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About ragdev

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  1. paulecoyote ;) Well I'm back again and I've noticed a typo in my previous post :S It should be: <IfModule mod_aspdotnet.cpp> AspNetMount /aspx "C:/somedir/aspx" Alias /aspx "C:/somedir/aspx" <Directory "C:/somedir/aspx"> Options FollowSymlinks ExecCGI Order allow,deny Allow from all DirectoryIndex Default.htm Default.aspx </Directory> # For all virtual ASP.NET webs, we need the aspnet_client files # to serve the client-side helper scripts. AliasMatch /aspnet_client/system_web/(\d+)_(\d+)_(\d+)_(\d+)/(.*) "C:/Windows/Microsoft.NET/Framework/v$1.$2.$3/ASP.NETClientFiles/$4" <Directory "C:/Windows/Microsoft.NET/Framework/v*/ASP.NETClientFiles"> Options FollowSymlinks Order allow,deny Allow from all </Directory> </IfModule> Otherwise apache will go nuts and spits a 500 internal server error! :X Anyway, for the last couple of weeks I've been trying to understand why my .aspx files come in plain text. I've been googling but until now I could't find an answer to this.. :( Also VS.NET throws an error when I try to create/open a asp.net web app: "Visual Studio .NET has detected that the specified Web server is not running ASP.NET version 1.1. You will be unable to run ASP.NET Web applications or services." I tryed the workaround on http://support.microsoft.com/default.aspx?scid=kb;en-us;825792 but no luck either... :I think I'm missing something but I have no idea what it is. Any ideas? Thanks :)
  2. Ok I figured it out :x instead of: AspNetMount /net "C:/somedir" Alias /net "C:/somedir/asp" I should have: AspNetMount /asp "C:/somedir" Alias /asp "C:/somedir/asp" hope it helps someone :x
  3. Hi! I've been trying to set up aspx on my machine but on aspx files it returns Internal Server, even if its just a file with html conde, and .asp files show plain text. I have apache 2.0.54, with mod_aspdotnet-2.0.0 the conf file: LoadModule aspdotnet_module modules/mod_aspdotnet.so AddHandler asp.net asax ascx ashx asmx aspx axd config cs csproj licx rem resources resx soap vb vbproj vsdisco webinfo <IfModule mod_aspdotnet.cpp> AliasMatch "^/(?i)aspnet_client/system_web/(\d+)_(\d+)_(\d+)_(\d+)/(.*)" "C:/Windows/Microsoft.NET/Framework/v$1.$2.$3/ASP.NETClientFiles/$4" <Directory "C:/Windows/Microsoft.NET/Framework/v*/ASP.NETClientFiles"> Options FollowSymlinks Order allow,deny Allow from all </Directory> AspNetMount /net "C:/somedir" Alias /net "C:/somedir/asp" <Directory "C:/somedir/asp"> Options FollowSymlinks Indexes Includes ExecCGI Order allow,deny Allow from all DirectoryIndex default.htm default.aspx </Directory> </IfModule> Am I missing something? I've read the mod faq and this should be working... Thanks :)
  4. [web] parent access

    nevermind, I figured it out... I think I need some sleep :x solution: var foo=self.parent.document.getElementById('form1').bar.value; hope it helps someone :D
  5. I have a form, named Form1, inside a table along with an Iframe to another page wich has another form, named Form2. On submit, the form2 calls a javascript function wich trys to get a value from form1. In IE6 the following code works well: var foo=self.parent.form1.foo.value; but in mozila and firefox it returns an error: Error: self.parent.form1 has no properties any Idea how I can access the data in form1? I also tryed document.parent.getElementById('form1').value; but with no luck :( thanks
  6. Protecting game assets

    Quote:Original post by Telastyn Quote:Original post by ragdev The main point is, if the software is readable, than there will always be ways to crack it. But thats just IMO... :) That's not just IYO, that's mathematically provable :P Indeed! ;)
  7. Protecting game assets

    Nothing is uncrackable, the only thing you can do is make the crackers life dificult by making it hard to get the goodies. It depends on how much time they are willing to spend on getting the stuff. Then there is also an issue if you load it at run/play time, it may be a bottleneck on the game performance. There are alot of issues and all depends on how you implement it. The main point is, if the software is readable, than there will always be ways to crack it. But thats just IMO... :)
  8. [web] refreshing

    It worked, thanks.
  9. [web] refreshing

    yeah, and so I can have a new visual code :x
  10. Hi! Let's say I have a page that has a form with several fields! If submited it does what it has to do and goes somewhere else. After submiting and being on that dif place you can click "go back". My question is, how do I refresh the page on going back? Im using php. Thanks :)
  11. figuring out how to get out of a IF LOOP

    Well I didn't really understand much of your code (ye, im lazy :P)so I came up with an alternative... class gPlayer { char playerChar; // x or o or whatever... bool isAI; // is this player or AI controled? public: gPlayer(char pc, bool ai=false) :playerChar(pc),isAI(ai) {} gPlayer(){} bool isPlayerAi(){return isAI;} void print(){printf("%c", playerChar);} }; class gTableCell { gPlayer* owner; //the cell owner bool isEmpty; // has this cell been used? public: gTableCell() { owner=NULL; isEmpty=true; } void setOwner(gPlayer* p) { owner=p; isEmpty=false; } bool isCellEmpty(){return isEmpty;} gPlayer* getOwner(){return owner;} }; class gTable { std::vector <gTableCell*> board; // holds our game table gPlayer* player1; // our good looking player 1 gPlayer* player2; // our not so good looking player 2 int turn; // whose turn is it to play? public: gTable() { for(int i=0;i<9;i++) board.push_back(new gTableCell());// init table cells. // depends on how you perceive it =D*/ player1 = new gPlayer('x',false); // init player 1 player2 = new gPlayer('0',true); // init player 2 (and is AI) turn = 0; // first player to play is player 1 } // mark a position as owned by a player, returns 0 on fail a 1 on success int setPlayerAtPos(int x, int y, gPlayer* p) { if( x < 0 || x > 2 || y < 0 || y > 2 ) //out of boundrys? return 0; int pos=(x*3+y); if(!board[pos]->isCellEmpty()) return 0; board[pos]->setOwner(p); // set this house ownership return 1; // and return 1 so we know it all wented well } void printTable() { for(int x=0;x<3;x++) { for(int y=0;y<3;y++) { int pos=(x*3+y); if(!board[pos]->isCellEmpty()) { gPlayer* p = board[pos]->getOwner(); p->print(); } else printf("-"); } printf("\n"); } } // returns 1 or 2 if player 1 or 2 wins, and returns 0 if no one wins int mainLoop() { int gameFinished=0; int gameWinner=0; while(gameFinished) { switch(turn) { //if player 1 case 1: if(player1->isPlayerAi()) { // do AI here } else { // player is human } break; //if player 2 case 2: if(player2->isPlayerAi()) { // do AI here } else { // player is human } break; } printTable(); //check here if game as has ended and update gameWinner and gameFinished turn=!turn; // change turns } // check to see if game return gameWinner; } }; hope it helps :) [Edited by - ragdev on April 20, 2005 12:51:07 PM]