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The Lounge What is on Your Mind? TRACKER for current tasks, backlogs and new thoughts for forum's development work. Post 303028022 by Neo on Sunday 30th of December 2018 01:17:23 AM
Old 12-30-2018
Quote:
Originally Posted by RavinderSingh13
Pending tasks:

1- Review Badge system in forums with different users, F.As, MODs.(I will be working on it as of now, anyone who is interested could join this task too).


New thoughts on new Badge system: We could cover these in Phase-II of Badge system in forums if possible.

1- System generated badges are ready, now if all experts OK to have user related badges eg--> a MOD could award a badge for good answer to any user/OP/F.A similarly a F.A could award a BADGE to any OP/other F.As etc, then 1 more category could be OP/normal user(not a MOD and not a F.A) for any good answer or appreciation.

....
Hey Ravinder, Thanks.

According to the current jQuery code, I have created the prototype logic for 24 our of 48 badges in the grid (half of them in a single day, not bad heh?).

See this jQuery file for detailed.

https://www.unix.com/scripts/js/badge.js?v=21

Also, there is crude mouse over titles (assigned in the jQuery file above) for each of the 24 (we can change the exact titles later of course, during the "refinement" phase).

My question to you and for your action:
  1. Should we change the current 6 x 8 grid to a 5 by 7 grid?
  2. If so, please pick 13 badges which are not yet allocated to "logic" which can be removed.

The reason I ask is that the 6 x 8 grid is a bit small on mobile, and 5 x 7 might look better, which means we would to assign "badge logic" to 35 (total) minus 24 (protos done) equals 11. I am OK with 48 or 35, my thought on 35 is only that it may better on my iPhone, I think. I'm OK with 48, but we can add them later in some future space and time.

Regarding "popups and notifiers" that is something we can look at later, but if we do implement notifiers, we will add a switch to make sure the member who do not like "award notifiers" (or notifiers and alerts in general), can turn them off and on easily. This is a simple switch, which I can add on the browser side in JS, so it's easy to do. (Actually, it is all easy, when we have great ideas and time to do it).
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GLMAPGRID(3G)															     GLMAPGRID(3G)

NAME
glMapGrid1d, glMapGrid1f, glMapGrid2d, glMapGrid2f - define a one- or two-dimensional mesh C SPECIFICATION
void glMapGrid1d( GLint un, GLdouble u1, GLdouble u2 ) void glMapGrid1f( GLint un, GLfloat u1, GLfloat u2 ) void glMapGrid2d( GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2 ) void glMapGrid2f( GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2 ) PARAMETERS
un Specifies the number of partitions in the grid range interval [u1, u2]. Must be positive. u1, u2 Specify the mappings for integer grid domain values i=0 and i=un. vn Specifies the number of partitions in the grid range interval [v1, v2] (glMapGrid2 only). v1, v2 Specify the mappings for integer grid domain values j=0 and j=vn (glMapGrid2 only). DESCRIPTION
glMapGrid and glEvalMesh are used together to efficiently generate and evaluate a series of evenly-spaced map domain values. glEvalMesh steps through the integer domain of a one- or two-dimensional grid, whose range is the domain of the evaluation maps specified by glMap1 and glMap2. glMapGrid1 and glMapGrid2 specify the linear grid mappings between the i (or i and j) integer grid coordinates, to the u (or u and v) floating-point evaluation map coordinates. See glMap1 and glMap2 for details of how u and v coordinates are evaluated. glMapGrid1 specifies a single linear mapping such that integer grid coordinate 0 maps exactly to u1, and integer grid coordinate un maps exactly to u2. All other integer grid coordinates i are mapped so that u=i(u2-u1)/un+u1 glMapGrid2 specifies two such linear mappings. One maps integer grid coordinate i=0 exactly to u1, and integer grid coordinate i=un exactly to u2. The other maps integer grid coordinate j=0 exactly to v1, and integer grid coordinate j=vn exactly to v2. Other integer grid coordinates i and j are mapped such that u=i(u2-u1)/un+u1 v=j(v2-v1)/vn+v1 The mappings specified by glMapGrid are used identically by glEvalMesh and glEvalPoint. ERRORS
GL_INVALID_VALUE is generated if either un or vn is not positive. GL_INVALID_OPERATION is generated if glMapGrid is executed between the execution of glBegin and the corresponding execution of glEnd. ASSOCIATED GETS
glGet with argument GL_MAP1_GRID_DOMAIN glGet with argument GL_MAP2_GRID_DOMAIN glGet with argument GL_MAP1_GRID_SEGMENTS glGet with argument GL_MAP2_GRID_SEGMENTS SEE ALSO
glEvalCoord(3G), glEvalMesh(3G), glEvalPoint(3G), glMap1(3G), glMap2(3G) GLMAPGRID(3G)
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