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Everything posted by Spudinski
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Is it abuse singleton day again already? Damn, I always miss the memo.
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Thanks for sharing.
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Firstly, a court probably wouldn't care about childish chat logs in a case this could produce. Secondly, MSN = Skype: get used to it. Third and lastly, I think you're way too inexperienced to be doing something like this. You simply do not understand how this works. If you weren't so downright ignorant, we "the people of the community" could have given you advise, but you don't seem to take it heartily in any case.
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The standard for freelance work is 50% up-front and 50% afterwards. I don't know why, but mostly everyone I've ever worked with knows this. The goal of the deposit isn't only to secure the inevitable cash flow, but also to secure capital for construction elements(like stock photos, templates, etc) P.S. Payments are never final. You can't just take someone's money and say "NO REFUNDS". It doesn't work like that dude, there's something called consumer laws. Even if you do it, just make sure your clients don't pay with credit cards, else they're able to reverse the transaction. ;)
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Looking for a web developer in or around East Sussex, UK.
Spudinski replied to LeeMason's topic in Web Developement
Even if I was interested, I wouldn't respond to a post like this. Being skilled in your profession has a few advantages, one of them is deciding who you want to work for. Good programmers are head-hunted on a weekly basis here in my country, I can only assume it's the same over there. I've heard of many people that were head-hunted, which finally caved and went for an interview. They just start mentioning everything they want, i.e. allowances, salaries way above market average, etc. and they usually get all of it. Another thing I should really mention is that good programmers aren't really on the look-out for jobs. Unless you have something insightful to offer a good developer, you're better off looking for s'kiddies. Example: -
Amended: Add class column to table, let users choose. Also, depending on the amount of classes and their relationships with other things like stats(etc.), use another table for them.
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Simply put: hard labour.
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Game dev: Depends on platform(i.e. web, console, desktop). A good bet here would be to learn C first, and move on to C++. I get what Alain is saying about C#, but I really wouldn't commit to that for a vague entry like you want to do. It will severely limit you to what/where/how you can program on different platforms. Website: It depends what you want to really do again. Mainly, there are two aspects of this: client-side(browser) and server-side(server). Client-side: JavaScript, can't go wrong. But you would need a combination of HTML(5), CSS(2/3) and JavaScript to be able to create anything complete. Server-side: Python would be my first choice, and then quickly behind PHP. The first will give you a more generic entry into the field. Windows: Again, I'll recommend C, but if you "only" want to do that for the following five to ten years, learn C#. - Background: C is one of the oldest languages mentioned in this thread: Many Unix tools was originally created with it. It's also one of the most generic languages out there, and the platform possibilities are endless. It's a good starting point for the simple idea that most other programming languages all have features that they've inherited from C in one way or another. C++ is made up of the same stuff, but more advanced to allow bigger and more complex applications to be created. C# is a vendor language, Microsoft's to be exact. There's a few things that make it awesome, such as OOP, but being a beginner you won't touch it in the near future. Using C# also limits you to Windows development. It can be used on Web and Desktop, but that's not really something to boast about: People were creating websites in C long before C# was even a twinkle in MS's eyes. Fun fact: The most popular web-server, Apache, is written in C/C++. All other languages - that will likely still be -mentioned here are high-level languages, meaning that they descended from a lower-level language like C, C++ or Insanity(assembler/FORTRAN/BASIC/*name ancient subset here*).
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Depends... what are your intentions for learning to program?
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Yea, and even so, this is a pretty ... well, "unsustainable", idea in any case. Mapping/reference IDs are not supposed to be mangled like this. A resource has an identifier, a definite location. You would have been much better off using some other method of identifying the two classes. Usually, when something seems complex or implausible, it's most likely that you're doing it wrong.
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Well, ezRPG already has a basic MVC/MVVM architecture; changing this changes a lot of things as well. The use of a framework will only pollute ezRPG as it stands now. It's a pretty good, lightweight and decoupled framework/engine as it right now. I'd rather focus on adding substance to it.
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Tested, confirmed and implemented in ezRPG Rework. Thanks Aventro.
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Tested, confirmed and implemented in ezRPG Rework.
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Can someone maybe try to find out, and send me a link or copy of all those modifications? I'll really love to recreate them for people, and hopefully get ezRPG people hyped and using it again.
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ezRPG modifications? Where?
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Step 1: Replace $_GET['ID'] = isset($_GET['ID']) && is_numeric($_GET['ID']) ? abs(@intval($_GET['ID'])) : null; With $safe_id = filter_input(INPUT_GET, 'ID', FILTER_SANITIZE_NUMBER_INT) ?: 0; Your "algorithm" for sanitizing a simple input variable is excessive, and mostly bad/wrong. -2. Don't overwrite globals. -1. Don't mute functions. 0. Use a proper coding style, PEAR or OTB. 1. Don't do things that call for overhead, e.g. DIRNAME(__FILE__) - use __DIR__ 2. Learn to use printf related functions, i.e. w.r.t. "echo sprintf" 3. Use double quotes for HTML attributes. 4. Learn about when it's useful to use PHP close tags when templating. I'm not trying to jack this thread or be mean, but please, since you joined again you might as well know that I(and others) personally hate MCCodes style code.
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Convince at the cost of security is not the proper way to go. When changing a password hashing algorithm, it's usually suggested that you reset all passwords, and ask the user to change it(much like the 90-days password expiration). Additionally, if the user does not receive the password change request you can do something similar to Facebook. When an old password is entered, tell the user so without logging them in and explain the current situation with a link to the password reset page.
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I stopped reading after the second paragraph.. #define true false Blows your ****ing mind, doesn't it?
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Note: Sublime Text 2/3 isn't an IDE, it's a text editor.. but a damn good one at that. Eclipse is the way to go for me, but w.r.t. syntax formatters - don't. I spend quite an amount of time setting up my syntax formatter, but rarely use it. The occasions I do use it is when I receive someone else's code and go "Your syntax sucks, so I'll use mine". Pisses people off when you send them their re****tored code back, even more aggressively so when it's pushed through a version control channel(try your diff tool now, biatch). With my own code that I write, and when refactoring old legacy code I reformat by hand, always. There's no tool that can do a better job than human labour. But the real question that still needs to be answered is... What the hell is this thread about anyway? And why did I just hijack it? :confused:
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I'd like to know as well...
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Bootstrap Theme Experimentation
Spudinski replied to Someone's topic in Free Modules (Requests or Offers)
Tips: PHP generating HTML, out of an "OOP" class is a dangerous business. Using templating(layout+template) is recommended, as you are able to decouple the logic and presentation. Even if you have to write a quick decorator for this, it will separate the responsibilities and help other developers along the way when wanting to edit this. http://en.wikipedia.org/wiki/Single_responsibility_principle http://www.martinfowler.com/eaaDev/uiArchs.html Second thing I did noticed(or first actually), is the usage of a user-generated file to verify the type of template in use. This seems a bit excessive. I don't know if you've heard of ext/tokenizer, but it can read DocBlocks as well as classify pretty much any piece of PHP code. It's enabled by default and can safely be used on versions above 4.3.0 - link below. Wordpress uses a similar method to name template parts, and it's proven to be quite successful. http://www.php.net/manual/en/tokenizer.installation.php -
iPad runs Webkit, shouldn't be the slightest issue. I would tend to lean to the website/game having a problem(network, etc).
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Since I've just gotten home, and have some spare time, I'll elaborate. The `buildings` table This table could also be a one-to-many relationship table, for things like building type, defensive strength, population overhead and so forth. The main goal here is to represent it as the base table from which information about buildings are gathered. Ideally, no specific requirement logic will be kept here. `player_buildings` This table isn't really needed needed for a functional state, but is good practice none-the-less as it provides additional flexibility and creates a many-to-many relationship between players and buildings. This table would also be index along with the indexed columns it links to, which provides a very good performance gain over simply linking simple one-to-one relationships. `buildings_mapper` This table provides the actual logic behind the dependency management. It will finally map to a building, a requirement and possibly a parent dependency. The columns explained: id: This is to allow further performance gains using it an index. But, the main purpose of this column will be to create a parent dependency that children can reference to. primary_id: this would be the building's id, also indexed. It's used to locate the a dependency from the buildings table. required_id: As mentioned with the `id` column, it's used to map further dependencies. requirements_id: This column is used to map to a single "requirement"/dependency as defined in the following table. `buildings_mapper_requirements` This will be the final requirements, it could possibly also be a linker table to other things like population, gold and so forth: it depends on how complex you want to make it. Building attributes would be columns here for simplicity, although it may not be as flexible. As for how to actually store the result? Ideally you would have a table defining attributes of each building, which also includes a level. Or - you can rework the `buildings` table to be a "levels" table and map requirements to levels. My proposed solution does not take into account the unique level, only unique buildings.