more than one group) by checking if bodiesToCheck already contains the body we're trying to add. const vector<Body*>& GridInfo::getBodiesToCheck() { bodiesToCheck.clear(); for(const auto& q : queries) for(const auto& b : *q) if(!contains(bodiesToCheck, b)) bodiesToCheck.push_back(b); return bodiesToCheck; } The GridInfo::getBodiesToCheck() method IS THE BOTTLENECK. The bodiesToCheck vector must be filled for every body update because bodies could have moved meanwhile. It also needs to prevent duplicate collision checks. The contains function simply checks if the vector already contains a body with std::find. Collision is checked and resolved for every body in bodiesToCheck. That's it. So, I've been trying to optimize this broad-phase collision detection for quite a while now. Every time I try something else than the current architecture/setup, something doesn't go as planned or I make assumption about the simulation that later are proven to be false. My question is: how can I optimize the broad-phase of my collision engine maintaining the grouped bodies approach? Is there some kind of magic C++ optimization that can be applied here? Can the architecture be redesigned in order to allow for more performance? Actual implementation: SSVSCollsion Body.h, Body.cpp World.h, World.cpp Grid.h, Grid.cpp Cell.h, Cell.cpp GridInfo.h, GridInfo.cpp

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  • Can I remove the systems from a component entity system?

    - by nathan
    After reading a lot about entity/component based engines. I feel like there is no real definition for this kind of engine. Reading this thread: Implementing features in an Entity System and the linked article made me think a lot. I did not feel that comfortable using System concept so I'll write something else, inspired by this pattern. I'd like to know if you think it's a good way to organize game code and what improvements can be made. Regarding a more strict implementation of entity/component based engine, is my solution viable? Do I risk getting stuck at any point due to the lack of flexibility of this implementation (or anything else)? My engine, as for entity/component patterns has entities and components, no systems since the game logic is handled by components. Also, I think the main difference is the fact that my engine will use inherence and OOP concepts in general, I mean, I don't try to minimize them. Entity: an entity is an abstract class. It holds his position, width and height, scale and a list of linked components. The current implementation can be found here (java). Every frame, the entity will be updated (i.e all the components linked to this entity will be updated), and rendered, if a render component is specified. Component: like for entity, a component is an abstract class that must be extended to create new components. The behavior of an entity is created through his components collection. The component implementation can be found here. Components are updated when the owning entity is updated or for only one specific component (render component), rendered. Here is an example of a logic component (i.e not a renderable component, a component that's updated each frame) in charge of listening for keyboard events and a render component in charge of display a plain sprite (i.e not animated).

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  • Does sphider can be a search engine for intranet ?

    - by garcon1986
    Hello, Sphinx is a kind of search engine but it should be installed on the server. But i can't install it on the server, so i have to find another solution. Actually, i have tested sphider in a small site. But when I want to integrate it in my intranet, it doesn't work. The error code: 1. Retrieving: http://localhost/XXX at 16:44:20. Updated Link To http://localhost/XXX Size of page: 1.54kb. Starting indexing at 16:44:20. Page contains less than 10 words Links found: 1. New links: 1 2. Retrieving: http://localhost/XXX.php at 16:44:20. Unreachable: http 404 Links found: 0. New links: 0 Anyone has ideas? Thanks

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  • How to implement friction in a physics engine based on "Advanced Character Physics"

    - by paldepind
    I have implemented a physics engine based on the concepts in the classic text Advanced Character Physics by Thomas Jakobsen. Friction is only discussed very briefly in the article and Jakobsen himself notes how "other and better friction models than this could and should be implemented." Generally how could one implement a believable friction model on top of the concepts from the mentioned article? And how could the found friction be translated into rotation on a circle? I do not want this question to be about my specific implementation but about how to combine Jakobsens ideas with a great friction system more generally. But here is a live demo showing the current state of my engine which does not handle friction in any way: http://jsfiddle.net/Z7ECB/embedded/result/ Below is a picture showing and example on how collision detection could work in an engine based in the paper. In the Verlet integration the current and previous position is always stored. Based on these a new position is calculated. In every frame I calculate the distance between the circles and the lines. If this distance is less than a circles radius a collision has occurred and the circle is projected perpendicular out of the offending line according to the size of the overlap (offset on the picture). Velocity is implicit due to Verlet integration so changing position also changes the velocity. What I need to do know is to somehow determine the amount of friction on the circle and move it backwards parallel to the line in order to reduce its speed.

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  • SQLAuthority News – Bookmark – Deprecated Database Engine Features in SQL Server 2008

    - by pinaldave
    When anybody asked me if any specific feature is available in SQL Server 2008 or if any feature will be disabled in future versions of SQL Server, I always point everybody to following list where all the deprecated database engine features are listed. Deprecated Database Engine Features in SQL Server 2008 R2 Deprecated Database Engine Features in SQL Server 2008 This list is quite helpful and everybody should refer it once. This list has many important details. For example, it suggests “80 compatibility level and upgrade from version 80.” will not be supported in next version of SQL Server. If you are using SQL Server 2000 still today (by any chance) you will be not able to upgrade that to next version of SQL Server directly. It is very important to note that if you are using any feature of SQL Server in compatibility mode and if you find them in the list above. You need to start working on the replacement suggested in article. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Bookmark, SQL, SQL Authority, SQL Documentation, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority News, T SQL, Technology

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  • Questions before I revamp my rendering engine to use shaders (GLSL)

    - by stephelton
    I've written a fairly robust rendering engine using OpenGL ES 1.1 (fixed-function.) I've been looking into revamping the engine to use OpenGL ES 2.0, which necessitates that I use shaders. I've been absorbing information all day long and still have some questions. Firstly, lighting. The fixed-function pipeline is guaranteed to have at least 8 lights available. My current engine finds lights that are "close" to the primitives being drawn and enables them; I don't know how many lights are going to be enabled until I draw a given model. Nothing is dynamically allocated in GLSL, so I have to define in a shader some number of lights to be used, right? So if I want to stick with 8, should I write my general purpose shader to have 8 lights and then use uniforms to tell it how many / which lights to use? Which brings me to another question: should I be concerned with the amount of data I'm allocating in a shader? Recent video cards have hundreds of "stream processors." If I've got a fragment shader being used on some number of fragments in a given triangle, I assume they must each have their own stack to work on. Are read-only variables copied here, or read when needed? My initial goal is to rework my code so that it is virtually identical to the current implementation. What I have in mind is to create my own matrix stack so that I can implement something along the lines of push/popMatrix and apply all my translations, rotations, and scales to this matrix, then provide the matrix to the vertex shader so that it can make very quick vertex translations. Is this approach sound? Edit: My original intention was to ask if there was a tutorial that would explain the bare minimum necessary to jump from fixed-function to using shaders. Thanks!

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  • Custom internal search engine [migrated]

    - by nobody
    I am building a social network, and I need a simple internal search engine that will display a list of all website users starting with the ones that have the specific keyword in their username. So here is what i need: a search engine that will take a keyword. the search engine will open a new page with a list of all website users, displaying first the users that have the specific keyword in their username. display your username in the placeholder. So, here is what I have so far: <div class="logobox r"> <form method="post" action="../sity/search.php"> <!--will redirect you to a new page with a list of all website users.--> <input type="text" class="logo" name="searchUser" placeholder="<?php echo $comObj->getSession('username')?>"> <!--will take a keyword as a imput, and will display your username in the placeholder--> <button type="submit" class="sity" value="sity">sity</button> </form> </div> And here is the searchUser function: function searchUser($keyword) { $commObj = new common; $sql = "SELECT `id`,`username`, `profile_pic` FROM ".$this->tables['user']." WHERE `username` LIKE '%".$keyword."%' AND `id` <> ".$commObj->getSession('userid'); $result = $this->selectAll($sql); unset($this->rsa); return $result; } The problem is that when you click on the search box, instead of letting you to enter a keyword, the page will logout you from the website. I still can't figure out why. Here is the link to the website: www.sity.net Any suggestion will be highly appreciated. Thanks

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  • Best & Free 4 Amazon Affiliate Plugins For WordPress

    - by RogerB
    Are you gearing up to earn from your web blog? Are you writing product reviews & would like income by doing just that? Amazon associates allows you to do this. There are various plugins available out there..both free & premium to integrate the product links on your blog pages that are related to your blog [...] Related posts:Amazon.com WordPress Plugins 10 useful SEO Plugins For WordPress The Top 10 WordPress RSS Plugins

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  • Best way of storing voxels

    - by opiop65
    This should be a pretty easy question to answer, and I'm not looking for how to store the voxels data wise, I'm looking for the theory. Currently, my voxel engine has no global list of tiles. Each chunk has it's own list, and its hard to do things like collision detection or anything that may use tiles that are outside of its own chunk. I recently worked on procedural terrain with a non voxel engine. Now, I want to start using heightmaps in my voxel engine. But, I have a problem. If each chunk has its own list, then it will be pretty difficult to implement the heightmaps. My real question is, is should I store a global list of voxels independent of the chunks? And then I can just easily perform collision detection and terrain generation. However, it would probably be harder to do things such as frustum culling. So how should I store them?

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  • Google Analytics on Static Site Hosted by GAE

    - by Cody Hess
    I finagled hosting a static site on Google App Engine at http://corbyhaas.com The HTML when visiting the URL shows some meta information and a frame to the site's actual address: http://cody-static-sites.appspot.com/corbyhaas which has the content. This is done automagically by Google App Engine. I've set up Google Analytics by including their script in my index.html, but the report shows 100% of visits coming from referring site "corbyhaas.com", which is useless information. Has anyone set up Google Analytics for a static GAE site? Is there a setting in my Analytics dashboard I can tweak, or is this a hazard of using Google App Engine for static content? Also, while it's not relevant here (but could be for future sites), does GAE's method of showing only meta information with frames for static data affect SEO?

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  • D, Vala or Go for game development [on hold]

    - by Sheosi
    I'm looking forward to choose some compiled language for my 3D engine. The engine it's written in C++, however I would like to help coders by using a language which is good for games. I came with these three: Vala, D and Go. The engine is being made to write as less code as posible, also the "main" language it's going to be Lua so any of these will be the "advanced" one (mainly things which could affect performance or . Because of all this and the fact that I heard that Go is good for small projects I thought it would be a pretty good option, however it does not seems to be made (at least originally) for games and also some say I can have trouble with garbage collection in games. So what do you think? Do you have any experience with any of these three in games? How was it?

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  • How to integrate game logic in game engines

    - by MahanGM
    Recently I'm working on a 2d game engine example in .Net with C#. My main problem is that I can't figure out how I should include the game logic within the game. Currently I have a base engine which is a set of classes that they are running sub-systems like Render, Sound, Input and Core functionality. There is an editor which helps the user to add resources, build levels, write scripts and other stuffs. I came up with an idea to use Reflection and CSharpCodeProvider from my editor to compile the written code. This way I can get an executable of my product too. This way is quite well but I would like to know what's really the solution and architecture to do this. My engine's role is 2d platform. The scripting language is C# right now because I can't consist any other embeddable language for now. The game needs compilation and CSharpCodeProvider is the only way for me to do it meantime.

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  • How can I make my main character move in a parabolic arc when jumping?

    - by user1276078
    I'm entering Android game development, and I already have a computer version of a game I want to publish. The thing is, I want to make this as good as it can be. With that said, I need a physics engine, really to only do one thing: make a parabolic movement of my main character as he's jumping in the air. Currently, my computer version simply makes the guy move up at a 45 degree angle, and as soon as it hits the ceiling, down at a 45 degree angle. I need a physics engine/library that would accomplish that, it has to be in java since that's my best language, it has to be 2D, and it has to be able to work on Android. Which physics engine/library could accomplish all of that?

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  • writing 3d game [closed]

    - by user1432980
    I want to write a game as my final year diploma project.(I'm a 4th-year-student now so I've got a year and several months). But I don't know what to choose: either write my own game engine using DirectX9(10)(I don't like OpenGL) or use OGRE + PhysX(Don't like Unity) I'm more interested in writing my own game engine(but I wonder if I'll create engine on the same level as even Unreal 1.0 hah) but on the other side with PhysX I'll have advanced physics in my game and with OGRE I'll have good grahics. For 3d models I want to use Maya. What do you advise me to choose? As for me I've got a little DirectX experience,not bad C++ programming skills(but not expert's) and a little knowledge of Maya. My English isn't perfect either hah...

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  • How to localize an app on Google App Engine?

    - by Petri Pennanen
    What options are there for localizing an app on Google App Engine? How do you do it using Webapp, Django, web2py or [insert framework here]. 1. Readable URLs and entity key names Readable URLs are good for usability and search engine optimization (Stack Overflow is a good example on how to do it). On Google App Engine, key based queries are recommended for performance reasons. It follows that it is good practice to use the entity key name in the URL, so that the entity can be fetched from the datastore as quickly as possible. Currently I use the function below to create key names: import re import unicodedata def urlify(unicode_string): """Translates latin1 unicode strings to url friendly ASCII. Converts accented latin1 characters to their non-accented ASCII counterparts, converts to lowercase, converts spaces to hyphens and removes all characters that are not alphanumeric ASCII. Arguments unicode_string: Unicode encoded string. Returns String consisting of alphanumeric (ASCII) characters and hyphens. """ str = unicodedata.normalize('NFKD', unicode_string).encode('ASCII', 'ignore') str = re.sub('[^\w\s-]', '', str).strip().lower() return re.sub('[-\s]+', '-', str) This works fine for English and Swedish, however it will fail for non-western scripts and remove letters from some western ones (like Norwegian and Danish with their œ and ø). Can anyone suggest a method that works with more languages? 2. Translating templates Does Django internationalization and localization work on Google App Engine? Are there any extra steps that must be performed? Is it possible to use Django i18n and l10n for Django templates while using Webapp? The Jinja2 template language provides integration with Babel. How well does this work, in your experience? What options are avilable for your chosen template language? 3. Translated datastore content When serving content from (or storing it to) the datastore: Is there a better way than getting the *accept_language* parameter from the HTTP request and matching this with a language property that you have set with each entity?

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  • wp columns tag clouding with ruby on rails

    - by Arpit Vaishnav
    i am wrking on tag clouds with wp columns ( java script) but it s not wrking .It contains files like tagcloud.swf and swfobject.js . I have added this file in public folder and added html.erb file in the view but its not generating the code and showing any thing on the page the code is <%= javascript_include_tag 'swfobject.js' %> <style type="text/css"> body { background-color: #eee; padding: 20px; } </style> <% tags = (current_user.all_tags) % <% all_tags = tags.flatten.uniq% <script type="text/javascript"> var so = new SWFObject("/tagcloud.swf", "tagcloud", "600", "400", "7", "#ffffff"); // uncomment next line to enable transparency //so.addParam("wmode", "transparent"); so.addVariable("tcolor", "0x333333"); so.addVariable("mode", "tags"); so.addVariable("distr", "true"); so.addVariable("tspeed", "100"); so.addVariable("tagcloud", "<tags> <% for t in all_tags %> <a href='#' style='22' color='0xff0000' hicolor='0x00cc00'><%=t.to_s%></a> <%#= link_to t.to_s ,tag_index_path(t) %> <% end %></tags>"); so.write("flashcontent"); </script></body>

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  • PHP & WP: Render Certain Markup Based on True False Condition

    - by rob
    So, I'm working on a site where on the top of certain pages I'd like to display a static graphic and on some pages I would like to display an scrolling banner. So far I set up the condition as follows: <?php $regBanner = true; $regBannerURL = get_bloginfo('stylesheet_directory'); //grabbing WP site URL ?> and in my markup: <div id="banner"> <?php if ($regBanner) { echo "<img src='" . $regBannerURL . "/style/images/main_site/home_page/mock_banner.jpg' />"; } else { echo 'Slider!'; } ?> </div><!-- end banner --> In my else statement, where I'm echoing 'Slider!' I would like to output the markup for my slider: <div id="slider"> <img src="<?php bloginfo('stylesheet_directory') ?>/style/images/main_site/banners/services_banners/1.jpg" alt="" /> <img src="<?php bloginfo('stylesheet_directory') ?>/style/images/main_site/banners/services_banners/2.jpg" alt="" /> <img src="<?php bloginfo('stylesheet_directory') ?>/style/images/main_site/banners/services_banners/3.jpg" alt="" /> ............. </div> My question is how can I throw the div and all those images into my else echo statement? I'm having trouble escaping the quotes and my slider markup isn't rendering.

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