2011 October

How to Become a Facebook Application Developer and Php Scripts Networking Tools

How to Become a Facebook Application Developer

Facebook has revolutionized the way media is received and understood, the way advertising approaches the consumer, but it also introduced an entirely new method for aspiring programmers and web-heads to become filthy stinking, raunchy repugnant wealthy (notice I did not say rich, but WEALTHY). The popularity of downloading applications for Twitter, MySpace, Facebook and now the notorious iphone and iPad have allowed creative minded individuals with the simple knowledge of basic HTML code to develop their own multimillion-dollar industries entirely based on simple ideas like an app to send a message to God, or an app to murder Ben Laden dressed as a Thunder-Cat.  

Step 1

Make sure you have a Facebook account. Some people have one and check it periodically throughout their day, while others set up an account and then never check it. Go to the Facebook website and log in to your account or set one up.

Step 2

Go to the Faceboook search bar and type in “developer.” When the Facebook Developer application comes up, add it to your profile.

Step 3

Once you are a member of the Facebook application group, go through the discussion board and read the questions other people have posed. Then post some comments or ask some questions of your own. You must make yourself known on the discussion board; it is the most essential tool of Facebook application developers.

Step 4

Go through the application-designing tutorial Facebook provides. It’s a prewritten script you can use simply by replacing certain codes to make your own application. This is only for simple apps, but it should get you warmed up if you have very little experience with HTML or PHP.

Step 5

Make your presence known in the developer community to officially become a developer. This opens you up to continuous information on new applications and cutting-edge programming script.

To join Bukisa as a writer in my publishing network please click below:

http://www.bukisa.com/join/23377


For more work by me please read:

“How to Negotiate a Lower Pay-Off of Credit Card Debt?” —> http://ow.ly/2rZr5

“How to Make Money by Selling Life Insurance From Home” —> http://ow.ly/2rZDy

“How to Start a Debt Management Business” —> http://ow.ly/2rZI6

Written by Simon Alexander
I write. That’s my thing and I’m sticking to it.

By admin on October 8, 2011 | PHP Script | A comment?
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Advantages of Photo Gallery Software

PHP Photo Galleries
by pittigliani2005

Advantages of Photo Gallery Software

Readymade photo gallery software is one of the most perfect way to stay in touch with family and friends through the use of the internet. An Open source photo gallery software meets your needs and your needs alone. You can decide how your website should look, and what the members of your site will take away from it. You are the administrator here and it is always a nice feeling to be your own boss.

Here are a advanatges of readymade photo gallery software.

1. More Efficient – Readymade photo gallery software is perfect for someone that knows enough about php and html codes, but not enough to create their very own website from scratch. This software already gives you a platform to form the website from. All you have to do is install it, and go from there.

2.Simple – Readymade photo gallery software is easy to understand and use. You, and your users will enjoy the various ways you can upload your photo albums. Creativity is all yours in this scenario.

3.Time Saving – With readymade photo gallery software you can save the time and hassle of creating your very own website from scratch. There is no need to worry about how you are going to send all of those photos at once, or how Grandma in England can view her newest grandchild’s first birthday. With readymade photo gallery software all of this is just an upload away.

4.Optimal organization – Photo gallery software is a great way to organize and store your most treasured memories. If you want to send albums across the world for free, the best way to do so would be to create a photo gallery website and allow your users to copy and save your photos to do as they please with them. After all, sharing is caring and since photos are memories, wouldn’t you want to share that too?

5.Easy to use- do not be afraid of what online photo gallery software can do for you. It can do a lot. It can create better business revenue and make you look professional to family, friends, and colleagues alike. Just give it a try, and reap the benefits.

6.Fun- this is probably the most important point of all. Software should be a fun and interesting way to create memories and save them for years to come. That’s why free, open source photo gallery software will make this experience a great one. Photography is a hobby that many share around the world, since photos are seen and not heard, it is best to upload them on a trustworthy site to preserve them for good.

Written by George Abraham

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By admin on October 5, 2011 | PHP Script | A comment?
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Simple But Effective Search Engine Optimization Techniques For You

PHP Search engines
by jurvetson

Simple But Effective Search Engine Optimization Techniques For You

If you want to make money by blogging, you need a huge traffic to your website.Without traffic you can never make money from blogging. Similarly if you want to sell your ptoducts or services, again you need huge targeted traffic to your website. How to get huge traffic to your website? Here comes Search Engine Optimization techniques.

Search engine optimization is very essential if you want to promote your website. You can use many SEO techniques and promote your site.One of the powerful SEO techniques is to submit your blogs to top blog directories. You can submit your blogs to these directories for free.

It takes only a few minutes to submit your blogs to these directories. Nevertheless the benefits you would get from submitting to these directories are truly astounding. You would get a considerable traffic from these sites. You can also get very useful back links. Your page rank and Alexa ranking can also increase considerably.

You can submit your blogs to social book marking sites such as Digg, Stumble Upon, Delicious, Twitter, Face Book, Reddit and so on. There are hundreds of social bookmarking sites similar to these sites.You can get huge traffic from these sites.

http://www.technorati.com

http://www.bloglines.com

http://www.blogpulse.com/index.html

http://www.getblogs.com/

http://www.blogcatalog.com/

http://portal.eatonweb.com/

http://www.blogflux.com/

http://www.bloghub.com/

http://www.bloghop.com/

http://www.bloggernity.com/

http://www.lsblogs.com/
http://www.blog-search.com/

http://www.weblogalot.com/

http://www.diarist.net/registry/

http://www.bloguniverse.com/

http://www.top100bloggers.com/

http://www.bloggeries.com/

http://findingblog.com/

http://blogs.botw.org/

http://www.search4blogs.com/bloggers/index.php

http://dmoz.org/Computers/Internet/On_the_Web/Weblogs/

http://www.globeofblogs.com/

http://www.blogrankings.com/

http://www.blogarama.com/

http://www.blogdigger.com/index.html

http://blogstreet.com/

http://www.britblog.com/

http://www.blogtoplist.com/

Written by vijayanths

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By admin on October 2, 2011 | PHP Script | A comment?
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Making a 3D game with Ogre – State Management and Ad Management

Ad Management
by Hugo90

Making a 3D game with Ogre – State Management

DOWNLOAD THE DEMO AND SOURCE CODE FOR WINDOWS

DOWNLOAD THE DEMO AND SOURCE CODE FOR LINUX

RETURN TO THE TUTORIAL INDEX

In order to complete a level we need to implement some sort of state management. This state management will be responsible for cleaning up all the objects in a level, as well as the level itself, and loading the next level. The Startup and Shotdown pair of functions already allow objects to be easily added and removed from the game, but currently the Shutdown function for the manager classes (EnemyDatabase, WeaponDatabase, ParticleSystemEffectManager and IrrKlangEngineManager) will remove and delete the objects they manage. When switching levels we don’t want to delete the pooled objects, just shut them down ready for reuse in the new level.

In order to shutdown, but not delete, the pooled objects a new function will be added to the manager classes called Cleanup. Below is the Cleanup function for the ParticleSystemEffectManager class. Notice that it loops through the collection of the ParticleSystemEffects and calls their Shutdown function, but leaves the objects in the pool.

void ParticleSystemEffectManager::Cleanup()
{
for (ParticleSystemEffectList::iterator iter =
particleSystemEffectList.begin();
iter != particleSystemEffectList.end(); ++iter)
{
ParticleSystemEffect* effect = *iter;
if (effect->IsStarted())
effect->Shutdown();
}
}

The Shutdown function goes one step further, calling the Cleanup function to Shutdown the ParticleSystemEffect objects, and then doing a second loop through the pool to delete the objects, reclaiming the memory they take up.

void ParticleSystemEffectManager::Shutdown()
{
Cleanup();

for (ParticleSystemEffectList::iterator iter = particleSystemEffectList.begin();
iter != particleSystemEffectList.end(); ++iter)
{
delete *iter;
}

particleSystemEffectList.clear();
}

The Cleanup function is called in between levels, whereas the Shutdown function is called just before the game is exited. To manage the transition between levels (and eventually menu screens, high score screens etc) is the StateManager class.

Similar changes are made to the other manager classes. Check out the source code to see the exact logic in the new Cleanup functions.

StateManager.h

#ifndef STATEMANAGER_H_
#define STATEMANAGER_H_

#include “map”
#include “string”

#define STATEMANAGER StateManager::Instance()

typedef std::map LevelMap;

class StateManager
{
public:
~StateManager();
static StateManager& Instance()
{
static StateManager instance;
return instance;
}

void Startup(const std::string& levelMapXML);
void Shutdown();

void SetIntroState();
void SetGameState();
void FinishGameState();
void MapSceneXMLToLevel(const int level, const std::string& XML);

protected:
StateManager();
void InitialiseVariables();
void CleanupComponents();

LevelMap levelMap;
int currentLevel;
};

#endif

StateManager.cpp

#include “StateManager.h”
#include “WeaponDatabase.h”
#include “EnemyDatabase.h”
#include “GameLevel.h”
#include “CollisionManager.h”
#include “IrrKlangEngineManager.h”
#include “ParticleSystemEffectManager.h”
#include “DotSceneLoader.h”
#include “GameConstants.h”

StateManager::StateManager()
{
InitialiseVariables();
}

StateManager::~StateManager()
{

}

void StateManager::InitialiseVariables()
{
currentLevel = 1;
}

The StateManager maintains a mapping between level numbers and the XML files that will be used to load those levels. This mapping is itself loaded from an XML file, thanks to the DotSceneLoader class. Here in the Startup function the StateManager initialises itself with the supplied XML file.

void StateManager::Startup(const std::string& levelMapXML)
{
DOTSCENELOADER.parseDotScene(levelMapXML, LEVEL_GROUP_NAME);
}

void StateManager::Shutdown()
{
levelMap.clear();
InitialiseVariables();
}

The SetGameState and FinishGameState functions are designed to be called in sequence. The SetGameState function will start up the GameLevel function, supplying the XML file that defines the level. The FinishGameState increments the currentLevel, which indicates the level that should be loaded next (or more correctly it is an index to the XML file that should be loaded for the next level), cleans up all of the manager classes, shuts down the current level and then calls the SetGameState function to load the next level.

void StateManager::SetGameState()
{
if (levelMap.find(currentLevel) != levelMap.end())
GAMELEVEL.Startup(levelMap[currentLevel]);
}

void StateManager::FinishGameState()
{
if (levelMap.find(currentLevel + 1) != levelMap.end())
++currentLevel;
else
currentLevel = 1;

CleanupComponents();
GAMELEVEL.Shutdown();
SetGameState();
}

The CleanupComponents function calls the new Cleanup functions that have been added to the manager classes. In doing so all of the persistent game objects like enemies, weapons and explosions are removed from the level. This stops these objects from crashing because they are still trying to be moved or played after the GameLevel SceneManager has been cleaned up, destroying the particle systems and models that were created by it.

void StateManager::CleanupComponents()
{
WEAPONDATABASE.Cleanup();
ENEMYDATABASE.Cleanup();
IRRKLANGENGINEMANAGER.Cleanup();
PARTICLESYSTEMEFFECTMANAGER.Cleanup();
}

The MapSceneXMLToLevel function is used by the DotSceneManager when loading the level number to scene XML file mapping.

void StateManager::MapSceneXMLToLevel(const int level, const std::string& XML)
{
levelMap[level] = XML;
}

The GameLevel is then modified to trigger the change between levels. It calls a new function on the EnemyDatabase class called AllEnemiesFinished to work out if all the enemies have been placed in the level and then subsequently destroyed or moved off the screen. If this is the case there is nothing left to do in the level, and the level needs to be finished. A short delay, indicated by the timeToEndOfLevel variable, counts down, and then the StateManager FinishGameState function is called to trigger the change to the next level.

bool GameLevel::FrameStarted(const FrameEvent& evt)
{
if (playerSceneNode->getPosition().z > this->levelLength – this->cameraStartZ)
{
float translateDist = SCROLL_SPEED * evt.timeSinceLastFrame;
float distToEnd = playerSceneNode->getPosition().z – (this->levelLength – this->cameraStartZ);
playerSceneNode->translate(-1 * Vector3(0, 0, translateDist>distToEnd?distToEnd:translateDist));
}

camera->setPosition(playerSceneNode->getPosition() + Vector3(0, PLAYER_Y, 0));

if (timeToEndOfLevel != -1)
{
timeToEndOfLevel -= evt.timeSinceLastFrame;
if (timeToEndOfLevel

return true;
}

To show off the level transitions a new scene XML file has been added to the game, along with the LevelMap.XML file that tells the StateManager which scene XML files relate to which levels in the game. Now when all the enemies are destroyed the game will move to the next level.

Written by mcasperson

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By admin on October 1, 2011 | PHP Script | A comment?
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