http://wiki.jqueryui.com/w/page/12138135/Widget-factory

Ok, this one is better

.add is a function tht “add” the selector into jquery object list. This add is not mean append.

ms tech note

——————

http://technet.microsoft.com/en-us/library/ee198896.aspx

return is a object

——————

http://stackoverflow.com/questions/140002/vbscript-how-to-utiliize-a-dictionary-object-returned-from-a-function

http://www.ruhanirabin.com/how-to-add-facebook-like-button-to-wordpress-posts/

https://dev.twitter.com/docs/tweet-button

http://diythemes.com/thesis/rtfm/add-google-plus-1-share-button/

http://ottopress.com/2011/adding-googles-1-button-to-wordpress-sites/

ajax:

http://forum.developers.facebook.net/viewtopic.php?id=68635

if (_bounds != undefined) {

mc._x = Math.max(_bounds.xMin, Math.min(mc._x, _bounds.xMax));

mc._y = Math.max(_bounds.yMin, Math.min(mc._y, _bounds.yMax));

}

language : http://codex.wordpress.org/I18n_for_WordPress_Developers

writing plugin:

o岩o岩開波d format : http://codex.wordpress.org/Plugin_API

action/filter default hook:

http://codex.wordpress.org/Plugin_API/Hooks_2.0.x

hook list with src:

http://adambrown.info/p/wp_hooks/version/3.2

normal use method:

http://flash-creations.com/notes/asclass_eventdispatcher.php

package method:

http://www.sakri.net/blog/2007/02/20/using-eventdispatcher-in-as2-the-as3-way/

_handle_layer.onMouseMove = undefined;

[as3] function resetStartProps():Void {

delete _startProps; //Aids in memory management

_startProps = {};

var sp = _startProps;

var axisPoint_obj = this.axisPoint;

var mdx = _targetObject._parent._xmouse – axisPoint_obj.x; //Distance to mouse along the x-axis

var mdy = axisPoint_obj.y – _targetObject._parent._ymouse; //Distance to mouse along the y-axis

var md = Math.sqrt(mdx * mdx + mdy * mdy); //Total distance to mouse

var angleAxisToMouse = Math.atan2(mdy, mdx);

var rdx = _targetObject._x – axisPoint_obj.x; //Distance between axis point and registration along the x-axis

var rdy = axisPoint_obj.y – _targetObject._y; //Distance between axis point and registration along the y-axis

var angle = _targetObject._rotation * (Math.PI / 180); //rotation translated to radians

var rAngleAxisToMouse = angleAxisToMouse + angle; //Rotated (corrected) angle to mouse (as though we tilted everything including the mouse position so that the _targetObject is at a 0 degree angle)

sp.centerX = this.centerX;

sp.centerY = this.centerY;

sp.axisX = axisPoint_obj.x;

sp.axisY = axisPoint_obj.y;

sp._x = _targetObject._x;

sp._y = _targetObject._y;

sp._xscale = _targetObject._xscale;

sp._yscale = _targetObject._yscale;

sp._rotation = _targetObject._rotation;

sp.angle = angle;

sp._xmouse = _targetObject._parent._xmouse;

sp._ymouse = _targetObject._parent._ymouse;

sp.angleAxisToMouse = (angleAxisToMouse + Math.PI * 2) % (Math.PI * 2);

sp.distAxisToMouseX = Math.cos(rAngleAxisToMouse) * md;

sp.distAxisToMouseY = Math.sin(rAngleAxisToMouse) * md;

sp.distAxisToMouse = md;

sp.distRegToCenterX = _targetObject._x – sp.centerX;

sp.distRegToCenterY = _targetObject._y – sp.centerY;

sp.distAxisToReg = Math.sqrt(rdx * rdx + rdy * rdy);

sp.angleAxisToReg = Math.atan2(rdy, rdx);

if (_bounds.xMax != undefined) { //If we need to constrain dragging to stay within a rectangle…

var bnds = _targetObject.getBounds(_targetObject._parent);

sp.xMin = _bounds.xMin + (_targetObject._x – bnds.xMin) + 1;

sp.xMax = _bounds.xMax – (bnds.xMax – _targetObject._x) – 1;

sp.yMin = _bounds.yMin + (_targetObject._y – bnds.yMin) + 1;

sp.yMax = _bounds.yMax – (bnds.yMax – _targetObject._y) – 1;

sp.angleAxisToTL = (Math.atan2(_bounds.yMin – axisPoint_obj.y, _bounds.xMin – axisPoint_obj.x) + (Math.PI * 4)) % (Math.PI * 2);

sp.angleAxisToTR = (Math.atan2(_bounds.yMin – axisPoint_obj.y, _bounds.xMax – axisPoint_obj.x) + (Math.PI * 4)) % (Math.PI * 2);

sp.angleAxisToBR = (Math.atan2(_bounds.yMax – axisPoint_obj.y, _bounds.xMax – axisPoint_obj.x) + (Math.PI * 4)) % (Math.PI * 2);

sp.angleAxisToBL = (Math.atan2(_bounds.yMax – axisPoint_obj.y, _bounds.xMin – axisPoint_obj.x) + (Math.PI * 4)) % (Math.PI * 2);

}

}

/**********************************************/

/* get-set Function */

/**********************************************/

function get centerX():Number {

return this.centerPoint.x;

}

function get centerY():Number {

return this.centerPoint.y;

}

function get centerPoint():Object {

var p = {x:_localCenterX, y:_localCenterY};

_targetObject.localToGlobal(p);

_targetObject._parent.globalToLocal(p);

return p;

}

function get axisX():Number {

return this.axisPoint.x;

}

function get axisY():Number {

return this.axisPoint.y;

}

function get axisPoint():Object {

var p = {x:_localAxisX, y:_localAxisY};

_targetObject.localToGlobal(p);

_targetObject._parent.globalToLocal(p);

return p;

}

/*****************************************************************************/

/* */

/* This is the function to find the relative center Point */

/* */

/*****************************************************************************/

function resetCenterPoint():Void {

var rotation_num = _targetObject._rotation;

_targetObject._rotation = 0; //We need to straighten it temporarily to measure accurately…

var bounds_obj = _targetObject.getBounds(_targetObject._parent);

var x1 = (bounds_obj.xMax + bounds_obj.xMin) / 2; //Find the center x-coordinate when the rotation is 0

var y1 = (bounds_obj.yMax + bounds_obj.yMin) / 2; //Find the center y-coordinate when the rotation is 0

var dx = x1 – _targetObject._x; //distance between the _targetObject’s registration point and center point along the x-axis

var dy = _targetObject._y – y1; //distance between the _targetObject’s registration point and center point along the y-axis

var radius = Math.sqrt((dx * dx) + (dy * dy)); //Find the distance between the _targetObject’s registration point and the center point.

var angle1_num = Math.atan2(dy, dx);

var angle = (rotation_num * (Math.PI / 180)) – angle1_num; //Total angle that we’re adding/moving (we have to subtract the original angle to just get the difference)

var x = _targetObject._x + (Math.cos(angle) * radius);

var y = _targetObject._y + (Math.sin(angle) * radius);

_targetObject._rotation = rotation_num; //Re-apply the rotation since we removed it temporarily.

var p = {x:x, y:y};

_targetObject._parent.localToGlobal(p);

_targetObject.globalToLocal(p);

_localCenterX = p.x;

_localCenterY = p.y;

}

/*****************************************************************************/

/* */

/* This is the function to find the relative X Y */

/* */

/*****************************************************************************/

function setAxis(x:Number, y:Number):Void { //x and y according the the _targetObject._parent’s coordinate space!

var p = {x:x, y:y}; //Make a point so that we can do localToGlobal()

_targetObject._parent.localToGlobal(p); //Translates the coordinates to global ones (based on _root)

_targetObject.globalToLocal(p); //Translates the coordinates to local ones (based on _targetObject)

_localAxisX = p.x;

_localAxisY = p.y;

}

[/as3]