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  • what is the error in this script?

    - by coderex
    <html> <body> <script language="javascript"> document.getElementById('myfileId').onchange = function(e) { alert('change'); } </script> <form action="" > <input type="file" id="myfileId" name="myfile"> </form> </body> </html> How can I call the JavaScript function after a file selection.

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  • Browser Detection

    - by Jrgns
    What's the best / simplest / most accurate way to detect the browser of a user? Ease of extendability and implementation is a plus. The less technologies used, the better. The solution can be server side, client side, or both. The results should eventually end up at the server, though. The solution can be framework agnostic. The solution will only be used for reporting purposes.

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  • 3d / 2.5d game library for iphone and pc

    - by Aaron Qian
    I'm trying to make a 2d shooter game with 3d background. The player and enemies are essentially just quads with textures. The background will be simple 3d polygons with textures and some fog and light. Therefore, I don't need a really powerful 3d library. I tried Unity3D and Torque2D, but I don't like to use their GUI editors. I prefer to work with code. So, is there a cross platform (mainly windows and iPhone) 3d / 2.5d game library, commercial or open source? I assume it will be only limited to c, c++, and object-c due to apple's new ToS.

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  • Is there a table of OpenGL extensions, versions, and hardware support somewhere?

    - by Thomas
    I'm looking for some resource that can help me decide what OpenGL version my game needs at minimum, and what features to support through extensions. Ideally, a table of the following format: 1.0 1.1 1.2 1.2.1 1.3 ... multitexture - ARB ARB core core texture_float - EXT EXT ARB ARB ... (Not sure about the values I put in, but you get the idea.) The extension specs themselves, at opengl.org, list the minimum OpenGL version they need, so that part is easy. However, many extensions have been accepted and became core standard in subsequent OpenGL versions, but it is very hard to find when that happened. The only way I could find is to compare the full OpenGL standards document for each version. On a related note, I would also very much like to know which extensions/features are supported by which hardware, to help me decide what features I can safely use in my game, and which ones I need to make optional. For example, a big honkin' table like this: MAX_TEXTURE_IMAGE_UNITS MAX_VERTEX_TEXTURE_IMAGE_UNITS ... GeForce 6xxx 8 4 GeForce 7xxx 16 8 ATi x300 8 4 ... (Again, I'm making the values up.) The table could list hardware limitations from glGet but also support for particular extensions, and limitations of such extension support (e.g. what floating-point texture formats are supported in hardware). Any pointers to these or similar resources would be hugely appreciated!

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  • Best direction for displaying game graphics in C# App

    - by Mike Webb
    I am making a small game as sort of a test project, nothing major. I just started and am working on the graphics piece, but I'm not sure the best way to draw the graphics to the screen. It is going to be sort of like the old Zelda, so pretty simple using bitmaps and such. I started thinking that I could just paint to a Picture Box control using Drawing.Graphics with the Handle from the control, but this seems cumbersome. I'm also not sure if I can use double buffering with this method either. I looked at XNA, but for now I wanted to use a simple method to display everything. So, my question. Using the current C# windows controls and framework, what is the best approach to displaying game graphics (i.e. Picture Box, build a custom control, etc.)

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  • Access violation reading location 0x00184000.

    - by numerical25
    having troubles with the following line HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mVB)); it appears the CreateBuffer method is having troubles reading &mVB. mVB is defined in box.h and looks like this ID3D10Buffer* mVB; Below is the code it its entirety. this is all files that mVB is in. //Box.cpp #include "Box.h" #include "Vertex.h" #include <vector> Box::Box() : mNumVertices(0), mNumFaces(0), md3dDevice(0), mVB(0), mIB(0) { } Box::~Box() { ReleaseCOM(mVB); ReleaseCOM(mIB); } float Box::getHeight(float x, float z)const { return 0.3f*(z*sinf(0.1f*x) + x*cosf(0.1f*z)); } void Box::init(ID3D10Device* device, float m, float n, float dx) { md3dDevice = device; mNumVertices = m*n; mNumFaces = 12; float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; std::vector<Vertex> vertices(mNumVertices); for(DWORD i = 0; i < m; ++i) { float z = halfDepth - (i * dx); for(DWORD j = 0; j < n; ++j) { float x = -halfWidth + (j* dx); float y = getHeight(x,z); vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); if(y < -10.0f) vertices[i*n+j].color = BEACH_SAND; else if( y < 5.0f) vertices[i*n+j].color = LIGHT_YELLOW_GREEN; else if (y < 12.0f) vertices[i*n+j].color = DARK_YELLOW_GREEN; else if (y < 20.0f) vertices[i*n+j].color = DARKBROWN; else vertices[i*n+j].color = WHITE; } } D3D10_BUFFER_DESC vbd; vbd.Usage = D3D10_USAGE_IMMUTABLE; vbd.ByteWidth = sizeof(Vertex) * mNumVertices; vbd.BindFlags = D3D10_BIND_VERTEX_BUFFER; vbd.CPUAccessFlags = 0; vbd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA vinitData; vinitData.pSysMem = &vertices; HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mVB)); //create the index buffer std::vector<DWORD> indices(mNumFaces*3); // 3 indices per face int k = 0; for(DWORD i = 0; i < m-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = i*n+j; indices[k+1] = i*n+j+1; indices[k+2] = (i*1)*n+j; indices[k+3] = (i*1)*n+j; indices[k+4] = i*n+j+1; indices[k+5] = (i*1)*n+j+1; k+= 6; } } D3D10_BUFFER_DESC ibd; ibd.Usage = D3D10_USAGE_IMMUTABLE; ibd.ByteWidth = sizeof(DWORD) * mNumFaces*3; ibd.BindFlags = D3D10_BIND_INDEX_BUFFER; ibd.CPUAccessFlags = 0; ibd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA iinitData; iinitData.pSysMem = &indices; HR(md3dDevice->CreateBuffer(&ibd, &iinitData, &mIB)); } void Box::Draw() { UINT stride = sizeof(Vertex); UINT offset = 0; md3dDevice->IASetVertexBuffers(0, 1, &mVB, &stride, &offset); md3dDevice->IASetIndexBuffer(mIB, DXGI_FORMAT_R32_UINT, 0); md3dDevice->DrawIndexed(mNumFaces*3, 0 , 0); } //Box.h #ifndef _BOX_H #define _BOX_H #include "d3dUtil.h" Box.h class Box { public: Box(); ~Box(); void init(ID3D10Device* device, float m, float n, float dx); void Draw(); float getHeight(float x, float z)const; private: DWORD mNumVertices; DWORD mNumFaces; ID3D10Device* md3dDevice; ID3D10Buffer* mVB; ID3D10Buffer* mIB; }; #endif Thanks again for the help

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  • Actionscript 2.0 Functions problem

    - by Joshua
    I have two problems. The first problem is with the following functions; when I call the function in (enterFrame), it doesn't work: onClipEvent (load) { function failwhale(levelNum) { _root.gotoAndStop("fail"); failFrom = levelNum; } function guardSightCollision(guardName, guardSightName) { if (_root.guardName.guardSightName.hitTest(_x, _y+radius, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x, _y-radius, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x-radius, _y, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x+radius, _y, true)) { failwhale(1); } } } onClipEvent (enterFrame) { guardSightCollision(guard1, guard1Sight); } Why doesn't it work?... The second problem lies in the failFrom variable: function failwhale(levelNum) { _root.gotoAndStop("fail"); failFrom = levelNum; } How do I make failFrom a "global" variable in that it can be accessed anywhere (from actionscript in frames and even movieclips)...Right now, when I try to trace failFrom in a different frame, it is "undefined".

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  • Grab remaining text after last "/" in a php string.

    - by Roeland
    So, lets say I have a $somestring thats holds the value "main/physician/physician_view". I want to grab just "physician_view". I want it to also work if the passed string was "main/physician_view" or "site/main/physician/physician_view". Hopefully my question makes sense. Any help would be appreciated!

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  • How is the "click to view more" function implemented?

    - by bobo
    We often see websites that display first few lines of an article and then append ... [More] so that people who are interested in can click on it to view the full article. To implement this functionality, we first need to find out where the article text should be cut to append the ... [More]. Since there must be some HTML/ CSS coupled with the article text, we must remember to ignore them when calculating the length of the text. But there is something I just can't figure it out, if more than one language is mixed in the first few lines of the article text, the length of the text will be very difficult to calculate since the characters can be of variable length. How should we solve this problem?

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  • Getting Different IP each time

    - by Sarfraz
    Hello, I am creating a poll script for a facebook fan page: http://www.facebook.com/apps/application.php?id=115400635147687&v=app_115400635147687 I am getting the IP using: $_SERVER['REMOTE_ADDR'] But the problem is that each time I refresh the page, or make an ajax call, the IP is changed everytime. Someone told me that facebook has many IPs, proxies. Basically I need to save the IP in database, so that once a user from certain IP has voted, he should not be able to do so again. What is the solution or alternative to this?

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  • Should I learn FLEX, is it a marketable enough?

    - by aceinthehole
    I haven been recently laid off and was considering what to learn in the down time while trying to get another job. I had heard that Adobe's FLEX was starting to become more in-demand, and have seen it increasingly on job postings. Has anyone else been successful (career wise) in learning FLEX? Is it worth spending time to learn FLEX to add a bullet point to a resume, and lead to a possible job or should time be spent else where?

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  • How many pages can i add to a new website without going to the google sandbox ?

    - by François
    Hello there, I'm about to open a new website wich have 15.000 pages (ecommerce store). Of course, i will not publish all this pages at the same time, but i'm looking for infos on how much pages should i start with without going to the sandbox. For example, could i start with a 50 pages website or is it too much ? Then, have you an idea (i know there's no precises rules here) what's the frenquency / volume of pages i could add later ? (50 pages / a day is it ok ?) Thank you very much for your advice, and sorry for my english :-)

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  • Level editor for 3D games with open format or API?

    - by furtelwart
    I would like to experiment with machine generated levels for a 3D game. I'm very open which game this will be. I just like the idea to run through a generated map. For this approach, it would be great if I can use an API or an open format for level designs. Is there an open source level system that can be used in several game engines (ego shooter or whatever)? I don't know if I explained my point clearly, so please add a comment with your question. I will try to clearify my point.

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  • Javascript game with css position

    - by newb125505
    I am trying to make a very simple helicopter game in javascript and I'm currently using css positions to move the objects. but I wanted to know if there was a better/other method for moving objects (divs) when a user is pressing a button here's a code i've got so far.. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Game 2 helicopter</title> <script type="text/javascript"> function num(x){ return parseInt(x.replace(/([^0-9]+)/g,'')); } function getPos(x, y){ var inum=Math.floor(Math.random()*(y+1-x)) + x; inum=inum; return inum; } function setTop(x,y){ x.style.top = y+'px'; } function setBot(x,y){ x.style.bottom = y+'px'; } function setLeft(x,y){ x.style.left = y+'px'; } function setRight(x,y){ x.style.right = y+'px'; } function getTop(x){ return num(x.style.top); } function getBot(x){ return num(x.style.bottom); } function getLeft(x){ return num(x.style.left); } function getRight(x){ return num(x.style.right); } function moveLeft(x,y){ var heli = document.getElementById('heli'); var obj = document.getElementById('obj'); var poss = [20,120,350,400]; var r_pos = getPos(1,4); var rand_pos = poss[r_pos]; xleft = getLeft(x)-y; if(xleft>0){ xleft=xleft; } else{ xleft=800; setTop(x,rand_pos); } setLeft(x,xleft); setTimeout(function(){moveLeft(x,y)},10); checkGame(heli,obj); } var heli; var obj; function checkGame(x,y){ var obj_right = getLeft(x) + 100; var yt = getTop(y); var yb = (getTop(y)+100); if(getTop(x) >= yt && getTop(x) <= yb && obj_right==getLeft(y)){ endGame(); } } function func(){ var x = document.getElementById('heli'); var y = document.getElementById('obj'); alert(getTop(x)+' '+getTop(y)+' '+(getTop(y)+200)); } function startGame(e){ document.getElementById('park').style.display='block'; document.getElementById('newgame').style.display='none'; heli = document.getElementById('heli'); obj = document.getElementById('obj'); hp = heli.style.top; op = obj.style.top; setTop(heli,20); setLeft(heli,20); setLeft(obj,800); setTop(obj,20); moveLeft(obj,5); } function newGameLoad(){ document.getElementById('park').style.display='none'; document.getElementById('newgame').style.display='block'; } function gamePos(e){ heli = document.getElementById('heli'); obj = document.getElementById('obj'); var keynum; var keychar; var numcheck; if(window.event){ // IE keynum = e.keyCode; } else if(e.which){ // Netscape/Firefox/Opera keynum = e.which; } keychar = String.fromCharCode(keynum); // up=38 down=40 left=37 right=39 /*if(keynum==37){ //left tl=tl-20; db.style.left = tl + 'px'; } if(keynum==39){ //right //stopPos(); tl=tl+20; db.style.left = tl + 'px'; }*/ curb = getTop(heli); if(keynum==38){ //top setTop(heli,curb-10); //alert(curb+10); } if(keynum==40){ //bottom setTop(heli,curb+10); //alert(curb-10); } } function endGame(){ clearTimeout(); newGameLoad(); } </script> <style type="text/css"> .play{position:absolute;color:#fff;} #heli{background:url(http://classroomclipart.com/images/gallery/Clipart/Transportation/Helicopter/TN_00-helicopter2.jpg);width:150px;height:59px;} #obj{background:red;width:20px;height:200px;} .park{height:550px;border:5px solid brown;border-left:none;border-right:none;} #newgame{display:none;} </style> </head> <body onload="startGame();" onkeydown="gamePos(event);"> <div class="park" id="park"> <div id="heli" class="play"></div> <div id="obj" class="play"></div> </div> <input type="button" id="newgame" style="position:absolute;top:25%;left:25%;" onclick="startGame();" value="New Game" /> </body> </html>

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  • PHP Session variable isset(..)=1 after session_start()

    - by Nicsoft
    Hello! I guess I am not understanding the scope of session variables, or the session itself, in PHP, hence this question: This is my code if(!session_id()==""){ echo "Getting rid of session"."</br>"; session_destroy(); } echo "Before session_start(): ".isset($_SESSION["first_date_of_week"])."</br>"; session_start(); echo "After session_start(): ".isset($_SESSION["first_date_of_week"])." ".$_SESSION["first_date_of_week"]->format("Y-m-d")."</br>"; The output is: Before session_start(): After session_start(): 1 2011-01-09 How come that when doing the isset(..) on the session variable it is set directly after starting the session, even though I haven't even used it or set it yet? It does, however, still have the same value as before. Also, session_id()="" since the if-clause is never triggered. I never kill the session, how come it is set to ""? I.e. I refresh the page and expects the session to still be alive. Using the isset(..) function is then pretty useless testing if it has been set already... Thanks in advance! /Niklas

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  • Displaying "broken" sprites?

    - by Roman
    I'm quite new to the world of 2D-Engines. I figured out how to load images and display those as sprites and stuff, but theres one question that bugs me. For instance, when a "rocket" hits an object it will deal damage to it and leave a crater behind. I'd like to have the crater shown on that object. That would require "skipping" some of the pixels of that image when rendering, doesn't it? My question is, how would you do such a thing? What data strcture would you use to save this? How to display a "broken" sprite?

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  • Connecting C++ backend to Javascript

    - by baseballtank13
    I was hoping to make a website that displays a google map with points based of information returned by a C++ function. I know you can use Java Server Pages to call java methods on the server with javascript. Would there be a way to connect C++ code on the server with javascript in order to produce the same result as java server pages?

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  • Open source social network

    - by user72185
    I looked through the existing questions of this kind but didn't find what I was looking for so here goes. I need an open source framework where people can... Create user accounts Invite friends Have a friends list Write messages to each other (some kind of inbox system) Create posts on a standard message forum On top of this I will create some kind of game where users interact, so it must be posibble to extend the framework with new database tables and functionality. The platform is Windows, but other than that I'm willing to try pretty much anything. Thanks for suggestions!

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  • Patching this Code to apply dynamic (iPhone) background position

    - by Brian
    I posted a question previously that got off topic, I'm reposting with better code that I have VERIFIED is compatible with iPhone (it works with mine anyway!) I just want to apply background-position coordinates to the body element and call the script conditionally for iPhone, iPod, & iPad. Here's my conditional call for those devices: var deviceAgent = navigator.userAgent.toLowerCase(); var agentID = deviceAgent.match(/(iphone|ipod|ipad)/); if (agentID) { // do something } else { //do this } Now, I've found this excellent script that sets the "top: x" dynamically on the basis of scroll position. Everyone has told me (and ALL of the tutorials and Google search results as well) that it's impossible to set scroll position dynamically for iPhone because of the viewport issue. HOWEVER, they are wrong because if you scroll to the bottom of the page and view this javascript demo on iPhone, you can scroll and the <div style="background-position: fixed; top: x (variable)"></div> div DOES stay centered on iPhone. I really hope this question helps alot of people, I thought it was impossible, but it's NOT... I just need help stitching it together! The original code (you can test it on iPhone yourself) is here: http://stevenbenner.com/2010/04/calculate-page-size-and-view-port-position-in-javascript/ So I just need help getting the following code to apply the dynamic "background-position: 0 x" to the BODY tag where x is centered and relative to the viewport position. Also, needs to be nested inside the above code that is conditional for iPhone and similar devices. // Page Size and View Port Dimension Tools // http://stevenbenner.com/2010/04/calculate-page-size-and-view-port-position-in-javascript/ if (!sb_windowTools) { var sb_windowTools = new Object(); }; sb_windowTools = { scrollBarPadding: 17, // padding to assume for scroll bars // EXAMPLE METHODS // center an element in the viewport centerElementOnScreen: function(element) { var pageDimensions = this.updateDimensions(); element.style.top = ((this.pageDimensions.verticalOffset() + this.pageDimensions.windowHeight() / 2) - (this.scrollBarPadding + element.offsetHeight / 2)) + 'px'; element.style.left = ((this.pageDimensions.windowWidth() / 2) - (this.scrollBarPadding + element.offsetWidth / 2)) + 'px'; element.style.position = 'absolute'; }, // INFORMATION GETTERS // load the page size, view port position and vertical scroll offset updateDimensions: function() { this.updatePageSize(); this.updateWindowSize(); this.updateScrollOffset(); }, // load page size information updatePageSize: function() { // document dimensions var viewportWidth, viewportHeight; if (window.innerHeight && window.scrollMaxY) { viewportWidth = document.body.scrollWidth; viewportHeight = window.innerHeight + window.scrollMaxY; } else if (document.body.scrollHeight > document.body.offsetHeight) { // all but explorer mac viewportWidth = document.body.scrollWidth; viewportHeight = document.body.scrollHeight; } else { // explorer mac...would also work in explorer 6 strict, mozilla and safari viewportWidth = document.body.offsetWidth; viewportHeight = document.body.offsetHeight; }; this.pageSize = { viewportWidth: viewportWidth, viewportHeight: viewportHeight }; }, // load window size information updateWindowSize: function() { // view port dimensions var windowWidth, windowHeight; if (self.innerHeight) { // all except explorer windowWidth = self.innerWidth; windowHeight = self.innerHeight; } else if (document.documentElement && document.documentElement.clientHeight) { // explorer 6 strict mode windowWidth = document.documentElement.clientWidth; windowHeight = document.documentElement.clientHeight; } else if (document.body) { // other explorers windowWidth = document.body.clientWidth; windowHeight = document.body.clientHeight; }; this.windowSize = { windowWidth: windowWidth, windowHeight: windowHeight }; }, // load scroll offset information updateScrollOffset: function() { // viewport vertical scroll offset var horizontalOffset, verticalOffset; if (self.pageYOffset) { horizontalOffset = self.pageXOffset; verticalOffset = self.pageYOffset; } else if (document.documentElement && document.documentElement.scrollTop) { // Explorer 6 Strict horizontalOffset = document.documentElement.scrollLeft; verticalOffset = document.documentElement.scrollTop; } else if (document.body) { // all other Explorers horizontalOffset = document.body.scrollLeft; verticalOffset = document.body.scrollTop; }; this.scrollOffset = { horizontalOffset: horizontalOffset, verticalOffset: verticalOffset }; }, // INFORMATION CONTAINERS // raw data containers pageSize: {}, windowSize: {}, scrollOffset: {}, // combined dimensions object with bounding logic pageDimensions: { pageWidth: function() { return sb_windowTools.pageSize.viewportWidth > sb_windowTools.windowSize.windowWidth ? sb_windowTools.pageSize.viewportWidth : sb_windowTools.windowSize.windowWidth; }, pageHeight: function() { return sb_windowTools.pageSize.viewportHeight > sb_windowTools.windowSize.windowHeight ? sb_windowTools.pageSize.viewportHeight : sb_windowTools.windowSize.windowHeight; }, windowWidth: function() { return sb_windowTools.windowSize.windowWidth; }, windowHeight: function() { return sb_windowTools.windowSize.windowHeight; }, horizontalOffset: function() { return sb_windowTools.scrollOffset.horizontalOffset; }, verticalOffset: function() { return sb_windowTools.scrollOffset.verticalOffset; } } };

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