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  • Ranking - Part II

    - by PointsToShare
    © 2011 By: Dov Trietsch. All rights reserved   Ranking Part II In my introduction to ranking I also introduced the Ranking Game. This is actually a much more sophisticated program than the one we need to simply rate an item, but it introduced you to the sophisticated results that you may achieve by a bit of code and accompanying CSS. In this installment, I am going to handle simple rating with 5 stars. The extra sophistication will come in the form of creating new elements in run time. Why do I need this? I like to be able to extend the SharePoint New and Update forms and put the starts in them simply by using the code shown here. We do not even need to go into SPD. We may achieve this simply by adding a content editor web part; more about this in the next installment. I have created a new page – Rank the Author – in which you may praise me in 5 different ways, but not immediately. The ranking mechanism – the 5 stars – has to be created first. To achieve that, click the “Add Element” button on the screen and then proceed in giving me the appropriate number of stars. Now view the source and see how this extra 5 start element was added. Also see how the ranking is achieved. This, obviously, is not any different in principle than what we did in the Ranking game. We create some sophisticated HTML, Add some style and create the element by: var divString = "<div id="rateMe" title="Rate Me...">    <a onclick="rateIt(this)" id="_1" title="ehh..." onmouseover="rating(this)" onmouseout="off(this)"></a>    <a onclick="rateIt(this)" id="_2" title="So So" onmouseover="rating(this)" onmouseout="off(this)"></a>    <a onclick="rateIt(this)" id="_3" title="Passable" onmouseover="rating(this)" onmouseout="off(this)"></a>    <a onclick="rateIt(this)" id="_4" title="Not too Bad" onmouseover="rating(this)" onmouseout="off(this)"></a>    <a onclick="rateIt(this)" id="_5" title="Not Bad" onmouseover="rating(this)" onmouseout="off(this)"></a></div>";m = document.createElement("p");m.innerHTML = divString;m.className = "blah";function AddElement(){    y = document.getElementById("Rest");    y.parentNode.insertBefore(m, y);} When you look into the full code, you’ll notice that I have added an empty <div id=”Rest”> into the form. A div element, like p, creates a line break, but the main purpose here was to mark the place above which I wanted to add the stars. Now you may hover over the stars, see how they behave and click on one of them to see that the program can react to your selection. That’s all folks!

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  • Does anyone prefer proportional fonts?

    - by Jason Baker
    I was reading the wikipedia article on programming style and noticed something in an argument against vertically aligned code: Reliance on mono-spaced font; tabular formatting assumes that the editor uses a fixed-width font. Most modern code editors support proportional fonts, and the programmer may prefer to use a proportional font for readability. To be honest, I don't think I've ever met a programmer who preferred a proportional font. Nor can I think of any really good reasons for using them. Why would someone prefer a proportional font?

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  • What do you do when practical problems get in the way of practical goals?

    - by P.Brian.Mackey
    UPDATE Source control is good to use. Sometimes, real world issues make it impractical to use. For example: If the team is not used to using source control, training problems can arise If a team member directly modifies code on the server, various issues can arise. Merge problems, lack of history, etc Let's say there's a project that is way out of sync. The physical files on the server differ in unknown ways over ~100 files. Merging would take not only a great knowledge of the project, but is also well beyond the ability to complete in the given time. Other projects are falling out of sync. Developers continue to have a distrust of source control and therefore compound the issue by not using source control. Developers argue that using source control is wasteful because merging is error prone and difficult. This is a difficult point to argue, because when source control is being so badly mis-used and source control continually bypassed, it is error prone indeed. Therefore, the evidence "speaks for itself" in their view. Developers argue that directly modifying source control saves time. This is also difficult to argue. Because the merge required to synchronize the code to start with is time consuming, across ~10 projects. Permanent files are often stored in the same directory as the web project. So publishing (full publish) erases these files that are not in source control. This also drives distrust for source control. Because "publishing breaks the project". Fixing this (moving stored files out of the solution subfolders) takes a great deal of time and debugging as these locations are not set in web.config and often exist across multiple code points. So, the culture persists itself. Bad practice begets more bad practice. Bad solutions drive new hacks to "fix" much deeper, much more time consuming problems. Servers, hard drive space are extremly difficult to come by. Yet, user expectations are rising. What can be done in this situation?

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  • ReSharper 5.0s LINQ Refactoring Continues to be Amazing!

      In this post, well take a straight forward procedure based set of code and convert it to LINQ using a ReSharper from JetBrains suggestion.   The initial code is as follows: int... This site is a resource for asp.net web programming. It has examples by Peter Kellner of techniques for high performance programming...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • NEON Intrinsic Support in CE7

    - by Kate Moss' Open Space
    Just a side note for people who may be interested in creating high performance code to take advantage on NEON instruction set but wish to use NEON intrinsic instaed of coding assembly. Compiler won't generate NEON opcode unless application use the NEON intrinsic explicitly. Basically, you need ARMv7 build enviroment, so compiler can emit NEON opcode. Intrinsic prototype can be found in public\COMMON\sdk\inc\arm_neon.h and that is all you got. If you ever find an NEON opcode does not have corresponding intrinsic, you still need to use the old trick - write that part of code in assembly.

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  • Best way to start Game development? [on hold]

    - by SupSon ?
    I'm a web developer. I got skills in PHP, CSS HTML. I also have a little bit of knowledge about JS. I want to get into game development to be a better programmer overal. I just want to start by making a simple platform game. Some kind of very simple mario clone. What is the best way to start the process of gamedevelopment? I know code is just code, but when thinking about starting my own little game, i do not exactly know where to start looking. Some opinions on this would be awsome!

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  • Precise Touch Screen Dragging Issue: Trouble Aligning with the Finger due to Different Screen Resolution

    - by David Dimalanta
    Please, I need your help. I'm trying to make a game that will drag-n-drop a sprite/image while my finger follows precisely with the image without being offset. When I'm trying on a 900x1280 (in X [900] and Y [1280]) screen resolution of the Google Nexus 7 tablet, it follows precisely. However, if I try testing on a phone smaller than 900x1280, my finger and the image won't aligned properly and correctly except it still dragging. This is the code I used for making a sprite dragging with my finger under touchDragged(): x = ((screenX + Gdx.input.getX())/2) - (fruit.width/2); y = ((camera_2.viewportHeight * multiplier) - ((screenY + Gdx.input.getY())/2) - (fruit.width/2)); This code above will make the finger and the image/sprite stays together in place while dragging but only works on 900x1280. You'll be wondering there's camera_2.viewportHeight in my code. Here are for two reasons: to prevent inverted drag (e.g. when you swipe with your finger downwards, the sprite moves upward instead) and baseline for reading coordinate...I think. Now when I'm adding another orthographic camera named camera_1 and changing its setting, I recently used it for adjusting the falling object by meter per pixel. Also, it seems effective independently for smartphones that has smaller resolution and this is what I used here: show() camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 280; // --> I set it to a smaller view port height so that the object would fall faster, decreasing the chance of drag force. camera_1.viewportWidth = 196; // --> Make it proportion to the original screen view size as possible. camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); touchDragged() x = ((screenX + (camera_1.viewportWidth/Gdx.input.getX()))/2) - (fruit.width/2); y = ((camera_1.viewportHeight * multiplier) - ((screenY + (camera_1.viewportHeight/Gdx.input.getY()))/2) - (fruit.width/2)); But the result instead of just following the image/sprite closely to my finger, it still has a space/gap between the sprite/image and the finger. It is possibly dependent on coordinates based on the screen resolution. I'm trying to drag the blueberry sprite with my finger. My expectation did not met since I want my finger and the sprite/image (blueberry) to stay close together while dragging until I release it. Here's what it looks like: I got to figure it out how to make independent on all screen sizes by just following the image/sprite closely to my finger while dragging even on most different screen sizes instead.

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  • ASP.NET Membership - Change password without asking the old (WITH Question and Answer)

    - by djsolid
    I have received many comments and questions about how you can do what is described in this post when you site requires question and answer. The solution is definiterly not the best and should be used with EXTREME caution because in a high traffic website can cause problems but I write it down anyway. We will use reflection in order to solve our problem. And this is the code But this code changes the only instance of MembershipProvider meaning if you access somewhere else from your application the property RequiresQuestionAndAnswer until you set back it’s original value you will get false instead of true. So again be VERY careful. Hope you find it useful!

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  • How to fix an annoying ReSharper &ndash; NuGet error

    - by terje
    Originally posted on: http://geekswithblogs.net/terje/archive/2013/10/30/how-to-fix-an-annoying-resharper-ndash-nuget-error.aspxUsing NuGet in Visual Studio together with ReSharper may sometimes lead you into an annoying error where ReSharper indicates your code has an error, but the solution builds just fine. This may happen if you have a set of NuGet packages, and you either just restore them, or delete them on disk and then restore again.  Your code ends up looking like this, note the red missing functions, which comes from the Moq library - which is downloaded from NuGet:   while the Build is still fine, it compiles without any errors: This stackoverflow question gives some different approaches to solve this, but my experience have been that the Resharper Suspend-Resume trick most often solves the issue: In Visual Studio:  Go to Tools/Options/Resharper Press Suspend: When this is done the error markers disappear, since ReSharper now is inactive. Then just press Resume again: This has been submitted to Jetbrains support, ticket here: http://resharper-support.jetbrains.com/requests/3882) , if you want to follow it.

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  • Stylecop 4.5.20.0 is available

    - by TATWORTH
    Stylecop 4.5.20.0 is available is available at http://stylecop.codeplex.com/releases/view/62209 This is the StyleCop 4.5 RC8. "This release includes the very latest StyleCop for ReSharper plugin and will automatically uninstall previous versions of StyleCop. This updated release contains around 200 bug fixes since the 4.4 RTW release and includes 5 new rules. Support for the async CTP is also added. SA1125 - UseShorthandForNullableTypes SA1411 - AttributeConstructorMustNotUseUnnecessaryParenthesis SA1517 - CodeMustNotContainBlankLinesAtStartOfFile SA1518 - CodeMustNotContainBlankLinesAtEndOfFile SA1649 - FileHeaderFileNameDocumentationMustMatchTypeName" StyleCop / Resharper 5.0 integration continues to improve. If you have not yet used them in your C# development, I urge you to try them out. I have found StyleCop 4.5 RC8 (and its RC predecessors) to be stable. Making changes to the code to make it style cop compliant is now very much easier. Can't code withoutThe best C# & VB.NET refactoring plugin for Visual Studio

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  • Why is using C++ libraries is so complicated?

    - by Pius
    First of all, I want to note I love C++ and I'm one of those people who thinks it is easier to code in C++ than Java. Except for one tiny thing: libraries. In Java you can simply add some jar to the build path and you're done. In C++ you usually have to set multiple paths for the header files and the library itself. In some cases, you even have to use special build flags. I have mainly used Visual Studio, Code Blocks and no IDE at all. All 3 options do not differ much when talking about using external libraries. I wonder why was there made no simpler alternative for this? Like having a special .zip file that has everything you need in one place so the IDE can do all the work for you setting up the build flags. Is there any technical barrier for this?

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  • Are all languages basically the same?

    - by Anirudh
    Recently, i had to understand the design of a small program written in a language i had no idea about (ABAP, if you must know). I could figure it out without too much difficulty. I realize that mastering a new language is a completely different ball game, but purely understanding the intent of code (specifically production standard code, which is not necessarily complex) in any language is straight forward, if you already know a couple of languages (preferably one procedural/OO and one functional). Is this generally true? Are all programming languages made up of similar constructs like loops, conditional statements and message passing between functions? Are there non-esoteric languages that a typical Java/Ruby/Haskell programmer would not be able to make sense of? Do all languages have a common origin?

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  • Hard Copies VS Soft Copies

    - by Garet Claborn
    Where do you draw the line and say, "OK, I'm actually going to print out this piece of code, spec, formula, or other info and carry it around but these pieces can stay on disk." Well, more importantly why do you draw the line there? I've encountered this a number of times and have some sort of vague conceptions beyond "oh now I'm REALLY stuck, better print this out." I've also found some quicksheets of basic specs to be handy. Really though, I have no particular logic behind what is useful to physically have available in the design and development process. I have a great pile of 'stuff' papers that seemed at least partially relevant at the time, but I only really use about a third of them ever and often end up wishing I had different info on hand. Edit: So this is what I'm hearing in a nutshell: Major parts of the design pattern Common, fairly static and prominently useful code (reference or specs) Some representation of data useful in collaborating or sharing with team Extreme cases of tough problem solving Overwhelmingly,almost never print anything.

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  • Webinar on Cross Platform Development with MonoTouch for the iPhone and Mono for Android on Wednesday

    - by Wallym
    The iPhone and Android are dominant in the marketplace. The two platforms currently have 85% of the smartphone marketplace and are continuing to grow that marketshare. Developers are being tasked with targeting these two platforms. In this session, we’ll take a high level look at how we can use c# and .NET knowledge to share code between iOS and and Android. We’ll look at linked files, using the Xamarin Mobile API, the challenges of running across platforms and frameworks, as well as other features of Visual Studio, Monotouch, MonoDevelop, and Mono for Android that allows us to write as much code that can run on both platforms.Here is the registration link: https://www302.livemeeting.com/lrs/8001676474/Registration.aspx?pageName=2w197495hzh0t56g

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  • What approaches can I take to lower the odds of introducing new bugs in a complex legacy app?

    - by m.edmondson
    Where I work I often have to develop (and bug fix) in an old system (.NET 1) whos code is complete spaghetti - with little thought given to variable names, program structure nor comments. Because of this it takes me ages to understand what bits need changed, and I often 'break' the existing software because I've made a modification. I really really want to spend a couple of months (with colleagues) going through it to refactor but existing developers both can't see the need - nor think theres time for this (the system is massive). I dread having to work on its code as it takes days to fix something only to find out I've broken something else. This obviously makes me look incompetent - so how can I deal with this?

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  • I want to master ASP.NET - What concepts should I focus on/What concepts do you most value?

    - by Josh
    I start a job this summer doing work in ASP.NET 4 (C#). I plan on working with some legacy code as well as MVC. I want to get a running start. I have good understanding of HTML/CSS/Javascript, and pretty good understanding of C# itself, Design principles, Design Patterns, and understand masterpages, basic MVC2, and code behinds for web forms. In your opinion what aspects of ASP.NET are the most important to master for web applications? What do you value most in your usage of ASP.NET? Do you have a recommendation for understanding the internals of ASP.NET itself?

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  • Is it ok to initialize an RB_ConstraintActor in PostBeginPlay?

    - by Almo
    I have a KActorSpawnable subclass that acts weird. In PostBeginPlay, I initialize an RB_ConstraintActor; the default is not to allow rotation. If I create one in the editor, it's fine, and won't rotate. If I spawn one, it rotates. Here's the class: class QuadForceKActor extends KActorSpawnable placeable; var(Behavior) bool bConstrainRotation; var(Behavior) bool bConstrainX; var(Behavior) bool bConstrainY; var(Behavior) bool bConstrainZ; var RB_ConstraintActor PhysicsConstraintActor; simulated event PostBeginPlay() { Super.PostBeginPlay(); PhysicsConstraintActor = Spawn(class'RB_ConstraintActorSpawnable', self, '', Location, rot(0, 0, 0)); if(bConstrainRotation) { PhysicsConstraintActor.ConstraintSetup.bSwingLimited = true; PhysicsConstraintActor.ConstraintSetup.bTwistLimited = true; } SetLinearConstraints(bConstrainX, bConstrainY, bConstrainZ); PhysicsConstraintActor.InitConstraint(self, None); } function SetLinearConstraints(bool InConstrainX, bool InConstrainY, bool InConstrainZ) { if(InConstrainX) { PhysicsConstraintActor.ConstraintSetup.LinearXSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearXSetup.bLimited = 0; } if(InConstrainY) { PhysicsConstraintActor.ConstraintSetup.LinearYSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearYSetup.bLimited = 0; } if(InConstrainZ) { PhysicsConstraintActor.ConstraintSetup.LinearZSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearZSetup.bLimited = 0; } } DefaultProperties { bConstrainRotation=true bConstrainX=false bConstrainY=false bConstrainZ=false bSafeBaseIfAsleep=false bNoEncroachCheck=false } Here's the code I use to spawn one. It's a subclass of the one above, but it doesn't reference the constraint at all. local QuadForceKCreateBlock BlockActor; BlockActor = spawn(class'QuadForceKCreateBlock', none, 'PowerCreate_Block', BlockLocation(), m_PreparedRotation, , false); BlockActor.SetDuration(m_BlockDuration); BlockActor.StaticMeshComponent.SetNotifyRigidBodyCollision(true); BlockActor.StaticMeshComponent.ScriptRigidBodyCollisionThreshold = 0.001; BlockActor.StaticMeshComponent.SetStaticMesh(m_ValidCreationBlock.StaticMesh); BlockActor.StaticMeshComponent.AddImpulse(m_InitialVelocity); I used to initialize an RB_ConstraintActor where I spawned it from the outside. This worked, which is why I'm pretty sure it has nothing to do with the other code in QuadForceKCreateBlock. I then added the internal constraint in QuadForceKActor for other purposes. When I realized I had two constraints on the CreateBlock doing the same thing, I removed the constraint code from the place where I spawn it. Then it started rotating. Is there a reason I should not be initializing an RB_ConstraintActor in PostBeginPlay? I feel like there's some basic thing about how the engine works that I'm missing.

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  • Self Welcoming Post on geekswithblogs.net

    - by OscarRibbeck
    Hello!.As you may notice :), this is my first post on geekswithblogs.com . I  have been using the .Net Framework mainly to develop ASP.NET WebApps for some years now and I am moving from using the .Net Framework 2.0 to using the latest features on the 4.x Frameworks, I am planning to document whenever is possible some of the stuff I learn using this space kindly given by the staff of the site. The feedback I get will also be very important for my progress and my plan is to learn a lot from what you guys can teach me with your comments on here.I also found myself with the necessity of putting somewhere code samples because sometimes when you post on forums the entries get locked and you can't do anything to add relevant details on them. The code will either be explained on its entirety or will be posted on a link that has an explained working sample for you guys to test and learn from.My posts will be in English, and I am an intermediate English speaker/writer so bare with me if it's not perfect sometimes, I am always learning something new though.I hope this get to be a useful resource for anyone interested. Cheers and Happy Coding for everyone!,Oscar

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  • SFX Played Once per Collision or Hit

    - by David Dimalanta
    I have a question about using Box2D (engine for LibGDX used to make realistic physics). I observed on the code that I've made for the physics here below: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } Now, I'm thinking which part o line should I implement for the sound effects. My objectives to make SFX played once for every collision (Or should I say "SFX played once per collision"?) on the following: SFX played once if they hit on the objects of its kind. (e.g. apple vs. apple) SFX played once on a different sound when it hit on the ground. (e.g. apple land on the mud) Take note that I'm using Box2D for the Java programming version thanks to LibGDX via Box2D engine and I edited the physics body using Physics Body Editor before I implement it to code. I tried to check every available methods for body, fixture definition, or body definition to code for the SFX when hit but it seems only for the gravity and weight. Is there possibly available on the document for SFX played when collision happens if possible?

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  • 3D game editor with C++ support and Bullet Physics

    - by Raghav Bali
    I am very new to game development and hence the question. Is there any open-source game editor that uses Bullet Physics engine with C++ code edit support.I have read about blender but it allows python based editing(if I am not wrong here). I need an editor to quickly draw the needed objects and concentrate more on the logic on their interactions(mostly magnetism based). This(my project) is part of an already existing legacy code in C++ which is forcing the dependency. Also, is there any physics engine which provides support for magnetism? Any help will surely be great. Thanks

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows: --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 --volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then --c1:setFillColor(10,105,0) --c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I'll try to frame the query better :). Thanks in advance.

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  • How come verification does not include actual testing?

    - by user970696
    Having read a lot about this topic, I still did not get it. Verification should prove that you are building the product right, while validation you build the right product. But only static techniques are mentioned as being verification methods (code reviews, requirements checks...). But how can you say if its implemented correctly if you do not test it? It is said that verification checks e.g. code for its correctnes. Verification - ensure that the product meet specified requirements. Again, if the function is specified to work somehow, only by testing I can say that it does. Could anyone explain this to me please? EDIT: As Wiki says: Verification:Preparing of the test cases (based on the analysis of the requireemnts) Validation: Running of the test cases

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  • adding regular expression in php not work

    - by John Smiith
    Code i added ([a-zA-Z0-9\_\-]+) but not work i wan't to include all css files is there is any other way to add?? My code file css.php header("Content-type: text/css"); $css = array( '([a-zA-Z0-9\\_\\-]+).css', ); foreach ($css as $css_file) { $css_get = file_get_contents($css_file); echo $css_get; } call.php <link href="css.php" rel="stylesheet" type="text/css" /> i wan't to rewrite css.php to css.css so public can see css.css instead of css.php. how can i do that using php script?

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  • How to display image in html image tag - node.js [on hold]

    - by ykel
    I use the following code to store image to file system and to retrieve the image, I would like to display the retrieved image on html image tag, hower the image is rendered on the response page but not on the html image tag. here is my html image tag: <img src="/show"> THIS CODE RETREIVES THE IMAGE: app.get('/show', function (req, res) { var FilePath=__dirname+"/uploads/3562_564927103528411_1723183324_n.jpg"; fs.readFile(FilePath,function(err,data){ if(err)throw err; console.log(data); res.writeHead(200, {'Content-Type': 'image/jpeg'}); res.end(data); // Send the file data to the browser. }) });

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