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Tag Archives: upload
Email iPad Image Conduit Tutorial
We have a brief “wonder” here today, pointing out how good Email, in our case the Mail app pointing at a (Google) GMail mailbox, on an iPad can be for image attachments … generically speaking press on image attachment and … Continue reading
HTML/Javascript Multiple Choice Quiz Reveal Tutorial
The previous HTML/Javascript Multiple Choice Quiz Administration Tutorial saw us create a Multiple Choice Quiz based on the “pub quiz” style game called Eggheads “where a challenger team of 5 tries to defeat a champion team of 5 in a … Continue reading
Posted in eLearning, Event-Driven Programming, Games, Tutorials
Tagged Administration, canvas, CMS, details, event, explanation, file, ftp, game, Google, Google Translate, HTML, Javascript, multiple choice, MySql, onclick, PHP, prompt popup box, quiz, reveal, search engine, summary, upload
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LAN Speed Testing Primer Tutorial
Worrying about WAN (Wide Area Network) issues can sometimes overtake our thinking regarding issues like response time, when using the Internet, when perhaps there should be more emphasis on the concerns of LAN (Local Area Network). By that, we mean … Continue reading
Posted in eLearning, Hardware, Networking, Tutorials
Tagged Apple Store, download, home network, iPad, LAN, Local Area Network, mobile application, network, ping, response time, router, speed tester, tutorial, upload, WAN, Wide Area Network
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SSL Supervisory Web Application Primer Tutorial
We’ve decided we can’t just jump straight to the idea of all the URLs at RJM Programming being accessible in an https: SSL way “just like that”. It could take a while to ease our way into that scenario. So … Continue reading
Posted in eLearning, Tutorials
Tagged .htaccess, 301 redirect, Apache, DOM, domain, download, Google, Google Charts, HTML, Javascipt, local web server, Mac OS X, MAMP, mod_rewrite, PHP, programming, project, redirect, sftp, software, ssl, suite, supervisor, tutorial, upload, vi, web server
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The Hello World starting point makes it easier to separate project setup from asset problems. A useful follow-up would be importing a small sprite sheet and checking frame dimensions, ordering and padding before adding animation logic. Previewing the individual frames first can help identify whether a problem comes from the artwork or from the engine configuration.