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Search found 8 results on 1 pages for 'skidding'.

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  • HTML character decoding in Objective-C / Cocoa Touch

    - by skidding
    First of all, I found this: http://stackoverflow.com/questions/659602/objective-c-html-escape-unescape, but it doesn't work for me. My encoded characters (come from a RSS feed, btw) look like this: & I searched all over the net and found related discussions, but no fix for my particular encoding, I think they are called hexadecimal characters. Thanks.

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  • PHP file download header

    - by skidding
    I have developed a small download system in PHP, where files are downloaded through a proxy file. When I had to do this before, I just redirected by changing the location header; which is not what I want to do now. So, obviously, the first issue that appeared is what kind of header must I set. First of all, Content-Disposition is set as "attachment", so this is good, but I can't seem to get around Content-Type. I need to set it to fit all possible files that might be downloaded through this system. I don't know how to detect the file header automatically, and I'm trying to aviod a GIANT switch. What are my options? Thanks!

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  • UTF-8 BOM signature in PHP files

    - by skidding
    I was writing some commented PHP classes and I stumbled upon a problem. My name (for the @author tag) ends up with a ? (which is a UTF-8 character, ...and a strange name, I know). Even though I save the file as UTF-8, some friends reported that they see that character totally messed up (È™). This problem goes away by adding the BOM signature. But that thing troubles me a bit, since I don't know that much about it, except from what I saw on Wikipedia and on some other similar questions here on SO. I know that it adds some things at the beginning of the file, and from what I understood it's not that bad, but I'm concerned because the only problematic scenarios I read about involved PHP files. And since I'm writing PHP classes to share them, being 100% compatible is more important than having my name in the comments. But I'm trying to understand the implications, should I use it without worrying? or are there cases when it might cause damage? When? Thanks!

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  • Facebook connect JavaScript with PHP

    - by skidding
    I'm using the JavaScript method to sync/login (with the popup) with Facebook Connect on my site, it seems to work. However, after I get logged in, I want to continue in backend, with the PHP library. I see the cookies are set by the JavaScript lib, but I don't know how to use them with the PHP api. I used $fb = new Facebook($api_key, $secret); $uid = $fb->get_loggedin_user(); but not user data is getting passed. How can I get the user data in PHP after I logged in in frontend? As far as I'm concerned, I would have gone PHP all the way, but I didn't manage to make the auth work, meaning that in never redirected me back to my site :). Thanks!

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  • Detecting browser capabilities and selective events for mouse and touch

    - by skidding
    I started using touch events for a while now, but I just stumbled upon quite a problem. Until now, I checked if touch capabilities are supported, and applied selective events based on that. Like this: if(document.ontouchmove === undefined){ //apply mouse events }else{ //apply touch events } However, my scripts stopped working in Chrome5 (which is currently beta) on my computer. I researched it a bit, and as I expected, in Chrome5 (as opposed to older Chrome, Firefox, IE, etc.) document.ontouchmove is no longer undefined but null. At first I wanted to submit a bug report, but then I realized: There are devices that have both mouse and touch capabilities, so that might be natural, maybe Chrome now defines it because my OS might support both types of events. So the solutions seems easy: Apply BOTH event types. Right? Well the problem now take place on mobile. In order to be backward compatible and support scripts that only use mouse events, mobile browsers might try to fire them as well (on touch). So then with both mouse and touch events set, a certain handler might be called twice every time. What is the way to approach this? Is there a better way to check and apply selective events, or must I ignore the problems that might occur if browsers fire both touch and mouse events at times?

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  • Facebook RESTful API require_login() callback

    - by skidding
    Hi, I'm trying to authenticate a user through the RESTful API (not Connect) but I can't since the callback system does not work for me. I have a local app that creates the Facebook API object with my key and secret, then calls the Facebook API require_login() method; I am sent to Facebook login, I login, and then I am sent to http://www.facebook.com/login.php?auth_token=<...>, where there's another login with just a field for password (not username), I write it again, and after that I am redirected to normal Facebook home. What am I doing wrong? I have set the callback URL in the Facebook app proprieties. Does it have anything to do with the fact that it's localhost? Thanks!

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  • open source project requirements

    - by skidding
    I know it's a very common question, but I don't see a previous one to be asked, since I'm interested in the basic steps, nothing in particular. It's the first time I want to license one of my projects, and it turns out, I don't know much about it. Let's say I want to use the MIT License. Do I just take the definition and paste it into my files? Does it need to be in ALL the files, or just one? or? I don't want any fancy rights so MIT has been recommended to me, do you suggest something else? I'm looking for impartial opinions. Thanks. What other aspects must I take into account? It's PHP, btw.

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  • Good 2D Platformer Physics

    - by Joe Wreschnig
    I have a basic character controller set up for a 2D platformer with Box2D, and I'm starting to tweak it to try to make it feel good. Physics engines have a lot of knobs to tweak, and it's not clear to me, writing with a physics engine for the first time, which ones I should use. Should jumping apply a force for several ticks? An impulse? Directly set velocity? How do I stop the avatar from sticking to walls without taking away all its friction (or do I take away all the friction, but only in the air)? Should I model the character as a capsule? A box with rounded corners? A box with two wheels? Just one big wheel? I feel like someone must have done this before! There seem to be very few resources available on the web that are not "baby's first physics", which all cut off where I'm hoping someone has already solved the issues. Most examples of physics engines for platformers have floaty-feeling controls, or in-air jumps, or easily exploitable behavior when temporary penetration is too high, etc. Some examples of what I mean: A short tap of jump jumps a short distance; a long tap jumps higher. Short skidding when stopping or reversing directions at high velocity. Standing stably on inclines (but maybe sliding down them when ducking). Analog speed when using an analog controller. All the other things that separate good platformers from bad platformers. Dare I suggest, stable moving platforms? I'm not really looking for "hey, do this." Obviously, the right thing to do is dependent on what I want in the game. But I'm hoping someone somewhere has gone through the possibilities and said "well technique A does feature X well, technique B does Y well, but that doesn't work with C", or has some worked examples beyond "if (key == space) character.impulse(0, 1)"

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