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  • How facebook extracts the right thumbnail of a link?

    - by David
    Hi, I'm wondering how facebook extracts the right picture of the article from a link? they ignore any icons, ads images, or other not related images, & they gives you the right image? What technique/method they use? because i've tried to extract all images using a php regex but how to find the right one? Thanks

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  • .htaccess redirect question

    - by russp
    I have a slight problem with .htaccess redirect. I have a dynamic site with 2 levels of variables - content="type -(alpha)" and ID="number" but this is very not seo friendly what I really would like to create is a rewrite rule that generates a "friendly" url for serach engines & users alike. Very much like WordPress does. Each ID is already unique (obviously) and on creation is creating a unique "permalink" field so for example ID=1 has a "permalink field" as "2009/10/27/page title" and ID=100 would be "2010/10/27 page title". I would like folder/wall.php?content=type&ID=number to redirect to folder/permalink.php/html/htm (don't mind a non dynamic extension) Any clues? - this is not right (I know) but it also "breaks" my css file RewriteEngine On RewriteRule wall/content/(.*)/ID/(.*)/ wall.php?content=$1&ID=$2 RewriteRule wall/content/(.*)/ID/(.*) wall.php?content=$1&ID=$2

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  • how to do collision detection for hollow(?) movieclips in flash AS3?

    - by Pieter888
    Hey everyone, I'm making small interactive games in flash to learn AS3, now I ran into a problem that I need some help with. I need to check the collision between the player and the wall which is normally simple using the hitTestObject function. But now I made a wall object totally surrounding the player with corridors and turn, a collision playground so to speak. Now when I use the hitTestObject function to check whether the player is in collision with the wall it tells me it always collides supposedly because the player object is within the bounds of the wall object. So assuming that I'm correct about the error: How can I prevent getting a collision when I'm inside the bounds of the wall object but not touching the actual walls in that object?

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  • HTTP Builder/Groovy - lost 302 (redirect) handling?

    - by Misha Koshelev
    Dear All: I am reading here http://groovy.codehaus.org/modules/http-builder/doc/handlers.html "In cases where a response sends a redirect status code, this is handled internally by Apache HttpClient, which by default will simply follow the redirect by re-sending the request to the new URL. You do not need to do anything special in order to follow 302 responses." This seems to work fine when I simply use the get() or post() methods without a closure. However, when I use a closure, I seem to lose 302 handling. Is there some way I can handle this myself? Thank you p.s. Here is my log output showing it is a 302 response [java] FINER: resp.statusLine: "HTTP/1.1 302 Found" Here is the relevant code: // Copyright (C) 2010 Misha Koshelev. All Rights Reserved. package com.mksoft.fbbday.main import groovyx.net.http.ContentType import java.util.logging.Level import java.util.logging.Logger class HTTPBuilder { def dataDirectory HTTPBuilder(dataDirectory) { this.dataDirectory=dataDirectory } // Main logic def logger=Logger.getLogger(this.class.name) def closure={resp,reader-> logger.finer("resp.statusLine: \"${resp.statusLine}\"") if (logger.isLoggable(Level.FINEST)) { def respHeadersString='Headers:'; resp.headers.each() { header->respHeadersString+="\n\t${header.name}=\"${header.value}\"" } logger.finest(respHeadersString) } def text=reader.text def lastHtml=new File("${dataDirectory}${File.separator}last.html") if (lastHtml.exists()) { lastHtml.delete() } lastHtml<<text new XmlSlurper(new org.cyberneko.html.parsers.SAXParser()).parseText(text) } def processArgs(args) { if (logger.isLoggable(Level.FINER)) { def argsString='Args:'; args.each() { arg->argsString+="\n\t${arg.key}=\"${arg.value}\"" } logger.finer(argsString) } args.contentType=groovyx.net.http.ContentType.TEXT args } // HTTPBuilder methods def httpBuilder=new groovyx.net.http.HTTPBuilder () def get(args) { httpBuilder.get(processArgs(args),closure) } def post(args) { args.contentType=groovyx.net.http.ContentType.TEXT httpBuilder.post(processArgs(args),closure) } } Here is a specific tester: #!/usr/bin/env groovy import groovyx.net.http.HTTPBuilder import groovyx.net.http.Method import static groovyx.net.http.ContentType.URLENC import java.util.logging.ConsoleHandler import java.util.logging.Level import java.util.logging.Logger // MUST ENTER VALID FACEBOOK EMAIL AND PASSWORD BELOW !!! def email='' def pass='' // Remove default loggers def logger=Logger.getLogger('') def handlers=logger.handlers handlers.each() { handler->logger.removeHandler(handler) } // Log ALL to Console logger.setLevel Level.ALL def consoleHandler=new ConsoleHandler() consoleHandler.setLevel Level.ALL logger.addHandler(consoleHandler) // Facebook - need to get main page to capture cookies def http = new HTTPBuilder() http.get(uri:'http://www.facebook.com') // Login def html=http.post(uri:'https://login.facebook.com/login.php?login_attempt=1',body:[email:email,pass:pass]) assert html==null // Why null? html=http.post(uri:'https://login.facebook.com/login.php?login_attempt=1',body:[email:email,pass:pass]) { resp,reader-> assert resp.statusLine.statusCode==302 // Shouldn't we be redirected??? // http://groovy.codehaus.org/modules/http-builder/doc/handlers.html // "In cases where a response sends a redirect status code, this is handled internally by Apache HttpClient, which by default will simply follow the redirect by re-sending the request to the new URL. You do not need to do anything special in order to follow 302 responses. " } Here are relevant logs: FINE: Receiving response: HTTP/1.1 302 Found Jun 4, 2010 4:37:22 PM org.apache.http.impl.conn.DefaultClientConnection receiveResponseHeader FINE: << HTTP/1.1 302 Found Jun 4, 2010 4:37:22 PM org.apache.http.impl.conn.DefaultClientConnection receiveResponseHeader FINE: << Cache-Control: private, no-store, no-cache, must-revalidate, post-check=0, pre-check=0 Jun 4, 2010 4:37:22 PM org.apache.http.impl.conn.DefaultClientConnection receiveResponseHeader FINE: << Expires: Sat, 01 Jan 2000 00:00:00 GMT Jun 4, 2010 4:37:22 PM org.apache.http.impl.conn.DefaultClientConnection receiveResponseHeader FINE: << Location: http://www.facebook.com/home.php? Jun 4, 2010 4:37:22 PM org.apache.http.impl.conn.DefaultClientConnection receiveResponseHeader FINE: << P3P: CP="DSP LAW" Jun 4, 2010 4:37:22 PM org.apache.http.impl.conn.DefaultClientConnection receiveResponseHeader FINE: << Pragma: no-cache Jun 4, 2010 4:37:22 PM org.apache.http.impl.conn.DefaultClientConnection receiveResponseHeader FINE: << Set-Cookie: datr=1275687438-9ff6ae60a89d444d0fd9917abf56e085d370277a6e9ed50c1ba79; expires=Sun, 03-Jun-2012 21:37:24 GMT; path=/; domain=.facebook.com Jun 4, 2010 4:37:22 PM org.apache.http.impl.conn.DefaultClientConnection receiveResponseHeader FINE: << Set-Cookie: lxe=koshelev%40post.harvard.edu; expires=Tue, 28-Sep-2010 15:24:04 GMT; path=/; domain=.facebook.com; httponly Jun 4, 2010 4:37:22 PM org.apache.http.impl.conn.DefaultClientConnection receiveResponseHeader FINE: << Set-Cookie: lxr=deleted; expires=Thu, 04-Jun-2009 21:37:23 GMT; path=/; domain=.facebook.com; httponly Jun 4, 2010 4:37:22 PM org.apache.http.impl.conn.DefaultClientConnection receiveResponseHeader FINE: << Set-Cookie: pk=183883c0a9afab1608e95d59164cc7dd; path=/; domain=.facebook.com; httponly Jun 4, 2010 4:37:22 PM org.apache.http.impl.conn.DefaultClientConnection receiveResponseHeader FINE: << Content-Type: text/html; charset=utf-8 Jun 4, 2010 4:37:22 PM org.apache.http.impl.conn.DefaultClientConnection receiveResponseHeader FINE: << X-Cnection: close Jun 4, 2010 4:37:22 PM org.apache.http.impl.conn.DefaultClientConnection receiveResponseHeader FINE: << Date: Fri, 04 Jun 2010 21:37:24 GMT Jun 4, 2010 4:37:22 PM org.apache.http.impl.conn.DefaultClientConnection receiveResponseHeader FINE: << Content-Length: 0 Jun 4, 2010 4:37:22 PM org.apache.http.client.protocol.ResponseProcessCookies processCookies FINE: Cookie accepted: "[version: 0][name: datr][value: 1275687438-9ff6ae60a89d444d0fd9917abf56e085d370277a6e9ed50c1ba79][domain: .facebook.com][path: /][expiry: Sun Jun 03 16:37:24 CDT 2012]". Jun 4, 2010 4:37:22 PM org.apache.http.client.protocol.ResponseProcessCookies processCookies FINE: Cookie accepted: "[version: 0][name: lxe][value: koshelev%40post.harvard.edu][domain: .facebook.com][path: /][expiry: Tue Sep 28 10:24:04 CDT 2010]". Jun 4, 2010 4:37:22 PM org.apache.http.client.protocol.ResponseProcessCookies processCookies FINE: Cookie accepted: "[version: 0][name: lxr][value: deleted][domain: .facebook.com][path: /][expiry: Thu Jun 04 16:37:23 CDT 2009]". Jun 4, 2010 4:37:22 PM org.apache.http.client.protocol.ResponseProcessCookies processCookies FINE: Cookie accepted: "[version: 0][name: pk][value: 183883c0a9afab1608e95d59164cc7dd][domain: .facebook.com][path: /][expiry: null]". Jun 4, 2010 4:37:22 PM org.apache.http.impl.client.DefaultRequestDirector execute FINE: Connection can be kept alive indefinitely Jun 4, 2010 4:37:22 PM groovyx.net.http.HTTPBuilder doRequest FINE: Response code: 302; found handler: post302$_run_closure2@7023d08b Jun 4, 2010 4:37:22 PM groovyx.net.http.HTTPBuilder doRequest FINEST: response handler result: null Jun 4, 2010 4:37:22 PM org.apache.http.impl.conn.SingleClientConnManager releaseConnection FINE: Releasing connection org.apache.http.impl.conn.SingleClientConnManager$ConnAdapter@605b28c9 You can see there is clearly a location argument. Thank you Misha

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  • 2D Ball Collisions with Corners

    - by Aaron
    I'm trying to write a 2D simulation of a ball that bounces off of fixed vertical and horizontal walls. Simulating collisions with the faces of the walls was pretty simple--just negate the X-velocity for a vertical wall or the Y-velocity for a horizontal wall. The problem is that the ball can also collide with the corners of the walls, where a horizontal wall meets with a vertical wall. I have already figured out how to detect when a collision with a corner is occurring. My question is how the ball should react to this collision--that is, how its X and Y velocities will change as a result. Here's a list of what I already know or know how to find: *The X and Y coordinates of the ball's center during the frame when a collision is detected *The X and Y components of the ball's velocity *The X and Y coordinates of the corner *The angle between the ball's center and the corner *The angle in which the ball is traveling just before the collision *The amount that the ball is overlapping the corner when the collision is detected I'm guessing that it's best to pretend that the corner is an infinitely small circle, so I can treat a collision between the ball and that circle as if the ball were colliding with a wall that runs tangent to the circles at the point of collision. It seems to me that all I need to do is rotate the coordinate system to line up with this imaginary wall, reverse the X component of the ball's velocity under this system, and rotate the coordinates back to the original system. The problem is that I have no idea how to program this. By the way, this is an ideal simulation. I'm not taking anything like friction or the ball's rotation into account. I'm using Objective-C, but I'd really just like a general algorithm or some advice. Many thanks if anyone can help!

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  • How does Facebook chat avoid continuous polling of the server?

    - by Chad Johnson
    I am trying to understand how Facebook's chat feature receives messages without continuously poling the server. Firebug shows me a single GET XmlHttpRequest continuously sitting there, waiting for a response from the server. After 5 minutes, this never timed out. How are they preventing timeout? An AJAX request can just sit there like that indefinitely, waiting for a response? Can I do this with JSONRequest? I see this at json.org: JSONRequest is designed to support duplex connections. This permits applications in which the server can asynchronously initiate transmissions. This is done by using two simultaneous requests: one to send and the other to receive. By using the timeout parameter, a POST request can be left pending until the server determines that it has timely data to send. Or is there another way to let an AJAX call just sit there, waiting, besides using JSONRequest?

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  • iphone poll application to sync with myspace or facebook poll.

    - by Zach
    Hi, We are developing an iphone application, which requires us to add polling(survey) functionality in the app. We also have same poll in either MySpace or Facebook. We have to sync the polling data to our iphone application. How can we achieve this? We have found some third party polling service provider like Zoomerang, Poll Daddy polls, etc., but they don't have supporting API for iphone application or at least one we are not aware of. If anyone can shed light on this on how to proceed with this, it will be really very helpful. Thanks in advance. Zach.

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  • Why Shouldn't I Programmatically Submit Username/Password to Facebook/Twitter/Amazon/etc?

    - by viatropos
    I wish there was a central, fully customizable, open source, universal login system that allowed you to login and manage all of your online accounts (maybe there is?)... I just found RPXNow today after starting to build a Sinatra app to login to Google, Facebook, Twitter, Amazon, OpenID, and EventBrite, and it looks like it might save some time. But I keep wondering, not being an authentication guru, why couldn't I just have a sleek login page saying "Enter username and password, and check your login service", and then in the background either scrape the login page from say EventBrite and programmatically submit the form with Mechanize, or use an API if there was one? It would be so much cleaner and such a better user experience if they didn't have to go through popups and redirects and they could use any previously existing accounts. My question is: What are the reasons why I shouldn't do something like that? I don't know much about the serious details of cookies/sessions/security, so if you could be descriptive or point me to some helpful links that would be awesome. Thanks!

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  • Twitter and Facebook on iPhone - save sessions across app launches?

    - by lostInTransit
    Hi I am using OAuth for twitter and fb-connect for facebook authentication in my iPhone app. Is it possible to save the user sessions across app launches? i.e. if the user logs in once, the next time they launch the app, we log them in automatically from some state saved the last time the app closed? For Twitter would it work if I just save the auth_token and use it every time the user wants to use twitter from my app? Or do I need to do anything else? I could not get it to work like that so wondering if I was doing something wrong. Thanks.

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  • What data should I use to create an autofill "destination" field like Facebook or the Trip Advisor s

    - by sbar
    In order to create a “destination” auto filter input field on our website, I need a data source that provides a hierarchical data set of Region, Country, County/State, City and Town (plus an area like the Peak District National Park if at all possible) I know sites like Trip Advisor and Facebook seem to have very robust datasets for this. When you type, it brings up a match list with the hierarchy displayed (e.g. if you type Boston you get 6 results as there are multiply places called Boston – the hierarchy allows you to pick the correct option) There are many data sources out there but they either lack hierarchy or do not seem to be easily updatable or complete. I had expected this to be an easy task given the amount of site that have a destination or location autofill field. However, i cannot find a datasource or method that works. any help would be much appreciated. Tks,

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  • How to implement partial refresh like facebook like/comments?

    - by shillong
    We have java web application. Summary page will display list of rows. For each row, user can vote and add comments. Vote or add comments will commit immediately and refresh total vote number and comments count. We want to refresh current row instead of whole table just like Facebook does. If need, we can show the list of data with form format (iterator List of data) instead of table format. How to implement this feature base on JSF?

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  • How to do comments in Activity Stream? (like Facebook)

    - by fesja
    Hi, I'm starting to develop an activity stream. I've read both How to implement the activity stream in a social network and What’s the best manner of implementing a social activity stream?. What I haven't found is the best way to add comments to the activities. As in facebook, each comment can be commented by another person. If each activity comment is saved as another activity, then I would not be able to get the activity of that comment without doing a query. So the solution I'm thinking is to save the comments inside the serialize data field of each activity. If the user wants to delete his comment, I would have to update that activity. Is this the correct solution? Is there a better approach? Thanks!

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  • ming 0.4.2 compilation errors on Ubuntu 12.04 when installing from source code

    - by gmuhammad
    I am trying to install ming 0.4.2 from source code and it was compilable before on Ubuntu 10.04, but now it' giving following compilation errors when I try to install using command sudo make install (libpng is already installed). /bin/bash ../libtool --tag=CC --mode=link gcc -g -O2 -Wall -DSWF_LITTLE_ENDIAN -o img2swf img2swf.o ../src/libming.la libtool: link: gcc -g -O2 -Wall -DSWF_LITTLE_ENDIAN -o .libs/img2swf img2swf.o ../src/.libs/libming.so gcc -DHAVE_CONFIG_H -I. -I../src -I../src -g -O2 -Wall -DSWF_LITTLE_ENDIAN -MT png2dbl.o -MD -MP -MF .deps/png2dbl.Tpo -c -o png2dbl.o png2dbl.c png2dbl.c: In function ‘readPNG’: png2dbl.c:64:8: warning: ignoring return value of ‘fread’, declared with attribute warn_unused_result [-Wunused-result] mv -f .deps/png2dbl.Tpo .deps/png2dbl.Po /bin/bash ../libtool --tag=CC --mode=link gcc -g -O2 -Wall -DSWF_LITTLE_ENDIAN -o png2dbl png2dbl.o ../src/libming.la libtool: link: gcc -g -O2 -Wall -DSWF_LITTLE_ENDIAN -o .libs/png2dbl png2dbl.o ../src/.libs/libming.so png2dbl.o: In function `readPNG': /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:69: undefined reference to `png_create_read_struct' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:74: undefined reference to `png_create_info_struct' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:82: undefined reference to `png_create_info_struct' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:97: undefined reference to `png_init_io' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:98: undefined reference to `png_set_sig_bytes' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:99: undefined reference to `png_read_info' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:101: undefined reference to `png_get_IHDR' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:127: undefined reference to `png_get_valid' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:156: undefined reference to `png_read_update_info' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:158: undefined reference to `png_get_IHDR' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:162: undefined reference to `png_get_channels' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:187: undefined reference to `png_get_rowbytes' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:194: undefined reference to `png_read_image' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:128: undefined reference to `png_set_expand' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:135: undefined reference to `png_set_strip_16' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:143: undefined reference to `png_set_gray_to_rgb' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:151: undefined reference to `png_set_filler' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:125: undefined reference to `png_set_packing' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:107: undefined reference to `png_get_valid' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:117: undefined reference to `png_get_PLTE' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:78: undefined reference to `png_destroy_read_struct' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:92: undefined reference to `png_destroy_read_struct' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:86: undefined reference to `png_destroy_read_struct' png2dbl.o: In function `writeDBL': /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:278: undefined reference to `floor' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:280: undefined reference to `compress2' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:278: undefined reference to `floor' /home/gmuhammad/Downloads/ming-0.4.2/util/png2dbl.c:280: undefined reference to `compress2' collect2: ld returned 1 exit status make[1]: *** [png2dbl] Error 1 make[1]: Leaving directory `/home/gmuhammad/Downloads/ming-0.4.2/util' make: *** [install-recursive] Error 1

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  • Trying to use stencils in 2D while retaining layer depth

    - by Steve
    This is a screen of what's going on just so you can get a frame of reference. http://i935.photobucket.com/albums/ad199/fobwashed/tilefloors.png The problem I'm running into is that my game is slowing down due to the amount of texture swapping I'm doing during my draw call. Since walls, characters, floors, and all objects are on their respective sprite sheet containing those types, per tile draw, the loaded texture is swapping no less than 3 to 5+ times as it cycles and draws the sprites in order to layer properly. Now, I've tried throwing all common objects together into their respective lists, and then using layerDepth drawing them that way which makes things a lot better, but the new problem I'm running into has to do with the way my doors/windows are drawn on walls. Namely, I was using stencils to clear out a block on the walls that are drawn in the shape of the door/window so that when the wall would draw, it would have a door/window sized hole in it. This is the way my draw was set up for walls when I was going tile by tile rather than grouped up common objects. first it would check to see if a door/window was on this wall. If not, it'd skip all the steps and just draw normally. Otherwise end the current spriteBatch Clear the buffers with a transparent color to preserve what was already drawn start a new spritebatch with stencil settings draw the door area end the spriteBatch start a new spritebatch that takes into account the previously set stencil draw the wall which will now be drawn with a hole in it end that spritebatch start a new spritebatch with the normal settings to continue drawing tiles In the tile by tile draw, clearing the depth/stencil buffers didn't matter since I wasn't using any layerDepth to organize what draws on top of what. Now that I'm drawing from lists of common objects rather than tile by tile, it has sped up my draw call considerably but I can't seem to figure out a way to keep the stencil system to mask out the area a door or window will be drawn into a wall. The root of the problem is that when I end a spriteBatch to change the DepthStencilState, it flattens the current RenderTarget and there is no longer any depth sorting for anything drawn further down the line. This means walls always get drawn on top of everything regardless of depth or positioning in the game world and even on top of each other as the stencil has to happen once for every wall that has a door or window. Does anyone know of a way to get around this? To boil it down, I need a way to draw having things sorted by layer depth while also being able to stencil/mask out portions of specific sprites.

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  • How to let specific subdomain through Squid Proxy?

    - by armani
    I need to allow Facebook.com/MyOrganization, but nothing else from Facebook.com. I tried: acl local_c src 192.168.0.0/16 acl fb_ok urlpath_regex ^/MyOrganization acl fb dstdomain .facebook.com http_access allow local_c fb_ok http_access deny local_c fb But that simply brings down all of Facebook, including the page I want. Anybody have experience in this? Lots of Googling got me nowhere, and Regular Expressions confuse me...

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  • I would like to know how to put a "change image" layer like in facebook on a mouseover event

    - by netadictos
    Hello: I have a photo gallery I would like that every time a user does mouseover the image, there is a button on the top of this image that appears. The user can click on it. But every time that the user mouse out of the photo it must disappear. It works like the "change photo" in Facebook, with the photo of your profile. The problem I am having is that when I try to get over the button that appears (in my code is a link), it disappear because javascript understands that the mouse is just out of the image, even if this button/link is over the image. The image that I use is positioned absolutely over the image. This is my code, where you can see that I create a dom element that I append on the link of the image and then when there is a mouseout, I remove it. $('a.ftelement').mouseover(function() { var fav = $('<a></a>'); fav.attr("class","imgfavorito"); fav.attr("id","fav"+$J(this).attr("id")).html("<img src=\"/im/favorito.gif\"/>"); fav.appendTo(this); }); $('a.ftelement').mouseout(function() { $("a.imgfavorito").remove() }); The result is this graphically (http://www.freeimagehosting.net/uploads/41fbac8994.gif):

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  • Extend my LAN network

    - by user268291
    i have a patch panel and hardwiring already setup in my office. The patch panel is 24-port and all the ports are engaged. All my switch ports are engaged. Now, I have a printer connected to a wall point (RJ45) which I want to shift to a new room where there is no LAN setup. I want to have two RJ45 wall plugs in the new room so that I can connect one RJ45 port to have my LAN in the new room and the other RJ45 wall port I want to use for my printer. There is no option other than LAN (no wireless). Please help me and tell me how do I get the two RJ45 wall plate plugs in the new room up and keep my LAN running. It is a little urgent for me. Please help.

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  • A dusty server room

    - by pauska
    Here's the story.. The owners of the building we lease office space from decided to do a renovation of the exterior. This involved in some pretty heavy work at the level where our server room is, including exchanging windows wich are fit inside a concrete wall. My red alert went off when I heard that they were going to do the same thing with our server room (yes, our server room has a window. We're a small shop with 3 racks. The window is secured with steel bars.) I explicity told the contractor that they need to put up a temporarily wall between our racks and the original wall - and to make sure that the temporary wall is 100 % air and water-tight. They promised to do so. The temporary wall has a small door in it, so that workers can go in/out through the day (through our server room, wich was the only option....). On several occasions I could find the small door half-way shut while working evenings/nights. I locked the door, and thought that they would hopefully get the point soon and keep the door shut. I even gave a electrician a mouthful when I saw that he didn't close the door properly. By this point - I bet that most of you get a picture of what happened. Yes, they probably left the door open while drilling in the concrete. I present you our 4 weeks old EMC VNX: I'll even put in a little bonus, here is the APC UPS one rack further away from the temporary wall. See the nice little landing strip from my finger? What should I do? The only thing that comes to mind is to either call all our suppliers (EMC, HP, Dell, Cisco) and get them to send technicians to check out all the gear in the server room, or get some kind of certified 3rd-party consulant to check all of it. Would you run production systems on this gear? How long? Edit: I should also note that our aircondition isn't exactly enterprise-grade, given the nature of our small room. It's just a single inverter, wich have failed one time before I started working here (failed inverters usually leads to water dripping out).

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  • jerky walljump in unity rigidbody2d

    - by Lilz Votca Love
    hey there i know people have encountered issues with it before i looked upon the different solutions provided but i couldnt get any fix at all.im making a 2d game and am stuck with the walljump.i detect the wall wonderfully i also detect the jump and it works the player jumps off the wall when facing right with the use of rigidbody.addforce(new vector2(-1,2)*jumpforce) now when jumping on the oposite wall using the same vector with the sign in x axis changed to 1,the player jumps too but it goes more in the y axis than it should.Here is an image to show you the curves it(the player) follows. check the following url to see the behaviour https://scontent-b-mad.xx.fbcdn.net/hphotos-xpf1/t1.0-9/1470386_10152415957141154_156025539179003805_n.jpg voila the green one is happennig when player faces right and the other one happens when he is not here is the section of code if (wall) { if (wallJump) { if (facingRight) { rigidbody2D.velocity = Vector2.zero; flip (); rigidbody2D.AddForce (new Vector2 (-1f, 2f) * Jumpforce / 1.5f); Debug.Log ("saut mural gauche" + new Vector2 (-1f, 2f) * Jumpforce / 1.5f); } else { rigidbody2D.velocity = Vector2.zero; flip (); rigidbody2D.AddForce (new Vector2 (1f, 2f) * Jumpforce / 1.5f); Debug.Log ("saut mural droit--" + new Vector2 (Mathf.Sign (1f), 2f) * Jumpforce / 1.5f + "jump" + jump); } } } else { wallJump = false; } here the code is not optimized yet but i assure you it works so guys any help would be so awesome!! thanks

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  • Meaning of offset in pygame Mask.overlap methods

    - by Alan
    I have a situation in which two rectangles collide, and I have to detect how much did they collide so so I can redraw the objects in a way that they are only touching each others edges. It's a situation in which a moving ball should hit a completely unmovable wall and instantly stop moving. Since the ball sometimes moves multiple pixels per screen refresh, it it possible that it enters the wall with more that half its surface when the collision is detected, in which case i want to shift it position back to the point where it only touches the edges of the wall. Here is the conceptual image it: I decided to implement this with masks, and thought that i could supply the masks of both objects (wall and ball) and get the surface (as a square) of their intersection. However, there is also the offset parameter which i don't understand. Here are the docs for the method: Mask.overlap Returns the point of intersection if the masks overlap with the given offset - or None if it does not overlap. Mask.overlap(othermask, offset) -> x,y The overlap tests uses the following offsets (which may be negative): +----+----------.. |A | yoffset | +-+----------.. +--|B |xoffset | | : :

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  • Simple collision detection for pong

    - by Dave Voyles
    I'm making a simple pong game, and things are great so far, but I have an odd bug which causes my ball (well, it's a box really) to get stuck on occasion when detecting collision against the ceiling or floor. It looks as though it is trying to update too frequently to get out of the collision check. Basically the box slides against the top or bottom of the screen from one paddle to the other, and quickly bounces on and off the wall while doing so, but only bounces a few pixels from the wall. What can I do to avoid this problem? It seems to occur at random. Below is my collision detection for the wall, as well as my update method for the ball. public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); CheckWallHit(); } // Checks for collision with the ceiling or floor. // 2*Math.pi = 360 degrees // TODO: Change collision so that ball bounces from wall after getting caught private void CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; } while (direction < 0) { direction += 2 * Math.PI; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; } }

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  • Collision Detection with SAT: False Collision for Diagonal Movement Towards Vertical Tile-Walls?

    - by Macks
    Edit: Problem solved! Big thanks to Jonathan who pointed me in the right direction. Sean describes the method I used in a different thread. Also big thanks to him! :) Here is how I solved my problem: If a collision is registered by my SAT-method, only fire the collision-event on my character if there are no neighbouring solid tiles in the direction of the returned minimum translation vector. I'm developing my first tile-based 2D-game with Javascript. To learn the basics, I decided to write my own "game engine". I have successfully implemented collision detection using the separating axis theorem, but I've run into a problem that I can't quite wrap my head around. If I press the [up] and [left] arrow-keys simultaneously, my character moves diagonally towards the upper left. If he hits a horizontal wall, he'll just keep moving in x-direction. The same goes for [up] and [left] as well as downward-diagonal movements, it works as intended: http://i.stack.imgur.com/aiZjI.png Diagonal movement works fine for horizontal walls, for both left and right-movement However: this does not work for vertical walls. Instead of keeping movement in y-direction, he'll just stop as soon as he "enters" a new tile on the y-axis. So for some reason SAT thinks my character is colliding vertically with tiles from vertical walls: http://i.stack.imgur.com/XBEKR.png My character stops because he thinks that he is colliding vertically with tiles from the wall on the right. This only occurs, when: Moving into top-right direction towards the right wall Moving into top-left direction towards the left wall Bottom-right and bottom-left movement work: the character keeps moving in y-direction as intended. Is this inherited from the way SAT works or is there a problem with my implementation? What can I do to solve my problem? Oh yeah, my character is displayed as a circle but he's actually a rectangular polygon for the collision detection. Thank you very much for your help.

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  • Hit Detection When rotating the camera

    - by SD1990
    This bug/feature has been plaguing me for a while and i want to know the best way to fix it. I'm testing simple hit detection with a wall, like: if (Forward button) if(Inv.w.z < -49 || Inv.w.z > 49) pos.z = 0.0f; else if(Inv.w.x < -49 || Inv.w.x > 49) pos.z = 0.0f; else pos.z = +1.0f; where Inv.w. is the camera positions. Now obviously when i now hit that certain point i can no longer move away from the wall or anywhere in fact. How can i change this code to allow for the camera to be turned away from the wall so therefore i should be allowed to move? for example, the player hits the wall and i cant move until i turn around or to the side? I know its something to do with velocity but im pretty new to this so please bare with me if this is easy.

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