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  • Website Images not indexed by Google, Yahoo and Bing

    - by Nabil Kadimi
    Hi, My classifieds website has been present online since 2006, the html pages are indexed and rank as expected whereas a search on Google Images for site:example.com returns nothing & in Yahoo or Bing it returns only a few image results, 8 to 10. Here is an example of a response HTTP headers as reported by Firebug: Date Sat, 15 Jan 2011 20:38:21 GMT Server Apache Cache-Control max-age=34560000 Expires Sun, 19 Feb 2012 20:38:21 GMT Accept-Ranges bytes Last-Modified Fri, 14 Jan 2011 21:59:16 GMT Vary Accept-Encoding Content-Encoding gzip Content-Length 21675 Connection close Content-Type image/jpeg What should I do to tell search engines to index my website images? Thanks in advance.

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  • Why this search can not generate correct result?

    - by user482742
    Hi, All: Below is to find same customer and if he is in list, the number add one. If he is not in the list, just add him in the list. I use Search function to do this, but failed and generated incorrect records. It can not find the customer or the right number of customers. But if I use For..loop to iterate the list, it does well and can find the customer and add new customer in that for..loop search procedure. (I did not paste for ..loop search procedrue here). Another problem is that there is no difference between setting list.sorted true and false. It seems Search function is not correct. This search function is from an example of delphi textbook. The below is with Delphi 7. Thank you. Procedure Form1.create; begin list:=Tstringlist.create; list.sorted:=true; // Search function will generate exactly Same and Incorrect //records no matter list.sorted is set true or false. list.duplicates:=dupignore; .. end; Procedure addcustomer; var .. begin while p1.MatchAgain do begin //p1 is regular expression customer:=p1.MatchedExpression; if (search(customer)=false) then begin list.Add(customer+'=1'); end; allcustomer:=allcustomer+1; .. end; Function Tform1.search(customer: string): boolean; var fre:string; num:integer; L:integer; R:integer; M: Integer; CompareResult: Integer; found: boolean; begin result:=false; found:=false; L := 0; R := List.Count - 1; while (L <= R) and ( not found ) do begin M := (L + R) div 2; CompareResult := Comparetext(list.Names[m]), customer); if (compareresult=0) then begin fre:=list.ValueFromIndex [m]; num:=strtoint(fre); num:=num+1; list.ValueFromIndex[m]:=inttostr(num); Found := True; Result := true; exit; end else if compareresult > 0 then r := m - 1 else l := m + 1; end; end;

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  • Improve SQL strategy - denormalize in object-children-images case

    - by fesja
    Hi, I have a Tour object which has many Place objects. For the list of tours, I want to show some info of the tour, the number of places of the tour, and three Place's images. Right one my SQL queries are (i'm using Doctrine with Symfony on MySQL) get Tour get Tour 1 places get Tour 2 places get Tour 3 places ... get Tour n places If I have a three Tour list, it's not so bad; but I'm sure it can get bad if I do a 10-20 tour-list. So, thinking on how to improve the queries I've thought of several measures: Having a place count cache Storing the urls of three images on a new tour field. The problem with 2. is that if I change the image, I have to check all the tours to update that image for another one. What solution do you think is best to scale the system in a near future? Any other suggestion. thanks!

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  • Why won't my images align properly?

    I'm trying to make a dynamically sizable title banner, using fairly simple image tricks. I place the banner image in a table cell, and set the background-image of the table row to a one-pixel-wide repeat of the banner's right-most pixel column. Thus, the banner image appears to stretch to fit the screen width without stretching the logo. The code below is my entire page so far, and the problem is shown in a red circle in the screenshot. This is the transition where the main image ends and the one-pixel-wide background image begins. It appears that the one-pixel-wide bar at the end is compressed by one pixel - making the tops align properly, while the bottoms are one pixel off. I should add that I have checked the images more than once to make cure they the image data is correct. They are %100 accurate as far as MSPaint is concerned. <%@ Page Language="C#" AutoEventWireup="true" CodeFile="Default.aspx.cs" Inherits="_Default" %> <!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 runat="server"> <title></title> </head> <body bgcolor="#000000"> <form id="form1" runat="server"> <div> <table style="width:100%; "> <tr style="background-image: url('Images/Banners/WebBannerWideBar.png')"> <!--WebBannerWideBar is 1x100 px--> <td> <img alt="Angry Octopus" src="Images/Banners/WebBannerWide.png" /> <!--WebBannerWide is 760x100 px--> </td> </tr> </table> </div> </form> </body> </html>

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  • relative path not working for images in css

    - by vagu
    Hi, I have the following file structure: C:/wamp/myproject/admin/webroot/images I have an index.php file lying inside the admin folder which calls a header.inc.php file lying in the same folder. header.inc.php has the following code- <td align="left" valign="top" class="header-bg"> <table width="100%" border="0" cellspacing="0" cellpadding="0"> index.php calls a css file (css.css) through the following code: <link href="<?php echo (WS_DIR_CSS); ?>/css.css" rel="stylesheet" type="text/css" /> The css lies in the following location: C:/wamp/myproject/admin/webroot/css The css files has a class which has the following code: .header-bg { background:url(../images/header_bg.jpg) left top repeat-x; height:77px; } The image header_bg.jpg is not being displayed in the browser. Help anyone?

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  • Automatic images translation to 3d model

    - by farrakhov-bulat
    I'm quite interested in automatic images translation to 3d models. Not really for commercial product, but from the point of possible academic research and implementation. What I'd like to achieve is almost transparent for user process of transformation series of images (fewer is better) to 3d model which might be shown in flash/silverlight/javafx or similar. Consider online furniture store with 3d models of all items in stock. Kinda cool to have ability to see the product in 3d before purchasing it. I managed to find a few pieces of software, like insight3d, but it couldn't be used in my case I guess. So, are there any similar projects or tips for me? If it would require to write that piece of software - I'd really love to dig into research on this field.

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  • php convert images and upload to amazon s3

    - by faraklit
    I am looking for a best practice while uploading images to amazon s3 server and serving from there. We need four different sizes of an image. So just after image upload we convert the image and scale in 4 different widths and heights. And then we send them to the amazon s3 using official php api. // ... // image conversions, bucket setting, s3 initialization etc. $sizes= array("", "48", "64", "128"); foreach($sizes as $size) { $filename = $upload_path.$dest_file.$size.$ext; $s3->batch()->create_object($bucket, , array( 'fileUpload' => $filename, 'acl' => AmazonS3::ACL_PUBLIC, )); } But for a 1M image the client sometimes wait up to 30 seconds which is a very long time. Instead of sending images immediately to S3, it may be better to add them to a job queue. But the user should see the uploaded image immediately.

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  • Querying associated images in one table after querying products from another

    - by Andy
    I used this code to connect to a database and fetch results. This worked perfectly until i tried to work in another query to the images table to get associated images. I'm not very experienced with OO programming. So hopefully someone can see where ive gone wrong and help me out. <?php global $__CMS_CONN__; $sql = "SELECT * FROM ecom_products"; $stmt = $__CMS_CONN__->prepare($sql); $stmt->execute(array($id)); while ($row = $stmt->fetchObject()) { $imagesql = "SELECT * FROM ecom_product_images where id = $row->id && where primaryImage = '1'"; $imagestmt = $__CMS_CONN__->prepare($sql); $imagestmt->execute(array($id)); $imageName = $imagestmt->fetchObject(); echo '<a href="'.URL_PUBLIC.$row->id.'">'.$row->productNm.'</a>'.$imageName; } ?>

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  • UIWebView load remote html page with local images and javascript files

    - by BlueNile
    Im creating application that will display remote page on the UIWebView using local images and javascript/css files for faster loading. I want to avoid using cache because for this to work it must first load all the content. I was searching online for possible solution. Here is what I have: NSURLRequest *urlrequest = [ [NSURLRequest alloc] initWithURL: [NSURL URLWithString:urlString] ]; NSData *returnData = [ NSURLConnection sendSynchronousRequest:urlrequest returningResponse: nil error: nil ]; NSString *HTMLData = [[NSString alloc] initWithData:returnData encoding:NSUTF8StringEncoding]; NSString *resourcePath = [[NSBundle mainBundle] resourcePath]; resourcePath = [resourcePath stringByReplacingOccurrencesOfString:@"/" withString:@"//"]; resourcePath = [resourcePath stringByReplacingOccurrencesOfString:@" " withString:@"%20"]; [webView loadHTMLString:HTMLData baseURL: [NSURL URLWithString: [NSString stringWithFormat:@"file:/%@//",resourcePath] ]]; urlString is defined and I moved files to the app bundle. Code works as I can see the remote page but no images nor javascript files are present.

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  • Resizing uploaded images based on a maximum width in django (PIL)

    - by AndrewE
    I'm working on a simple message board app in Django that lets people upload images to be displayed in their posts. Since the div containing the posts is only 700px, I want to resize the uploaded images to a max width of something like 680px to save space rather than using css to display an image that's too large within the space constraints. I've been searching this site, google and the PIL docs for a while and haven't found any way of resizing an image on one dimension while maintaining the original aspect ratio. Given my inexperience, it's possible that I'm just not recognizing a solution that's plain to someone who knows what to look for.

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  • Rotating images with PHP reduces quality especially over about 10-20 actions

    - by Dylan Cross
    I am using this code below to rotate my jpeg images, the problem is that after around 10-20 times of rotating the image the image is dramatically lower quality, especially blue skies and such, my question is how can I keep these images the same high quality image? There must be a way. I mean, i keep the original image on the server for each image uploaded, and I don't do anything to that, so if need be it, I guess I could always come up with some way of using that over whenever possible.. But would rather not have to. $source = imagecreatefromjpeg($filename); $rotate = imagerotate($source, 90, 0); imagejpeg($rotate, $filename ,100);

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  • mvc partial views loses track of the images folder when using jquery

    - by jvelez
    This is what I have and it works: $(function(){ $('.slide-out-div').tabSlideOut({ tabHandle: '.handle', //class of the element that will become your tab pathToTabImage: 'http://mhmiisdev2/images/contact_tab.gif', //path to the image for the tab //Optionally can be set using css imageHeight: '122px', //height of tab image //Optionally can be set using css imageWidth: '40px', //width of tab image //Optionally can be set using css tabLocation: 'right', //side of screen where tab lives, top, right, bottom, or left speed: 300, //speed of animation action: 'click', //options: 'click' or 'hover', action to trigger animation topPos: '200px', //position from the top/ use if tabLocation is left or right leftPos: '20px', //position from left/ use if tabLocation is bottom or top fixedPosition: true //options: true makes it stick(fixed position) on scroll }); }); This is what I want and it doesnt work when I change from one controller to another controller. NOTICE THE IMAGE PATH IS NOT ABSOLUTE $(function(){ $('.slide-out-div').tabSlideOut({ tabHandle: '.handle', //class of the element that will become your tab pathToTabImage: '/images/contact_tab.gif', //path to the image for the tab //Optionally can be set using css imageHeight: '122px', //height of tab image //Optionally can be set using css imageWidth: '40px', //width of tab image //Optionally can be set using css tabLocation: 'right', //side of screen where tab lives, top, right, bottom, or left speed: 300, //speed of animation action: 'click', //options: 'click' or 'hover', action to trigger animation topPos: '200px', //position from the top/ use if tabLocation is left or right leftPos: '20px', //position from left/ use if tabLocation is bottom or top fixedPosition: true //options: true makes it stick(fixed position) on scroll }); }); the html for completeness.... <div class="slide-out-div"> <a class="handle" href="http://link-for-non-js-users.html">Content</a> <h3>Medical Variance Reports</h3> <div> <ul> <li><a href="http://mhmssrs2/Reports/Pages/Report.aspx?" target="_blank">Individual Medicines</a></li> </ul> </div> </div> I suspect somehow pathToTabImage: /images/contact_tab.gif' loses its context when browsing throught controllers. Help me understand...

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  • Code to generate random numbers in C++

    - by user1678927
    Basically I have to write a program to generate random numbers to simulate the rolling of a pair of dice. This program should be constructed in multiple files. The main function should be in one file, the other functions should be in a second source file, and their prototypes should be in a header file. First I write a short function that returns a random value between 1 and 6 to simulate the rolling of a single 6-sided die.Second, i write a function that pretends to roll a pair of dice by calling this function twice. My program starts by asking the user how many rolls should be made. Then I write a function to simulate rolling the dice this many times, keeping a count of exactly how many times the values 2,3,4,5,6,7,8,9,10,11,12(each number is the sum of a pair of dice) occur in an array. Later I write a function to display a small bar chart using these counts that ideally would look something like below for a sample of 144 rolls, where the number of asterisks printed corresponds to the count: 2 3 4 5 6 7 8 9 10 11 12 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Next, to see how well the random number generator is doing, I write a function to compute the average value rolled. Compare this to the ideal average of 7. Also, print out a small table showing the counts of each roll made by the program, the ideal count based on the frequencies above given the total number of rolls, and the difference between these values in separate columns. This is my incomplete code so far: "Compiler visual studio 2010" int rolling(){ //Function that returns a random value between 1 and 6 rand(unsigned(time(NULL))); int dice = 1 + (rand() %6); return dice; } int roll_dice(int num1,int num2){ //it calls 'rolling function' twice int result1,result2; num1 = rolling(); num2 = rolling(); result1 = num1; result2 = num2; return result1,result2; } int main(void){ int times,i,sum,n1,n2; int c1,c2,c3,c4,c5,c6,c7,c8,c9,c10,c11;//counters for each sum printf("Please enter how many times you want to roll the dice.\n") scanf_s("%i",&times); I pretend to use counters to count each sum and store the number(the count) in an array. I know i need a loop (for) and some conditional statements (if) but m main problem is to get the values from roll_dice and store them in n1 and n2 so then i can sum them up and store the sum in 'sum'.

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  • Sharing Code, Images and Core Data models across iPhone and Mac project

    - by Robert
    Hi, I am maintaining a fairly large mac project and an iphone client for this project. Some code as well as some images and core data models are shared between these two projects. I want to create a shared framework containing this shared components but to my surprise, frameworks like we cocoa developers known them are not supported on the iphone os. Currently I see the following options: a) Include the files in both projects (much tedious work) b) Create a static library for both projects and manually copying the images/core data models c) Create a static lib for iphone and a framework for mac Any suggestions?

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  • Using CSS instead of tables to create a centered column of images

    - by pcampbell
    Consider the task of replacing this table with CSS stylings: <table border="1"> <tr><td align="center"> <img src="foo" /> </td></tr> <tr><td align="center"> <img src="bar" /> </td></tr> <tr><td align="center"> <img src="bat" /> </td></tr> </table> The desired output is 3 images stacked on top of each other. The images are centered on the widest of them all. How would you style this markup with <div> around those <img> tags with CSS to achieve the same look?

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  • how to create a logo and graphical images [closed]

    - by priya
    hi Can you tell me how to create code for this? Insert a new logo of the company Use layout manager to place the components on the applet Insert graphical images The details of the music CDs should be stored category-wise in seperate text files. For example, classic.txt file stores the music titles of classic tracks, western.txt file stores the music title of western tracks. Display the list of the title available with the music store depending upon the category selected. The images should also change according to the selection.

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  • Resize images to fit image control in asp.net javascript

    - by tszoro
    I change an image in the header based on which menu item is selected. The problem is that the image stretches in the image control. I want it to automatically zoom without distorting the image. Is this possible. Note: The images reside in an images folder and are not all the same size. Javascript <script type="text/javascript"> function ChangeProjectImage(imgpath) { var img1 = document.getElementById("Image2") img1.src = imgpath; } </script>

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  • How to use mod_rewrite to change external incoming images to local images?

    - by STRiDOR
    Hi, I'm trying to figure out how to use mod_rewrite so that I can replace linked images (coming in externally) and use local ones instead. Why am I doing this? I have a plugin which I'm integrating into my site, which uses ugly external images as buttons, and I want to redo these buttons to match my site. The links come in externally and are not embedded in a plugin php somewhere, so I figure there might be some way of using mod_rewrite to intercept and replace the incoming links. I hope someone can help, thanks!

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  • How to extract images from flash viewers?

    - by RC
    This deals with the (diverse) flash viewers that let you zoom in on images on websites. I’m trying to extract the large, zoomed-in image rendered by the viewer. In many cases the images seem to be dynamically called by the viewer, or are created only for the part of the image you are zooming on at that point. Ideally, the approach here would be a programmatic one that could be called on an identified flash element. Expect there is nothing universal, but interested in the top few approaches that will grab most cases.

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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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  • Maven webapp with maven-eclipse-plugin doesn't generate <dependent-module>

    - by codevourer
    I use the eclipse:eclipse goal to generate an Eclipse Project environment. The deployment works fine. The goal creates the var classpath entries for all needed dependencies. With m2eclipse there was the Maven Container which defines an export folder which was WEB-INF/lib for me. But i don't want to rely on m2eclipse so i don't use it anymore. the class path entries which are generated by eclipse:eclipse goal don't have such a export folder. While booting the servlet container with WTP it publishes all resources and classes except the libraries to the context. Whats missing to publish the needed libs, or isn't that possible without m2eclipse integration? Enviroment Eclipse 3.5 JEE Galileo Apache Maven 2.2.1 (r801777; 2009-08-06 21:16:01+0200) Java version: 1.6.0_14 m2eclipse The maven-eclipse-plugin configuration <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-eclipse-plugin</artifactId> <version>2.8</version> <configuration> <projectNameTemplate>someproject-[artifactId]</projectNameTemplate> <useProjectReferences>false</useProjectReferences> <downloadSources>false</downloadSources> <downloadJavadocs>false</downloadJavadocs> <wtpmanifest>true</wtpmanifest> <wtpversion>2.0</wtpversion> <wtpapplicationxml>true</wtpapplicationxml> <wtpContextName>someproject-[artifactId]</wtpContextName> <additionalProjectFacets> <jst.web>2.3</jst.web> </additionalProjectFacets> </configuration> </plugin> The generated files After executing the eclipse:eclipse goal, the dependent-module is not listed in my generated .settings/org.eclipse.wst.common.component, so on server booting i miss the depdencies. This is what i get: <?xml version="1.0" encoding="UTF-8"?> <project-modules id="moduleCoreId" project-version="1.5.0"> <wb-module deploy-name="someproject-core"> <wb-resource deploy-path="/" source-path="src/main/java"/> <wb-resource deploy-path="/" source-path="src/main/webapp"/> <wb-resource deploy-path="/" source-path="src/main/resources"/> </wb-module> </project-modules> Update for upcoming readers The problem here was the deviant packaging-type, if u use maven-eclipse-plugin please validate the use of <packaging>war</packaging> or ear. The following problems are marked of the situations that i have two build-lifecycles in one maven pom.

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