dalereidy.co.uk Report : Visit Site


  • Server:Apache...

    The main IP address: 46.183.13.52,Your server United Kingdom,Manchester ISP:34SP.com Limited  TLD:uk CountryCode:GB

    The description :menu skip to content home twitter github this is blog mouseaccel=0 2014-10-16 by dale on general programming making a shiny new axe first, some true back-story: you probably already know that xml was...

    This report updates in 01-Jul-2018

Technical data of the dalereidy.co.uk


Geo IP provides you such as latitude, longitude and ISP (Internet Service Provider) etc. informations. Our GeoIP service found where is host dalereidy.co.uk. Currently, hosted in United Kingdom and its service provider is 34SP.com Limited .

Latitude: 53.480949401855
Longitude: -2.2374300956726
Country: United Kingdom (GB)
City: Manchester
Region: England
ISP: 34SP.com Limited

HTTP Header Analysis


HTTP Header information is a part of HTTP protocol that a user's browser sends to called Apache containing the details of what the browser wants and will accept back from the web server.

Content-Length:11411
Content-Encoding:gzip
Vary:Accept-Encoding
Keep-Alive:timeout=2, max=100
Server:Apache
Connection:Keep-Alive
Link:; rel="https://api.w.org/"
Date:Sun, 01 Jul 2018 06:35:51 GMT
Content-Type:text/html; charset=UTF-8

DNS

soa:ns.34sp.com. hostmaster.34sp.com. 2015013001 3600 3600 604800 3600
ipv4:IP:46.183.13.52
ASN:41357
OWNER:UK-34SP-AS, GB
Country:GB
mx:MX preference = 20, mail exchanger = mx5.34sp.com.
MX preference = 10, mail exchanger = mx1.34sp.com.
MX preference = 10, mail exchanger = mx2.34sp.com.

HtmlToText

menu skip to content home twitter github this is blog mouseaccel=0 2014-10-16 by dale on general programming making a shiny new axe first, some true back-story: you probably already know that xml was designed as a storage format by the computer hardware cartels in order to maintain a high demand for enterprise grade storage and xml accelerators. you may also know the only reason json exists as a data interchange format is because it requires very little grey-matter straining to manipulate using javascript. i may well be corrected, but yaml appears to exist only to have hilarious unbounded fun trying to explain to non-techies what “significant white-space” is. these formats excel in their own little niches, they also happen to suck pretty tremendously when used outside of said niche. why make your own format? with requirements for serialization of various game resources in my game engine i needed functionality that isn’t possible in any of the above and that a tailored format was needed. also, i thought it sounded a pretty cool project. list of demands lists, dictionaries, strings, floats, bools – all the stuff you’d expect. cdata-style blocks . chunks of strings with no concerns over escaping or other such shenanigans. in-line comments and block comments . configuration files in particular can be very complex, and containing documentation alongside the variables is double plus good. it has to be as easy to edit as possible . i dislike syntax saccharin and wanted something as clean as possible. it’s mine. nih is awesome right? is it ready to use? yes, if you’re a masochist and/or just can’t help yourself. the parser works fine, but you’ll be casting from object all over the place. object serialization and de-serialization is on the list, as in better handling of malformed input – check github for an up-to-date roadmap . where can i get it from? the easiest way is via nuget: pm> install-package hatchet or, head over to github and clone the repository . just show me the codes here is an example file format: { // open object definition name "hatchet" // double-quoted string author 'dale reidy' // single quoted string isawesome true // boolean cost 0 // integer durability 9001 // todo: nerf durability? description ![ this is a block of text. it can span multiple lines. and contain "huge" amount of text. !] // a block of text versions [0.1 0.2 0.3 0.4] // list of floats tagcloud ['json' xml "data-storage"] // list of strings. 'xml' is implicitly parsed as a string dependencies [ // a list of objects { name "nunit" version "2" } // notice lack of comma { name "fluentassertions" version "" } // todo: find actual version number ] } // close object definition you can parse it like so: // valid for release 0.0.0.1. public void exampleparsing() { var input = file.readalltext(@"c:\that-block-above-this.txt"); var result = (dictionary<string, object>)parser.parse(ref input); var parser = new hatchet.parser(); var author = (string)result["author"]; console.writeline("hatchet was made by {0}", author); } 2014-09-17 by dale on uncategorized ludum dare 30 – just getting stuff done. a few weeks ago i decided to take part in ld30 (for those who don’t know – ludum dare is a game development competition where solo developers have 48 hours to create a game centered around a theme). i made the flip decision midday saturday to take part: i was watching markus persson (notch) construct what would eventually become billboard-grass-simulator-2014 and eventually “dark”, and wondered why i was watching somebody else make something, when i could be making something too! so… my objective entering ld30 was to crack on making something and “complete it” – that somebody could start the game, follow a basic tutorial, be reasonably engaged with the game mechanics, and win (hopefully losing a few times beforehand whilst still retaining enthusiasm for continuing). i knew the graphics would be primitive, the sound would be non-existent, and my choice of genre wouldn’t appeal to everyone, but i didn’t really care too much about that, i just wanted to listen to electro house and make something. my ld30 entry – click to play! the game was made using html5’s canvas, javascript, and a little bit of css, simply because i didn’t want to mess around with any 3rd party libraries, or clutter my mind with having to fix bugs whilst referring to bad or non-existent documentation. my objective was to pick a reasonably detailed game mechanic which would need me to do nothing else other than blit sprites and write game logic. there’s so many hobby gamedev projects i’ve started and not finished – despite learned lots from making them so few have actually been bundled up as a playable game. at the end of it, my actually-rather-difficult strategy game came in at 446 out of 1493 which i’m pretty chuffed with, though i didn’t have enough time to play all the other 1000 or so games created by others – check the other games out here . and make sure ld31 is in your calendar. 2013-06-11 by dale on uncategorized reporting in a progress update – the terrain rendering has been improved to the point where i can stand to look at it – it’s now lit, is multi-textured and has some grass clutter. i created a robot model which replaces the old zombie, so now it’s a game with legit robots. 2013-05-20 by dale on game development , screenshots heightmaps and collision meshes heightmap calculation is complete along with terrain following for mobs and the player. 2013-05-14 by dale on uncategorized logo and typeface some images, as the height map generation is still a wip, so no new screenshots… first version of the logo: and a type face for the hud: 2013-05-13 by dale on uncategorized rrrobots! rrrobots! is my new project, and is currently at a ripe age of 3 days. it’s partly 3rd person shooter and partly tower defence game, the objective is to kill all the rrrobots! before they get to the underground human city and kill everybody. here’s what it looks like at the moment: 2013-05-13 by dale on uncategorized legume 0.5 i’ve updated legume to version 0.5 which contains few changes but importantly now works in osx. the [google code project page] contains the installers, and the source repository has been migrated over to [bitbucket] purely because i like it more google code, which hasn’t aged particularly well. 2011-06-22 by dale on game development pre-multiplied alpha pre-multiplied alpha is alpha blending done correctly. it involves changing your alpha blending states, and ensuring your texture colour channels (r, g, b) are pre-multiplied (hence the name) with the alpha channel (a). firstly the alpha blending operations will have to be changed: set your source alpha blend to one (probably instead of srcalpha) – how solid our source texture appears depends on our alpha value alone (pre-multiplied colour channels at work here). set your destination blend to invsrcalpha – the more solid our texture appears, the less light we should let through from behind // standard fare alpha texture operations device.settexturestagestate(0, texturestage.alphaarg1, textureargument.texture); device.settexturestagestate(0, texturestage.alphaarg2, textureargument.diffuse); device.settexturestagestate(0, texturestage.alphaoperation, textureoperation.modulate); // important device.setrenderstate(renderstate.alphablendenable, true); // new alpha blending render states device.setrenderstate(renderstate.sourceblend, blend.one); device.setrenderstate(renderstate.destinationblend, blend.inversesourcealpha); the next part is loading the texture data and calculating the new colour channel values – below is a c# snippet for reading a 32-bit bitmap and performing this calculation. we take a bitmap that has been loaded into memory, iterate over each pixel in the image, calculate our new r, g and b values and save them back into the bitmap. using setpixel and getpixel would be far too slow so this example locks the bitmap data and accesses the colour

URL analysis for dalereidy.co.uk


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http://blog.dalereidy.co.uk/category/screenshots/
http://blog.dalereidy.co.uk/2013/05/20/heightmaps-and-collision-meshes/
http://blog.dalereidy.co.uk/category/general-programming/
http://blog.dalereidy.co.uk/2010/09/23/microsoft-certification/
http://blog.dalereidy.co.uk/category/game-development/
http://blog.dalereidy.co.uk/feed/
http://blog.dalereidy.co.uk/2013/05/13/rrrobots/
http://blog.dalereidy.co.uk/2013/05/13/legume-0-5/
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http://blog.dalereidy.co.uk/2011/06/22/pre-multiplied-alpha/
http://blog.dalereidy.co.uk/wp-content/uploads/2013-05-19-1713-terraincollision2-resized.png
http://blog.dalereidy.co.uk/wp-content/uploads/2013-06-11-2315.jpg
http://blog.dalereidy.co.uk/2013/06/11/reporting-in/
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dalereidy.co.uk

Whois Information


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Error for "dalereidy.co.uk".

the WHOIS query quota for 2600:3c03:0000:0000:f03c:91ff:feae:779d has been exceeded
and will be replenished in 151 seconds

WHOIS lookup made at 12:09:17 01-Oct-2017

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  REFERRER http://www.nominet.org.uk

  REGISTRAR Nominet UK

SERVERS

  SERVER co.uk.whois-servers.net

  ARGS dalereidy.co.uk

  PORT 43

  TYPE domain

DISCLAIMER
This WHOIS information is provided for free by Nominet UK the central registry
for .uk domain names. This information and the .uk WHOIS are:
Copyright Nominet UK 1996 - 2017.
You may not access the .uk WHOIS or use any data from it except as permitted
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  REGISTERED no

DOMAIN

  NAME dalereidy.co.uk

NSERVER

  NS.34SP.COM 80.82.112.108

  NS2.34SP.COM 89.21.0.52

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