For quite a while now, Twitter has lists. Lists are nice - you can include people with them, and then view their posting on a separate page. Or view multiple of these at once if you are using TweetDeck.
The process of managing lists leaves some to be desired, though - if you want to do something like
Add all followed users to a list
Exclude all followed users from a list
Add all followers to a list
Add all members from a list to other list
Exclude all members of a list from another list
You are apparently expected to do so by using the little context menu on each user, picking "Add or remove from lists...", and then ticking/unticking the checkbox for the according list.
A little while ago, I was asked about what would be a good approach to creating an effect for a top-down game where coins would fly out of a smashed object. Not recalling any tutorials on the matter, I've made an example of this exact thing, and this is a post detailing everything related to such an effect.
Being able to quickly upload a HTML5 game to the web is important.
It's not just a more comfortable format for sharing, but sometimes a requirement, since games created with GameMaker: Studio, Construct 2, Haxe+OpenFL and many other tools may not necessarily fully function when launched locally due to browsers laying restrictions over local file access (meaning that sending a ZIP with game files may not quite work).
While it used to be possible to host HTML5 games on Dropbox for free (or, rather, it still is possible, but only if you have enabled the public folder before the late 2013, else it'll cost you some), you can still host HTML5 games freely on Google Drive.
And this article explains the process of hosting your games on Google Drive in detail.
Often, games and applications may display numbers. Sometimes, large numbers. In some cases, numbers with so many digits that you aren't even sure about most suitable notation.
And that's where use of thousand separators is handy. Since delimiter symbols (normally commas) appear in fewer quantity than digits, they are easier to count, and user can tell the order of magnitude easier.
This post covers detail of doing that, both in algorithm and code.
It've been a long long time. How have you been?
Meanwhile I have been studying, working on some things (you can also see from the finally linked Works page), some of which I am going to highlight in next few days here.
If you are working with HaxeNME, you might have noticed that compiled JS/HTML5 applications do not necessary work same as other platforms. Or don't work at all. Or don't compile because of some uncommon unimplemented method that you've used.
And as code base is accumulating "tricks" by multiple contributors, it does not necessarily remain entirely stable. For example, if you've decided to clear your BitmapData-based 640x480 buffer via BitmapData.fillRect, you are making a huge mistake - the function is not just doing this pixel-by-pixel, but also via ImageData API.
Overall, this article is dedicated to substituting Browser/Jeash part of NME by your own library in JS compilation.
no it is not.
I mean, really. The whole process is as much as checking if file changed, and kindly asking browser to reload a tab if it did. Second part is slightly harder, but, fortunately, there is WinAPI with it's SendMessage support.
To keep things simple, I've just went and wrote the following micro-code in AutoIt: