Search Results

Search found 14680 results on 588 pages for 'mobile world congress'.

Page 71/588 | < Previous Page | 67 68 69 70 71 72 73 74 75 76 77 78  | Next Page >

  • When using SQL Compact on Windows Mobile, do you store the sdf file on a storage card?

    - by Michal Drozdowicz
    Having had some Sql Compact db corruption issues in the past and gone through the article on these, I got the idea that storing the database sdf file on a storage card significantly increases the risk of data loss due to db corruption. Do you store the sdf file on a storage card? Have you had any issues caused by it? What should I pay attention to when recommending a particular brand or model of an SD card wrt the stability and security for use with SQL Compact?

    Read the article

  • ActionScript / AIR - One Button Limit (Exclusive Touch) For Mobile Devices?

    - by TheDarkIn1978
    two years ago, when i was developing an application for the iPhone, i used the following built-in system method on all of my buttons: [button setExclusiveTouch:YES]; essentially, if you had many buttons on screen, this method insured that the application wouldn't be permitted do crazy things when several button events firing at the same time as any new button press would cancel all others. problematic: ButtonA and ButtonB are available. each button has a mouse up event which fire a specific animated (tweened) reorganization/layout of the UI. if both button's events are fired at the same time, their events will likely conflict, causing a strange new layout, perhaps a runtime error. solution: application buttons cancel any current pending mouse up events when said button enters mouse down. private function mouseDownEventHandler(evt:MouseEvent):void { //if other buttons are currently in a mouse down state ready to fire //a mouse up event, cancel them all here. } of course it's simple to manually handle this if there are only a few buttons on stage, but managing buttons becomes more and more complicated / bug-prone if there are several / many buttons available. is there a convenience method available in AIR specifically for this functionality?

    Read the article

  • Windows Mobile 6.x How to explicitly lock the app in one orientation?

    - by Stuart
    I'm trying to get an app on the WinMo App Store. As part of this, Microsoft App's Store has asked that I need to support landscape as well as portrait. What they've said is OK is: If dynamic switching is implicitly allowed, the app will be tested just as if it supports both portrait and landscape even if only a portrait or landscape resolution is checked. You may explicitly lock the app in one orientation (which means portrait mode if the app does not handle landscape mode functions), provided the default OS orientation is preserved once the app exits. I'd love to do answer 2 - but I can't find any way of doing it - and they won't provide me any other clues - they suggested I ask on the forums... so here I am on Stack Overflow - far better than on the forums :) Anyone got any suggestions?

    Read the article

  • Capture data from jQuery Mobile GUI / form elements like sliders, or the flip switch/toggle, and store in a var?

    - by Carl Foggin
    I have this code, which executes without error, it shows "** slider change **" in the debug console every time the slider changes. But I cannot figure out how to capture the value of the slider so I can store it in a var. Can you help, I'm hoping it's a simple thing. $( '#page4_Options' ).live( 'pageinit', function(event){ var slideTime = userOptions.getSlideTime() / 1000; // userOptions is my Object to get/set params from localStorage. $("input[id='slider']").val(slideTime).slider("refresh"); // set default slide time when page init's. console.log("userOptions.getSlideTime()", userOptions.getSlideTime() ); $( "#slider" ).bind( "slidestop", function(event, ui) { console.log("** slider change **"); // How do I capture the new slider value into a var? }); }); Here's the HTML with the slider, it's in a tag: <div data-role="fieldcontain"> <label for="slider">Slide Duration (seconds):</label> <input type="range" name="slider" id="slider" value="2" min="0" max="60" /> </div>

    Read the article

  • ActionScript - One Button Limit (Exclusive Touch) For Mobile Devices?

    - by TheDarkIn1978
    two years ago, when i was developing an application for the iPhone, i used the following built-in system method on all of my buttons: [button setExclusiveTouch:YES]; essentially, if you had many buttons on screen, this method insured that the application wouldn't be permitted do crazy things when several button events firing at the same time. problematic: ButtonA and ButtonB are available. each button has a mouse up event which fire a specific reorganization/layout of the UI. if both button's events are fired at the same time, their events will likely conflict, causing a strange new layout, perhaps a runtime error. solution: application buttons cancel any current pending mouse up events when said button enters mouse down. private function mouseDownEventHandler(evt:MouseEvent):void { //if other buttons are currently in a mouse down state ready to fire //a mouse up event, cancel them all here. } of course it's simple to manually handle this if there are only a few buttons on stage, but managing buttons becomes more and more complicated / bug-prone if there are several / many buttons available. is there a convenience method available in AIR specifically for this functionality?

    Read the article

  • Looking for a good world map generation algorithm

    - by FalconNL
    I'm working on a Civilization-like game and I'm looking for a good algorithm for generating Earth-like world maps. I've experimented with a few alternatives, but haven't hit on a real winner yet. One option is to generate a heightmap using perlin noise and add water at a level so that about 30% of the world is land. While perlin noise (or similar fractal-based techniques) are frequently used for terrain and is reasonably realistic, it doesn't offer much in the way of control over the number, size and position of the resulting continents, which I'd like to have from a gameplay perspective. See http://farm3.static.flickr.com/2792/4462870263_ff26c40365_o.jpg for an example (sorry, can't post pictures yet). A second option is to start with a randomly positioned one-tile seed (I'm working on a grid of tiles), determine the desired size for the continent and each turn add a tile that is horizontally or vertically adjacent to the existing continent until you've reached the desired size. Repeat for the other continents. This technique is part of the algorithm used in Civilization 4. The problem is that after placing the first few continents, it's possible to pick a starting location that's surrounded by other continents, and thus won't fit the new one. Also, it has a tendency to spawn continents too close together, resulting in something that looks more like a river than continents. See http://farm5.static.flickr.com/4069/4462870383_46e86b155c_o.jpg for an example. Does anyone happen to know a good algorithm for generating realistic continents on a grid-based map while keeping control over their number and relative sizes?

    Read the article

  • Creating a Hello World library function in assembly and calling it from C#

    - by Filip Ekberg
    Let's say we use NASM as they do in this answer: how to write hellow world in assembly under windows. I got a couple of thoughts and questions regarding assembly combined with c# or any other .net languages for that matter. First of all I want to be able to create a library that has the following function HelloWorld that takes this parameter: Name In C# the method signature would looke like this: void HelloWorld(string name) and it would print out something like Hello World from name I've searched around a bit but can't find that much good and clean material for this to get me started. I know some basic assembly from before mostly gasthough. So any pointers in the right direction is very much apprechiated. To sum it up Create a function in ASM ( NASM ) that takes one or more parameters Compile and create a library of the above functionality Include the library in any .net language Call the included library function Bonus features How does one handle returned values? Is it possible to write the ASM-method inline? When creating libraries in assembly or c, you do follow a certain "pre defined" way, the c calling convetion, correct?

    Read the article

  • Interactive World Map, highlight countries on mouseover

    - by BrenGG
    I need to create an interactive world map on the front page of a site, the view portal will be about 650x200 pixels. The interactivity would include the following, mouse-over a country would highlight (the countries are will literally be filled with "red" for example) that country and display the countries' name (preferably text in a div), I will also be linking the highlighting event with a that will highlight a country when selected. I am having a difficult time finding a suitable solution, I refuse to use or learn a proprietry technology such as flash so it is not an option. I created a simple mockup using openlayers and a custom map image but the countries' markers load too slowly in IE6. Also svg seems too large, as I tried to use RaphaelJS, but abondoned it when I realised the world map data is 1.2mb which is totally un acceptable for the front page of a site.. I am really at a loss on how I am going to do this, my last resort is to manually create 250+ (however many countries there are) pngs and apply mouseover events to hotspots in the image... but this is probably going to be a dead end too.. desperately seeking a solution, any helpful comments will be appreciated!

    Read the article

  • How can I generate an "unlimited" world?

    - by snowlord
    I would like to create a game with an endless (in reality an extremely large) world in which the player can move about. Whether or not I will ever get around to implement the game is one matter, but I find the idea interesting and would like some input on how to do it. The point is to have a world where all data is generated randomly on-demand, but in a deterministic way. Currently I focus on a large 2D map from which it should be possible to display any part without knowledge about the surrounding parts. I have implemented a prototype by writing a function that gives a random-looking, but deterministic, integer given the x and y of a pixel on the map (see my recent question about this function). Using this function I populate the map with "random" values, and then I smooth the map using a simple filter based on the surrounding pixels. This makes the map dependent on a few pixels outside its edge, but that's not a big problem. The final result is something that at least looks like a map (especially with a good altitude color map). Given this, one could maybe first generate a coarser map which is used to generate bigger differences in altitude to create mountain ranges and seas. Anyway, that was my idea, but I am sure that there exist ways to do this already and I also believe that given the specification, many of you can come up with better ideas. EDIT: Forgot the link to my question.

    Read the article

  • Help me refactor my World Cup Challenge Script

    - by kylemac
    I am setting up a World Cup Challenge between some friends, and decided to practice my Ruby and write a small script to automate the process. The Problem: 32 World Cup qualifiers split into 4 tiers by their Fifa ranking 8 entries Each entry is assigned 1 random team per tier Winner takes all :-) I wrote something that suffices yet is admittedly brute force. But, in my attempt to improve my Ruby, I acknowlege that this code isn't the most elegant solution around - So I turn to you, the experts, to show me the way. It may be more clear to check out this gist - https://gist.github.com/91e1f1c392bed8074531 My Current (poor) solution: require 'yaml' @teams = YAML::load(File.open('teams.yaml')) @players = %w[Player1 Player2 Player3 Player4 Player5 Player6 Player7 Player8] results = Hash.new players = @players.sort_by{rand} players.each_with_index do |p, i| results[p] = Array[@teams['teir_one'][i]] end second = @players.sort_by{rand} second.each_with_index do |p, i| results[p] << @teams['teir_two'][i] end third = @players.sort_by{rand} third.each_with_index do |p, i| results[p] << @teams['teir_three'][i] end fourth = @players.sort_by{rand} fourth.each_with_index do |p, i| results[p] << @teams['teir_four'][i] end p results I am sure there is a better way to iterate through the tiers, and duplicating the @players object ( dup() or clone() maybe?) So from one Cup Fan to another, help me out.

    Read the article

  • Projecting an object into a scene based on world coordinates only

    - by user354862
    I want to place a 3D image into a scene base on world/global coordinates. I have an image of a scene. The image was captures at some global coordinate (x1, y1, z1). I am given an object that needs to be placed into this scene based on its global coordinate (x2, y2, y3). This object needs to be projected into the scene accurately similarly to perspective projection. An example may help to make this clear. Imagine there is a parking lot with some set of global coordinates. A picture is taken of a portion of the parking lot. The coordinates from the spot where the image was taken is recorded. The goal is to place a virtual vehicle into this image using the global coordinates for that vehicle. Because the global cooridnates for the vehicle may not be in the fov of the global coordinates for the image I am assuming that I will need the image coordinates, angle and possibly fov. 3D graphics is not my area so I have been looking at http://en.wikipedia.org/wiki/Perspective_projection#Perspective_projection. I have also been looking at Matrix3DProjection which seems to possibly be what I am looking for but it only works in Silverlight and I am trying to do this in WPF. In my mind it appears I need to determine the (X,Y,Z) coordinates that are in the fov of the image, determine the world coordinate to pixel conversion and then accurately project the vehicle into the image giving it the correct perspective such that is looks 3D i.e smaller the further away bigger closer Is there a function within WPF that can help with this or will I need to re-learn matrices and do this by hand?

    Read the article

  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

    Read the article

  • Showing mobile friendly web page without having to zoom in

    - by Grant
    Hi, im trying to create a mobile friendly web page using the code below. When i view it over a HTC desire i have to zoom in to see the correct size. How can i get it to display normally without having to zoom in? <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="Default.aspx.cs" Inherits="MobileSite._Default" %> <!DOCTYPE html PUBLIC "-//WAPFORUM//DTD XHTML Mobile 1.2//EN" "http://www.openmobilealliance.org/tech/DTD/xhtml-mobile12.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" > <head runat="server"> <title>My Mobile Site</title> </head> <body style="width: 480px"> <form id="form" runat="server"> <div> Test<br /> Test<br /> Test </div> </form> </body> </html>

    Read the article

  • Register new memer for vBulletin via Mobile API

    - by Nikolay Stariradeff
    I'm trying to use the vBulletin REST Mobile API to simply register. The sourced are installed on my local machine and according the documentation https://www.vbulletin.com/forum/content.php/393-User-Registration-Process-Mobile-API This procedure should not be so hard, especially without humanity and COPPA authentication. However I've stacked! The method definition describes "addnewmember" clear, so I've generated a test link, which should do the job. https://www.vbulletin.com/forum/content.php/365-User-Related-Methods The link is: .../forum/api.php?&api_m=register_addmember&api_c=1&api_s=76ec9eec61e7fdfef2f3feee28d5f392&api_sig=8fe54313b333cc0fef4ddd8e398b5c80&api_v=6&agree=1&username=testuser&email=XXXXXX%40gmail.com&emailconfirm=XXXXX%40gmail.com&password=12345678&passwordconfirm=12345678 As a response I get: register_not_agreed The Docs: register_not_agreed The agree parameter should be set to 1. Which is also clear - agree parameter was not there. Here comes the funny part - In the API-Log I can see that the 'agree' parameter is correctly passed *1 test_client Gast 13:23, 18.06.2012 register_addmember Array ( [api_m] = register_addmember [api_c] = 1 [api_s] = 76ec9eec61e7fdfef2f3feee28d5f392 [api_sig] = 8fe54313b333cc0fef4ddd8e398b5c80 [api_v] = 6 [agree] = 1 [username] = testuser [email] = ....* Is there anybody with experience with the Mobile API that could help?

    Read the article

  • Can't authenticate mobile client with node.js (using passport.js)

    - by Pazinio
    I'm trying to build some CRUD application with node.js as a back-end API (express) and web-app (backbone) and mobile client (native android) as front-ends.(I'm node.js beginner) My server solution is based on the following great tutorial 'easy-node-authentication'. In my android app I have managed to get the user Google-Token after I completed the authentication step with Google Plus SDK.(mobile to google-plus directly request). I'm trying to understand and find right and elegant way to re-use a given google-token and authenticate again my android user through Google-Plus account to ensure the mobile client holds real token, then add a new entry (id, token, email, name) to my users table DB within my node back-end. The question is: what should be my next step in case I want to keep my back-end without changes? should I send a GET request with the token as a cookie to /auth/google? maybe to /auth/google/callback? another URL? Does this make sense at all? Please note: I'm aware to the fact the mentioned above 'easy-node-auth' solution is based on sessions and cookies. having said that, i'm still trying to understand if there is a convenient way to integrate both (android and node) as it works good for my web-app and node. Thanks in advance.

    Read the article

  • 5 reason why you should upgrade to new iPad (3rd generation)

    - by Gopinath
    Apple released the new iPad, 3rd generation, couple of days ago and they will be available in stores from March 16 onwards.  It’s the best tablet available in the market and for first time buyers it’s a no brainer to choose it. What about the iPad owners? Should they upgrade their iPad 2 to the new iPad? This is the question on the lips of most of the iPad owners. In this post we will provide you 5 reasons why you should upgrade your iPad, if more than two reasons are convincing then you should upgrade to the new iPad. Retina display – The best display ever made for mobile device, a game changer The new iPad comes with Retina display with screen resolution of 2048 x 1536, which is twice the resolution of iPad 2. Undoubtedly the iPad 3’s display is the best display ever made for a mobile device and it’s a game changer. With better resolution on iPad 3 eBook reading is going to be a pleasure with clear and crisp text Watching HD movies on iPad is going to be unbelievably good The new Games targeted for Retina display are going to be more realistic and needless to explain the pleasure of playing such games Graphic artists and photo editors get a professional on screen rendering support to create beautiful graphics 2x Faster & 2x Memory – Better Games and powerful Apps The new iPad is more powerful with 2x faster graphics and 2x more memory. Apple claims that the A5x processor of new iPad is 2x faster than iPad 2 and 4x faster than the best graphic chips available from other vendors. The RAM of  new iPad  is upgraded to 1 GB compared from 512 MB of iPad 2. With the fast processor and more memory, Apps and games are going to be blazing fast. 4G Internet – Browse the web at the speeds of 42 MB/sec Half of the iPad owners are frequent commuters who access internet over cellular networks, the new iPad’s 4G LTE is going to be a big boom for their  high data access needs. With the new iPad’s 4G LTE connectivity you can browse the web at 42 MB/sec and it mean you can watch a HD video without buffering issues. iPad 2 comes with 3G network support and it’s browsing speeds are way less than the new iPad. 5MP Camera – HD Movie Recording & gorgeous Photography iPad 2 has a 0.7 mega pixel camera and the new iPad comes with 5 megapixels camera. That is a huge boost for hobbyist  photographers and videographers. With the new iPad you can shoot gorgeous photos and 1080p HD video. The iSight camera of new iPad uses advanced optics with features like auto exposure, auto focus and face detection up to 10 faces. Amazon Pays up to $300 for old iPad 2 16 GB Wifi and more for other models Do you know that you can trade in your iPad 2 16 GB Wifi for upto $300? Amazon has an excellent trade in program for selling your used iPad 2s. Depending on the condition of the iPad 2  Amazon offers $234, $270, $300.00 for 16 GB Wifi versions that in Acceptable, Good and Like New conditions respectively.  The higher models of iPad 2s fetch you more money. With this great deal from Amazon the amount of extra money you need to spend for new iPad is almost half of their price. Visit Amazon Trade In’s website or read Amazon’s brilliant plan to pay you crazy money for your iPad 2 for more details. Related: New IPad Vs. IPad 2–Side By Side Comparison Of Hardware Specification [Infographic]

    Read the article

  • Comparing Isis, Google, and Paypal

    - by David Dorf
    Back in 2010 I was sure NFC would make great strides, but here we are two years later and NFC doesn't seem to be sticking. The obvious reason being the chicken-and-egg problem.  Retailers don't want to install the terminals until the phones support NFC, and vice-versa. So consumers continue to sit on the sidelines waiting for either side to blink and make the necessary investment.  In the meantime, EMV is looking for a way to sneak into the US with the help of the card brands. There are currently three major solutions that are battling in the marketplace.  All three know that replacing mag-stripe alone is not sufficient to move consumers.  Long-term it's the offers and loyalty programs combined with tendering that make NFC attractive. NFC solutions cross lots of barriers, so a strong partner system is required.  The solutions need to include the carriers, card brands, banks, handset manufacturers, POS terminals, and most of all lots of merchants.  Lots of coordination is necessary to make the solution seamless to the consumer. Google Wallet Google's problem has always been that only the Nexus phone has an NFC chip that supports their wallet.  There are a couple of additional phones out there now, but adoption is still slow.  They acquired Zavers a while back to incorporate digital coupons, but the the bulk of their users continue to be non-NFC.  They have taken an open approach by not specifying particular payment brands.  Google is piloting in San Francisco and New York, supporting both MasterCard PayPass and stored value. I suppose the other card brands may eventually follow.  There's no cost for consumers or merchants -- Google will make money via targeted ads. Isis Not long after Google announced its wallet, AT&T, Verizon, and T-Mobile announced a joint venture called Isis.  They are in the unique position of owning the SIM in the phones they issue.  At first it seemed Isis was a vehicle for the carriers to compete with the existing card brands, but Isis later switched to a generic wallet that supports the major card brands.  Isis reportedly charges issuers a $5 fee per customer per year.  Isis will pilot this summer in Salt Lake City and Austin. PayPal PayPal, the clear winner in the online payment space beyond traditional credit cards, is trying to move into physical stores.  After negotiations with Google to provide a wallet broke off, PayPal decided to avoid NFC altogether, at least for now, and focus on payments without any physical card or phone.  By avoiding NFC, consumers don't need an NFC-enabled phone and merchants don't need a new reader.  Consumers must enter their phone number and PIN in the merchant's existing device, or they can enter their PIN in the PayPal inStore app running on their phone, then show the merchant a unique barcode which authorizes payment. Paypal is free for consumers and charges a fee for merchants.  Its not clear, at least to me, how PayPal handles fraudulent transactions and whether the consumer is protected. The wildcard is, of course, Apple.  Their mobile technologies set the standard, so incorporating NFC chips would certainly accelerate adoption of many payment solutions.  Their announcement today of the iOS Passbook is a step in the right direction, but stops short of handling payments. For those retailers that have invested in modern terminals, it seems the best strategy is to support all the emerging solutions and let the consumers choose the winner.

    Read the article

  • Access node.js local server though mobile via same shared wifi

    - by laggingreflex
    EDIT: I was stuck in this situation before but then it was Apache-related But this time I'm using NodeJS, so the old answer doesn't help. I'm running apache a NodeJS webserver (on port 80) on Windows 7. I want to access the webserver through my mobile which shares the wifi router with my pc locally. http://localhost works from PC. But I can't access http://192.168.1.4 from either my phone or even my computer. ipconfig /all on my computer lists my ip address as 192.168.1.4 Wireless LAN adapter Wireless Network Connection: IPv4 Address. . . . . . . . . . . : 192.168.1.4(Preferred) I can ping my phone's (internal) ip address [192.168.1.5] from PC and vice-versa, I can ping my PC [192.168.1.4] from my phone. So why can't I access http://192.168.1.4 from my phone? (or PC) Firewall is off.

    Read the article

  • How to get the height of an image and apply that height to a div? [migrated]

    - by Mick79
    I am building a mobile web app and I'm using jquerytools slider on it. i want te slider to show (in proper ratio) across all mobile devices so width of the images is 100% and height is auto in css. However as all the elements are floated and jquerytools slider requires the position be set to absolute, the containing div (#header) doesn't stretch to fit the content. I am trying to use jquery to get the height of the height of the img and apply that height to the header.... however I am having no luck. CSS: #header{ width:100%; position:relative; z-index: 20; /* box-shadow: 0 0 10px white; */ overflow: auto; } .scrollable { position:relative; overflow:hidden; width: 100%; height: 100%; /* box-shadow: 0 0 20px purple; */ /* height:198px; */ z-index: 20; overflow: auto; } .scrollable .items { /* this cannot be too large */ width:1000%; position:absolute; clear:both; /* box-shadow: 0 0 30px green; */ } .items div { float:left; width:10%; height:100%; } /* single scrollable item */ .scrollable img { /* float:left; */ width:100%; height: auto; /* height:198px; */ } /* active item */ .scrollable .active { border:2px solid #000; position:relative; cursor:default; } HTML <div id=header><!-- root element for scrollable --> <div class="scrollable" id="scrollable"> <!-- root element for the items --> <div class="items"> <div> <img src="img/img2.jpg" /> </div> <div> <img src="img/img1.jpg" /> </div> <div> <img src="img/img3.jpg" /> </div> <div> <img src="img/img4.jpg" /> </div> <div> <img src="img/img6.jpg" /> </div> </div><!-- items --> </div><!-- scrollable --> </div><!-- header -->

    Read the article

  • Mobile app for sysadmins with monitoring and fixing tools(SSH, ping, traceroute) [closed]

    - by Roman
    I present a start-up company which is working on a new mobile tool for system administrators. Our team has released first several versions of Server Auditor which is now just a SSH terminal with special UI approach for touch devices and got quite good feedbacks, e.g. iOS and Android. Now we are thinking about adding extra features to make Server Auditor a tool number one for all system administrators and would like to know your opinion. Main question would you use a tool like Server Auditor with extra features described below: Fast problem fixing - preloaded recipes/snippets, e.g. clean logs, restart a process, reboot etc. Secure user data synchronisation(IP/DNS name, connection options, keys, snippets) across all your devices iPhone and Android. Built-in tools like ping, traceroute, whois System status integration - you can observe information about the system in a friendly way, e.g CPU load, hard drive and RAM usage etc. Monitoring tool integration. Your servers are watched by our Nagios-like system in the cloud and you get notified by push-notifications/SMS. Similar products are Server Density, CopperEgg. If we start to implement features from 1 to 5 when you will be ready to start use it or even potentially pay for it? Can you see any issues that would prevent you from using this kind of system? Thank you a lot for your time, we kindly appreciate it. Looking forward to hear your opinion

    Read the article

  • WebClient security error when accessing the world of warcraft armoury

    - by user348446
    Hello World, I am trying to piece together a solution to a problem. Basically I am using Silverlight 4 with C# 4.0 to access the world of warcraft armoury. If anyone has done this - please oh please provide the working .net 4.0 code. The code I am attempting to run is (e.Error contains a securtiy error): private void button10_Click(object sender, RoutedEventArgs e) { string url = @"http://eu.wowarmory.com/guild-info.xml?r=Eonar&n=Gifted and Talented"; WebClient wc = new WebClient(); // HOW DO I ADD A USER AGENT STRING (RESPONSE MAY VARY (I.E. HTML VS XML) IF PAGE THINKS CALL IS NOT CAPABABLE OF SUPPORTING XML TRANSFORMATIONS) //wc.ResponseHeaders["User-Agent"] = "Mozilla/4.0 (compatible; MSIE 8.0; Windows NT 6.0)"; wc.DownloadStringCompleted += new DownloadStringCompletedEventHandler(wc_DownloadStringCompleted); wc.DownloadStringAsync(new Uri(url)); } void wc_DownloadStringCompleted(object sender, DownloadStringCompletedEventArgs e) { if (e.Error == null) { string result = e.Result; XDocument ArmouryXML = XDocument.Parse(result); ShowGuildies(ArmouryXML); } else { MessageBox.Show("Something is complaining about security but not sure what!"); } } Notes: C# 4.0 The armoury is an XML file - but i believe it reverts to html should the request not be from a browser that supports XML transformation. But i don't think I am getting this far. The armoury has a cross domain policy file on it - this may be the cause of the error (not sure! I have uploaded to a production server I am testing it locally using IIS website I am going insane! Websites have made the suggestion that this problem can be overcome by creating a WebProxy - but I haven't the first clue how to do this. It would be great if someone could take on this challenge and show us all that it is possible. I'd prefer a non-proxy solution first, then try a proxy. The error details: e.Error = {System.Security.SecurityException --- System.Security.SecurityException: Security error. at System.Net.Browser.BrowserHttpWebRequest.InternalEndGetResponse(IAsyncResult asyncResult) at System.Net.Browser.BrowserHttpWebRequest.<c__DisplayClass5. Any intelligent master coders out there who can solve this in their sleep? Thanks if you can! Pass this on to someone who can if you can't. If you know someone who can't, don't pass it to them, but if you know someone can't then presumedly you know how to solve it and would encourage you to give it a go! Cheers! Dan.

    Read the article

  • MSDOS "Hello World" EXE

    - by divinci
    Hi all, An open question - but I cant find anywhere to start!! I want to compile a "Hello World" MS-DOS exe. Not a program that runs in 16bit mode, or in MSDos mode on top of Windows OSs. A HELOWRLD.EXE that I can run on my MSDOS box. Thanksyou!

    Read the article

  • C# 4: Real-World Example of Dynamic Types

    - by routeNpingme
    I think I have my brain halfway wrapped around the Dynamic Types concept in C# 4, but can't for the life of me figure out a scenario where I'd actually want to use it. I'm sure there are many, but I'm just having trouble making the connection as to how I could engineer a solution that is better solved with dynamics as opposed to interfaces, dependency injection, etc. So, what's a real-world application scenario where dynamic type usage is appropriate?

    Read the article

< Previous Page | 67 68 69 70 71 72 73 74 75 76 77 78  | Next Page >