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  • Why is it bad practice to use links with the javascript: "protocol"?

    - by zneak
    Hello everyone, In the 1990s, there was a fashion to put Javascript code directly into <a> href attributes, like this: <a href="javascript:alert('Hello world!')">Press me!</a> And then suddenly I stopped to see it. They were all replaced by things like: <a href="#" onclick="alert('Hello world!')">Press me!</a> For a link whose sole purpose is to trigger Javascript code, and has no real href target, why is it encouraged to use the onclick property instead of the href property?

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  • How do I use Asp MVC Url Helpers to generate RESTful links?

    - by Josh
    I'm trying to use Html.ActionLink to generate a link with in this form: /Action/Model/Id/Parameter1/Parameter2 I've used: <%= Html.ActionLink("Link Text", "Action", "Model", new { id = var, parament1=var1 }, null) % but it always ends up looking like /Action/Model/Id?parameter1=variable I've seen similar questions on Stackoverflow and elsewhere, but I can't find a solution that works/makes sense. Any help would be appreciated.

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  • Does anyone know of a good script to force file downloads and yet protect download links on a PHP se

    - by racl101
    I tried using a free script that I found on the Internet but it is giving me problems with Windows users (even though they are using IE 8, so it's not an option for me to ask them to upgrade their browsers.) Here's the requirements: I have a bunch of Microsoft Word and pdf files that need to be protected so that only authorized users can download them. I have already created the login system and the current script I have works fine for non-IE browsers. However, I keep getting recurring problems with Windows users who keep complaining that their files download corrupt and yet everyone else either using Mac or Linux or any other browser gets on just fine. The script must allow me to store files in a directory but force download of the file upon the function call. Must work well with most major browsers, especially I.E. If you have any practice suggestions or know of any great scripts (even if they are paid, I'm sick of this problem and would probably pay for a paid script) it would be greatly appreciated in advance.

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  • Changing a link-style, only for a certain class

    - by abelenky
    I want to change the link-style for some of my links, like this: a:hover { /* These links will be blue when hovered-over */ background-color: #3366FF; } However, I only want this to take effect in my Navigation Bar, and not for regular links. I have tried variations on this: #navbar a:hover { /* These links will be blue when hovered-over */ background-color: #3366FF; } With the intended meaning "this only applies to links with <div id="navbar">" But it didn't work. How can I set the style for only certain links, defined by the class or id of their container?

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  • How to generate links to the android Classes' reference in javadoc ?

    - by Kaillash
    Hi, When I generate Javadoc for my android project in eclipse, there are lots of warnings like cannot find symbol symbol : class TextView and warning - Tag @see: reference not found: android.app.Dialog I also tried -link http://developer.android.com/reference/ -link http://java.sun.com/j2se/1.4.2/docs/api/ in Extra javadoc options tab in Configure Javadoc Arguments dialog of eclipse-Export Javadoc. But only -link http://java.sun.com/j2se/1.4.2/docs/api/ is working i.e for String class link http://java.sun.com/j2se/1.4.2/docs/api/java/lang/String.html?is-external=true is generated. but for android.app.Dialog , no link is generated. Please help !!

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  • How could a share a Google map mashup with my own datapoints and links back to my site?

    - by rball
    I currently have a map mashup that has locations that I'm populating from my own database. A few users would like to also show that map on their site(s). I'd like to give them the ability to do that, but would like to retain the actual functionality of the map on my own site: like add "stuff" to places on the map through my a web form on my site. I could open the entire API to allow them to create their own form along with the data points, but most of the people wanting to put up the map aren't developers, they are just enthusiasts that have put together a personal page that they want to spice up. I was thinking I could just provide a JavaScript of some kind that they could then take to place on their site, or maybe an IFRAME of some type, or...any ideas? Anyone implemented this? TIA.

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  • Multi level menu, active links css highlight. (Ruby on Rails)

    - by klamath
    Site structure: / /products /products/design /products/photo /about I want to see parent menu item also highlighted by CSS, when child is active. (When 'design' or 'photo' is active 'products' should be highlighted too.) I'm using this for child and simple urls: <li class="<%= current_page?(:action => 'design') %>"> <%= link_to_unless_current 'Design', :design %> </li> For 'products' checking should be like: <%= current_page?(:action => 'products') || current_page?(:action => 'design') %> || current_page?(:action => 'photo') %> But triple || is not right, and it's become complicated. I saw a helper, like this one: def current(childs) if current_page?(:action => childs) @container = "active" else @container = "inactive" end end Which is used by: <%= current(:photo) %> So, how to put all my 3 checks for 'products', 'design', 'photo' in one helper? And make possible to use something like <%= current(:products, :design, :photo) %>

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  • One code on dev server, and production server - how to deal with links?

    - by Yegor
    I have a copy of a code running ont he prod server, and I sue my local machine(s) running xampp as a dev server. I have several websites that I actively develop, so Im forced to use http://localhost/sitename All my URLs are relative to the domain, (/file.php). They work fine on the prod server, but on a local server, they all point to localhost, when I want to make them all work relative to the site folder they are in. Is there anything I could do, other than what I do now, which is this: if($_SERVER['SERVER_NAME'] == "localhost") { $path_to = "http://" . $_SERVER['SERVER_NAME'] . "/folder"; $path_to_files = $_SERVER['DOCUMENT_ROOT'] . "/folder"; } else { $path_to = "http://" . $_SERVER['SERVER_NAME']; $path_to_files = $_SERVER['DOCUMENT_ROOT']; } and simply putting $path_to before each link on the site.

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  • [.NET][C#] - Is possible to get a web with its links (CSS,JavaScript,Images, CSS-Images) ?

    - by Efrain
    Hi there, I am implementing a CMS, the case is that the "Web-Editable" is in a different domain thus, I would be able just get the page using HttpRequest in order to copy and show it in the CMS server to make it able to change it (DOM just visual purpose) and save the changes to the CSS and JavaScript folder on the "Web-Editable" using FTP. I am not allow to download all the information included on the "Web-Editable" trough the FTP, and there are other dinamic images as well comming from a private database. The question is, anyone knows how to make a httprequest "cascade" to get all the 1st level information you see when you visit a Web? Thank you in advance, Efrain

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  • why headers of query results display sometimes in button sometimes in links format ?

    - by I Like PHP
    Hello All, it's just my curiosity to know that why phpmyadmin behavior in different manner when we modify query a bit( putting extra space) then headers of query results, sometime comes in Button format( on hover it say sort, but sorting not working at all) and sometimes in blue link is there any difference for this or it just causing by some othe reason? i m attaching both images. Button headers Link headers

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  • How can I get the file extensions from relative links in HTML text using Perl?

    - by Structure
    For example, scanning the contents of an HTML page with a Perl regular expression, I want to match all file extensions but not TLD's in domain names. To do this I am making the assumption that all file extensions must be within double quotes. I came up with the following, and it is working, however, I am failing to figure out a way to exclude the TLDs in the domains. This will return "com", "net", etc. m/"[^<>]+\.([0-9A-Za-z]*)"/g Is it possible to negate the match if there is more than one period between the quotes that are separated by text? (ie: match foo.bar.com but not ./ or ../) Edit I am using $1 to return the value within parentheses.

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • Twitter traffic might not be what it seems

    - by Piet
    Are you using bit.ly stats to measure interest in the links you post on twitter? I’ve been hearing for a while about people claiming to get the majority of their traffic originating from twitter these days. Now, I’ve been playing with the twitter ruby gem recently, doing various experiments which I’ll not go into detail here because they could be regarded as spamming… if I’d conduct them on a large scale, that is. It’s scary to see people actually engaging with @replies crafted with some regular expressions and eliza-like trickery on status updates found using the twitter api. I’m wondering how Twitter is going to contain the coming spam-flood. When posting links I used bit.ly as url shortener, since this one seems to be the de-facto standard on twitter. A nice thing about bit.ly is that it shows some basic stats about the redirects it performs for your shortened links. To my surprise, most links posted almost immediately resulted in several visitors. Now, seeing that I was posting the links together with some information concerning what the link is about, I concluded that the people who were actually clicking the links should be very targeted visitors. This felt a bit like free adwords, and I suddenly started to understand why everyone was raving about getting traffic from twitter. How wrong I was! (and I think several 1000 online marketers with me) On the destination site I used a traffic logging solution that works by including a little javascript snippet in your pages. It seemed that somehow all visitors disappeared after the bit.ly redirect and before getting to the site, because I was hardly seeing any visitors there. So I started investigating what was happening: by looking at the logfiles of the destination site, and by making my own ’shortened’ urls by doing redirects using a very short domain name I own. This way, I could check the apache access_log before the redirects. Most user agents turned out to be bots without a doubt. Here’s an excerpt of user-agents awk’ed from apache’s access_log for a time period of about one hour, right after posting some links: AideRSS 2.0 (postrank.com) Java/1.6.0_13 Java/1.6.0_14 libwww-perl/5.816 MLBot (www.metadatalabs.com/mlbot) Mozilla/4.0 (compatible;MSIE 5.01; Windows -NT 5.0 - real-url.org) Mozilla/5.0 (compatible; Twitturls; +http://twitturls.com) Mozilla/5.0 (compatible; Viralheat Bot/1.0; +http://www.viralheat.com/) Mozilla/5.0 (Danger hiptop 4.6; U; rv:1.7.12) Gecko/20050920 Mozilla/5.0 (X11; U; Linux i686; en-us; rv:1.9.0.2) Gecko/2008092313 Ubuntu/9.04 (jaunty) Firefox/3.5 OpenCalaisSemanticProxy PycURL/7.18.2 PycURL/7.19.3 Python-urllib/1.17 Twingly Recon twitmatic Twitturly / v0.6 Wget/1.10.2 (Red Hat modified) Wget/1.11.1 (Red Hat modified) Of the few user-agents that seem ‘real’ at first, half are originating from an ip-address used by Amazon EC2. And I doubt people are setting op proxies on there. Oh yeah, Googlebot (the real deal, from a legit google owned address) is sucking up posted links like fresh oysters. I guess google is trying to make sure in advance to never be beaten by twitter in the ‘realtime search’ department. Actually, I think it’d be almost stupid NOT to post any new pages/posts/websites on Twitter, it must be one of the fastest ways to get a Googlebot visit. Same experiment with a real, established twitter account Now, because I was posting the url’s either as ’status’ messages or directed @people, on a test-account with hardly any (human) followers, I checked again using the twitter accounts from a commercial site I’m involved with. These accounts all have between 500 and 1000 targeted (I think) followers. I checked the destination access_logs and also added ‘my’ redirect after the bit.ly redirect: same results, although seemingly a bit higher real visitor/bot ratio. Btw: one of these account was ‘punished’ with a 1 week lock recently because the same (1 one!) status update was sent that was sent right before using another account. They got an email explaining the lock because the account didn’t act according to their TOS. I can’t find anything in their TOS about it, can you? I don’t think Twitter is on the right track punishing a legit account, knowing the trickery I had been doing with it’s api went totally unpunished. I might be wrong though, I often am. On the other hand: this commercial site reported targeted traffic and actual signups from visitors coming from Twitter. The ones that are really real visitors are also very targeted. I’m just not sure if the amount of work involved could hold up against an adwords campaign. Reposting the same link over and over again helps On thing I noticed: It helps to keep on reposting the same links with regular intervals. I guess most people only look at their first page when checking out recent posts of the ones they’re following, or don’t look too far back when performing a search. Now, this probably isn’t according to the twitter TOS. Actually, it might be spamming but no-one is obligated to follow anyone else of course. This way, I was getting more real visitors and less bots. To my surprise (when my programmer’s hat is on) there were still repeated visits from the same bots coming from the same ip-addresses. Did they expect to find something else when visiting for a 2nd or 3rd time? (actually,this gave me an idea: you can’t change a link once it’s posted, but you can change where it redirects to) Most bots were smart enough not to follow the same link again though. Are you successful in getting real visitors from Twitter? Are you only relying on bit.ly to provide traffic stats?

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  • Replacing “if”s with your own number system

    - by Michael Williamson
    During our second code retreat at Red Gate, the restriction for one of the sessions was disallowing the use of if statements. That includes other constructs that have the same effect, such as switch statements or loops that will only be executed zero or one times. The idea is to encourage use of polymorphism instead, and see just how far it can be used to get rid of “if”s. The main place where people struggled to get rid of numbers from their implementation of Conway’s Game of Life was the piece of code that decides whether a cell is live or dead in the next generation. For instance, for a cell that’s currently live, the code might look something like this: if (numberOfNeighbours == 2 || numberOfNeighbours == 3) { return CellState.LIVE; } else { return CellState.DEAD; } The problem is that we need to change behaviour depending on the number of neighbours each cell has, but polymorphism only allows us to switch behaviour based on the type of a value. It follows that the solution is to make different numbers have different types: public interface IConwayNumber { IConwayNumber Increment(); CellState LiveCellNextGeneration(); } public class Zero : IConwayNumber { public IConwayNumber Increment() { return new One(); } public CellState LiveCellNextGeneration() { return CellState.DEAD; } } public class One : IConwayNumber { public IConwayNumber Increment() { return new Two(); } public CellState LiveCellNextGeneration() { return CellState.LIVE; } } public class Two : IConwayNumber { public IConwayNumber Increment() { return new ThreeOrMore(); } public CellState LiveCellNextGeneration() { return CellState.LIVE; } } public class ThreeOrMore : IConwayNumber { public IConwayNumber Increment() { return this; } public CellState LiveCellNextGeneration() { return CellState.DEAD; } } In the code that counts the number of neighbours, we use our new number system by starting with Zero and incrementing when we find a neighbour. To choose the next state of the cell, rather than inspecting the number of neighbours, we ask the number of neighbours for the next state directly: return numberOfNeighbours.LiveCellNextGeneration(); And now we have no “if”s! If C# had double-dispatch, or if we used the visitor pattern, we could move the logic for choosing the next cell out of the number classes, which might feel a bit more natural. I suspect that reimplementing the natural numbers is still going to feel about the same amount of crazy though.

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  • Redircting to a url that has a question mark in it?

    - by dkmojo
    I have a somewhat strange problem. A client has moved their site to Wordpress. They use a service for link exchanges that has a Wordpress plugin. The issue is that the new links pages use a query string to display the correct content and I cannot figure out how to redirect the old URLs correctly. Old URLs look like this: domain.com/link/category-name.html The plugin makes them look like this in WP: domain.com/links/?page=category-name.html How in the world can I get the redirect to work properly? Here's what I have tried: Redirect 301 /link/actors.html http://www.artisticimages.biz/links/?page=actors.html Redirect 301 /link/actors.html http://www.artisticimages.biz/links/%3Fpage=actors.html Redirect 301 /link/actors.html http://www.artisticimages.biz/links/\?page=actors.html But none of those have worked. Any help is greatly appreciated!

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  • Load Balancer impact on web development

    - by confusedGeek
    This question has it's roots in a SharePoint site that I am help with. Background on the issue I dealt with: The dev box and integration server are not setup behind a load balancer. The links were being built using the HttpRequest.Url value from the current context. Note that the links weren't relative links but full URIs. Once we deployed to testing (which has a LB, amongst other things) we received errors on the links being built since the server had an address of "http://some.site.org:999" while the address at the LB as "https://site.org" (SSL was off-loaded at the LB). The fix was easy enough by using relative URIs. The Question: Since this is the first site I've worked with that's behind a Load Balancer on I'm wondering if there are other gotcha's that I need to consider when developing a site behind one?

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  • iPad2 - Yet Another Fundamental Defect in an Apple product

    - by Kit Ong
    First it was antenna defect in iPhone4 now it has been reported that some iPad 2 have display issues, Apple really needs to look at their manufacturing process. It doesn't help that workers are working like robots in their main supplier's factory Foxconn. More info on reported display light bleeding http://www.cultofmac.com/if-your-ipad-2-has-display-problems-do-not-return-it-heres-why/87197   How to check your iPad for dead pixel / light leak / bleed http://www.theipadguide.com/content/ipad-dead-pixel-test-how/7171269

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  • Need Help in Pointing to focus on the Key elements in Code Review Phase?

    - by Sankar Ganesh
    Hi Friends, Let us share your views on the Code Review process, If someone gave a code snippet and ask you to review that code, then what are the major things you will focus on that code Review process. For Instance: I will check any dead code is available in that code, other than Checking Dead Code, what are the key elements to be focused on CODE REVIEW PROCESS. Thanks For Sharing Your Views Sankar Ganesh.S

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