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  • What are differences between sell side platforms (Admeld) and self-serve platform (AdReady)?

    - by Rick Chin
    I was confused with sell side platforms (e.g. Admeld) and self-serve platforms (e.g. AdReady) as both are serving services to publishers. I would like to know the differences in order to get the answer of "which platform is suitable for a medium size website publisher, and why?" references: http://en.wikipedia.org/wiki/Sell_Side_Platform. http://www.masternewmedia.org/self-serve-advertising-services-guide-to-the-best-do-it-yourself-ad-management-platforms/.

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  • heirarchial data from self referencing table in tree form

    - by Beta033
    Ii looks like this has been asked and answered in all the simple cases, excluding the one that i'm having trouble with. I've tried using a recursive CTE to generate this, however maybe a cursor would be better? or maybe a set of recursive functions will do the trick? Can this be done in a cte? consider the following table PrimaryKey ParentKey 1 NULL 2 1 3 6 4 7 5 2 6 1 7 NULL should yield PK 1 -2 --5 -6 --3 7 -4 where the number of - marks equal the depth, my primary difficulty is the ordering.

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  • foo and _foo - about variables inside a class

    - by kame
    class ClassName(object): """ """ def __init__(self, foo, bar): """ """ self.foo = foo # read-write property self.bar = bar # simple attribute def _set_foo(self, value): self._foo = value def _get_foo(self): return self._foo foo = property(_get_foo, _set_foo) a = ClassName(1,2) #a._set_foo(3) print a._get_foo() When I print a._get_foo() the function _get_foo prints the variable self._foo . But where does it come from? self._foo and self.foo are different, aren't they?

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  • Jquery: get ancestors (or descendants) and self

    - by gsakkis
    One can use matchedset.find(selector) / matchedset.parents(selector) to get the descendants/ancestors of the current matched set filtered by a sealector, but that doesn't include the matched set itself (if it happens to match the selector too). Is there a better (more consise and/or faster) way to get it than matchedset.find(selector).add(matchedset.filter(selector)) and the respective for parents() ?

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  • Application self aware of external database record modifications.

    - by Khou
    How do you make your application aware that a database record was changed or created by an external application rather than the application itself? Do you add a special check sum to the database record or what do you do to stop external changes to the database? (in case it was hacked and the hacker decides to add a new record or change an existing database record)

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  • self join to select consecutive numbers

    - by shantanuo
    CREATE TABLE `mybug` ( `SEAT_NO` decimal(2,0) NOT NULL, `ROW_NO` decimal(2,0) NOT NULL, `COL_NO` decimal(2,0) NOT NULL ) ENGINE=MyISAM DEFAULT CHARSET=latin1; INSERT INTO `mybug` VALUES ('1','1','1'),('26','7','2'),('31','8','2'),('32','8','1'),('33','9','1'),('34','9','2'),('35','9','5'),('36','9','6'),('37','10','6'),('38','10','5'),('39','10','2'),('40','10','1'),('41','11','1'),('42','11','2'),('43','11','4'),('44','11','5'); +---------+--------+--------+ | SEAT_NO | ROW_NO | COL_NO | +---------+--------+--------+ | 1 | 1 | 1 | | 26 | 7 | 2 | | 31 | 8 | 2 | | 32 | 8 | 1 | | 33 | 9 | 1 | | 34 | 9 | 2 | | 35 | 9 | 5 | | 36 | 9 | 6 | | 37 | 10 | 6 | | 38 | 10 | 5 | | 39 | 10 | 2 | | 40 | 10 | 1 | | 41 | 11 | 1 | | 42 | 11 | 2 | | 43 | 11 | 4 | | 44 | 11 | 5 | +---------+--------+--------+ 16 rows in set (0.00 sec) In the above chart, I need to select 2 seats those are in the same row AND column numbers are next to each other. For e.g. Seat Numbers 38 & 39 can not be issued even if both the seats are from the same row because the column numbers 2 & 5 are not adjacent. The expected results are as follows: 31 33 35 37 39 41 43 These are the starting numbers and the next seat will be automatically booked as well. for e.g. 31 & 32

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  • Self-expanding Widget, on mouse over

    - by Sergiy Migdalskiy
    I want to implement a widget (with some edit boxes and sliders) that would open beneath or next to a button ("Opener") when I hover it. The key is it's a temporary widget - as soon as it loses focus, I want it gone. Also, I want it to pop up right next to the Opener, ideally pointing an arrow to Opener. So, it's basically a tooltip. But it needs to be a widget with buttons and sliders and stuff like that. Is there a clever way to implement it without making a custom widget and writing handlers for all the mouse and focus events and recomputing its ideal position every time I open it or the Opener moves?

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  • Dynamic obfuscation by self-modifying code

    - by Fallout2
    Hi all, Here what's i am trying to do: assume you have two fonction void f1(int *v) { *v = 55; } void f2(int *v) { *v = 44; } char *template; template = allocExecutablePages(...); char *allocExecutablePages (int pages) { template = (char *) valloc (getpagesize () * pages); if (mprotect (template, getpagesize (), PROT_READ|PROT_EXEC|PROT_WRITE) == -1) { perror (“mprotect”); } } I would like to do a comparison between f1 and f2 (so tell what is identical and what is not) (so get the assembly lines of those function and make a line by line comparison) And then put those line in my template. Is there a way in C to do that? THanks Update Thank's for all you answers guys but maybe i haven't explained my need correctly. basically I'm trying to write a little obfuscation method. The idea consists in letting two or more functions share the same location in memory. A region of memory (which we will call a template) is set up containing some of the machine code bytes from the functions, more specifically, the ones they all have in common. Before a particular function is executed, an edit script is used to patch the template with the necessary machine code bytes to create a complete version of that function. When another function assigned to the same template is about to be executed, the process repeats, this time with a different edit script. To illustrate this, suppose you want to obfuscate a program that contains two functions f1 and f2. The first one (f1) has the following machine code bytes Address Machine code 0 10 1 5 2 6 3 20 and the second one (f2) has Address Machine code 0 10 1 9 2 3 3 20 At obfuscation time, one will replace f1 and f2 by the template Address Machine code 0 10 1 ? 2 ? 3 20 and by the two edit scripts e1 = {1 becomes 5, 2 becomes 6} and e2 = {1 becomes 9, 2 becomes 3}. #include <stdlib.h> #include <string.h> typedef unsigned int uint32; typedef char * addr_t; typedef struct { uint32 offset; char value; } EDIT; EDIT script1[200], script2[200]; char *template; int template_len, script_len = 0; typedef void(*FUN)(int *); int val, state = 0; void f1_stub () { if (state != 1) { patch (script1, script_len, template); state = 1; } ((FUN)template)(&val); } void f2_stub () { if (state != 2) { patch (script2, script_len, template); state = 2; } ((FUN)template)(&val); } int new_main (int argc, char **argv) { f1_stub (); f2_stub (); return 0; } void f1 (int *v) { *v = 99; } void f2 (int *v) { *v = 42; } int main (int argc, char **argv) { int f1SIZE, f2SIZE; /* makeCodeWritable (...); */ /* template = allocExecutablePages(...); */ /* Computed at obfuscation time */ diff ((addr_t)f1, f1SIZE, (addr_t)f2, f2SIZE, script1, script2, &script_len, template, &template_len); /* We hide the proper code */ memset (f1, 0, f1SIZE); memset (f2, 0, f2SIZE); return new_main (argc, argv); } So i need now to write the diff function. that will take the addresses of my two function and that will generate a template with the associated script. So that is why i would like to compare bytes by bytes my two function Sorry for my first post who was not very understandable! Thank you

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  • C++ Templates: Convincing self against code bloat

    - by ArunSaha
    I have heard about code bloats in context of C++ templates. I know that is not the case with modern C++ compilers. But, I want to construct an example and convince myself. Lets say we have a class template< typename T, size_t N > class Array { public: T * data(); private: T elems_[ N }; }; template< typename T, size_t N > T * Array<T>::data() { return elems_; } Further, let's say types.h contains typedef Array< int, 100 > MyArray; x.cpp contains MyArray ArrayX; and y.cpp contains MyArray ArrayY; Now, how can I verify that the code space for MyArray::data() is same for both ArrayX and ArrayY? What else I should know and verify from this (or other similar simple) examples? If there is any g++ specific tips, I am interested for that too. PS: Regarding bloat, I am concerned even for the slightest of bloats, since I come from embedded context.

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  • Private heap or manage memory self

    - by Max
    Hello all, I know we could take some advantages from creating private heap of Windows especially for frequently allocated and de-allocated small chunks. But I think the normal approach is to allocate a large memory from default heap and manage the allocations and de-allocations ourselves. My question is which way is advantages and disadvantage between those two ways? Thanks, Max

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  • C++: why a self pointer of a struct automatically changes to void*

    - by Stone
    struct ptr{ int node; ptr *next; ptr(){} ptr(int _node, ptr *_next){ node=_node; next=_next; } }; struct list_t{ ptr *sht; int size; void push(int node){ size++; sht=new ptr(node,sht); } }shthead[100001], comp[200001], tree[200001]; The struct ptr is a smart pointer, be used as a linked list. But when I debug the code in gdb, I found that the ptr*'s were all converted to void*. GDB output: (gdb) pt ptr type = struct ptr { int node; void *next; public: ptr(void); ptr(int, void *); } However, I can still see the data of the struct if I covert them back to ptr* in gdb. What's the reason for this please?

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  • How to pickle and unpickle objects with self-references and from a class with slots?

    - by EOL
    Is it possible to pickle an object from a class with slots, when this object references itself through one of its attributes? Here is a simple example: import weakref import pickle class my_class(object): __slots__ = ('an_int', 'ref_to_self', '__weakref__') def __init__(self): self.an_int = 42 self.ref_to_self = weakref.WeakKeyDictionary({self: 1}) # __getstate__ and __setstate__ not defined: how should this be done? if __name__ == '__main__': obj = my_class() # How to make the following work? obj_pickled = pickle.dumps(obj) obj_unpickled = pickle.loads(obj_pickled) # Self-references should be kept: print "OK?", obj_unpickled == obj_unpickled.ref_to_self.keys()[0]

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  • Performing LINQ Self Join

    - by senfo
    I'm not getting the results I want for a query I'm writing in LINQ using the following: var config = (from ic in repository.Fetch() join oc in repository.Fetch() on ic.Slot equals oc.Slot where ic.Description == "Input" && oc.Description == "Output" select new Config { InputOid = ic.Oid, OutputOid = oc.Oid }).Distinct(); The following SQL returns 53 rows (which is correct), but the above LINQ returns 96 rows: SELECT DISTINCT ic.Oid AS InputOid, oc.Oid AS OutputOid FROM dbo.Config AS ic INNER JOIN dbo.Config AS oc ON ic.Slot = oc.Slot WHERE ic.Description = 'Input' AND oc.Description = 'Output' How would I replicate the above SQL in a LINQ query? Update: I don't think it matters, but I'm working with LINQ to Entities 4.0.

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  • hierarchical data from self referencing table in tree form

    - by Beta033
    It looks like this has been asked and answered in all the simple cases, excluding the one that I'm having trouble with. I've tried using a recursive CTE to generate this; however maybe a cursor would be better? Or maybe a set of recursive functions will do the trick? Can this be done in a cte? consider the following table PrimaryKey ParentKey 1 NULL 2 1 3 6 4 7 5 2 6 1 7 NULL should yield PK 1 -2 --5 -6 --3 7 -4 where the number of - marks equal the depth, my primary difficulty is the ordering.

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  • LINQ2SQL: How to let a column accept null values as zero (0) in Self-Relation table

    - by Remon
    As described in the img, I got a parent-Children relation and since the ParentID not accepting null values (and I can't change to nullabel due to some restriction in the UI I have), how can I remove an existence relation between ReportDataSources in order to change the parent for them (here i want to set the parentId for one of them = 0) how could i do that since i cant change the ParentID directly and setting Parent = null is not valid public void SetReportDataSourceAsMaster(ReportDataSource reportDataSource) { //Some logic - not necessarily for this scenario //Reset Master this.ReportDataSources.ToList().ForEach(rds => rds.IsMaster = false); //Set Master reportDataSource.IsMaster = true; //Set Parent ID for the rest of the Reports data sources this.ReportDataSources.Where(rds => rds.ID != reportDataSource.ID).ToList().ForEach(rds => { //Change Parent ID rds.Parent = reportDataSource; //Remove filttering data rds.FilteringDataMembers.Clear(); //Remove Grouping Data rds.GroupingDataMembers.Clear(); }); //Delete parent HERE THE EXCEPTION THROWN AFTER CALLING SUBMITCHANGES() reportDataSource.Parent = null; //Other logic } Exception thrown after calling submitChanges An attempt was made to remove a relationship between a ReportDataSource and a ReportDataSource. However, one of the relationship's foreign keys (ReportDataSource.ParentID) cannot be set to null.

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  • SQL database self interaction entity

    - by Ricardo Costa
    I've been working on a database, wich is referent to an Aeroport management. I'm having a problem that it's freaking me out.. What i'm trying to do is, assuming that a client wants to know the distance between 2 locations, in miles or kms. As an example, if the user wants to know the distance between London and Amsterdam, should that distance be calculated by a formule or should it be already stored on the database? (1,N) ____________ ____________|__ | | | | | City/Airport |<---------| |______________| How can i show to user the distance between his 2 choices? RicardoCosta

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  • self join table

    - by San82moon
    HI, i have a table, new_id----old_id----created_on 1234------5678------20100912 5678------3456------20100808 etc. i wrote this query, $q = "select event1.new_id, event1.old_id, event1.created_on,event2.new_id, event2.old_id, event2.created_on FROM replaced_isbns event1 JOIN replaced_isbns event2 ON event2.new_id = event1.old_id WHERE event1.new_id='$id'"; but i get result as 5678 - 1234, ie only one row, i want all rows... plz help me. Thanks, SLC

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  • Self-contained python installation with executable tools included (pip, orbited, etc)

    - by Tristan
    I'm trying deploy a Python application on Windows as a folder that includes a full python 2.6 folder. I don't need/want a fancy solution like py2exe, I'm just trying to automate deployment of a web application. So long as I include python26.dll and set the PYTHONHOME correctly, things seem to work if I just include the Python26 folder in its entirety. However a number of the Python26/Script files don't work. For instance, pip.exe, orbited.exe, and morbid.exe all do nothing (complete with no output) when I try to run them on a system that doesn't have a real Python26 installation. I've run out of ideas. Suggestions?

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  • Self-modify the classpath within a Scala script?

    - by Alex R
    I'm trying to replace a bunch of Linux shell scripts with Scala scripts. One of the remaining challenges is how to scan an entire directory of JARs and place them into the classpath. Currently this is done in the shell script prior to invoking the scala JVM. I'd like to eliminate the shell script completely. Is there an elegant scala idiom for this? I have found this other question but in Java it seems hardly worthwhile to mess with it: http://stackoverflow.com/questions/252893/how-do-you-change-the-classpath-within-java

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  • MySQL on two ports using IPTables - self-access

    - by b0rman
    I trying to make MySQL available by 2 ports: 3306 and 3339 I added rule to iptables: iptables -t nat -A PREROUTING -i bond0 -p tcp --dport 3339 -j REDIRECT --to-port 3306 and everythin is great for remote connections. But if I'm trying to connect it locally, I'm getting an error: mysql -u username -ppassword --port=3339 -h Host.Name ERROR 2003 (HY000): Can't connect to MySQL server on 'Host.Name' (111) Any ideas how can I edit iptables to get local access via 3339 port?

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  • self-destructing objects in php5?

    - by user151841
    I am working on a class in php that is basically an interface to a database row. I wanted to create a delete() method that would 1. delete the database row and 2. destroy the instance of itself so that further attempts to manipulate the row via the object would throw warnings. Doing some googling, it seems that, in php5, it's not possible for an object to unset itself. http://bugs.php.net/bug.php?id=36971 In fact they discuss the very situation I was wanting to do :( So how should I proceed? I could make boolean flag as a class property, for whether the row still exists, and have each operation check that flag and throw an error if the row has been deleted. This maintains the oo structure of code, so I would have $objDbRow->delete(); But then I have to put checks at the beginning of each method. Or, I could implement a __destruct method that deletes the row. But that would seem counter-intuitive to me; if I saw in code unset($objDbRow); All I would suspect that's happening is that the object is being discarded, not that a row is being deleted. So that to me would seem like bad practice.

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  • A self-creator: What pattern is this? php

    - by user151841
    I have several classes that are basically interfaces to database rows. Since the class assumes that a row already exists ( __construct expects a field value ), there is a public static function that allows creation of the row and returns an instance of the class. Here's a pseudo-code example : class fruit { public $id; public function __construct( $id ) { $this->id = $id; $sql = "SELECT * FROM Fruits WHERE id = $id"; ... $this->arrFieldValues[$field] = $row[$value]; } public function __get( $var ) { return $this->arrFieldValues[$var]; } public function __set( $var, $val ) { $sql = "UPDATE fruits SET $var = $val WHERE id = $this->id"; } public static function create( $id ) { $sql = "INSERT INTO Fruits ( fruit_name ) VALUE ( '$fruit' )"; $id = mysql_insert_id(); $fruit = & new fruit($id); return $fruit; } } $obj1 = fruit::create( "apple" ); $obj2 = & new fruit( 12 ); What is this pattern called? Edit: I changed the example to one that has more database-interface functionality. For most of the time, this kind of class would be instantiated normally, through __construct(). But sometimes when you need to create a new row first, you would call create().

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  • Change value of adjacent vertices and remove self loop

    - by StereoMatching
    Try to write a Karger’s algorithm with boost::graph example (first column is vertice, other are adjacent vertices): 1 2 3 2 1 3 4 3 1 2 4 4 2 3 assume I merge 2 to 1, I get the result 1 2 3 2 1 1 3 4 2 1 3 4 3 1 2 4 4 2 3 first question : How could I change the adjacent vertices("2" to "1") of vertice 1? my naive solution template<typename Vertex, typename Graph> void change_adjacent_vertices_value(Vertex input, Vertex value, Graph &g) { for (auto it = boost::adjacent_vertices(input, g); it.first != it.second; ++it.first){ if(*it.first == value){ *(it.first) = input; //error C2106: '=' : left operand must be l-value } } } Apparently, I can't set the value of the adjacent vertices to "1" by this way The result I want after "change_adjacent_vertices_value" 1 1 3 1 1 1 3 4 2 1 3 4 3 1 2 4 4 2 3 second question : How could I pop out the adjacent vertices? Assume I want to pop out the consecutive 1 from the vertice 1 The result I expected 1 1 3 1 3 4 2 1 3 4 3 1 2 4 4 2 3 any function like "pop_adjacent_vertex" could use?

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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