How to remove click ads from fresh WordPress site?

I bought a hosting and domain from Godaddy, Installed WordPress. Now the site is showing ads on every page after clicking anywhere on the pages or in the admin section as well. I have tried manual WordPress install also, changed the cPanel password, FTP password. Removed all files before fresh install. It starts showing ads immediately after install. Please suggest a solution.

How can I destroy all enemies with the click of a button?

I want to add a booster. For example, when the score is 50, I draw a Texture. When the user clicks on this Texture, I want the enemies on the screen to disappear and return to the original speed. I have completed the drawing process. How can I get this new texture to destroy all enemies on the screen when clicked? Should I do it under public boolean touchDown?

public class Game extends ApplicationAdapter implements InputProcessor { SpriteBatch batch;  Texture background;   Texture health;  Texture virus;  Texture bigvirus;  Texture medicine;  Texture radiation; Texture booster;  //new things to try private Vector2 vector2; Sprite boosterSprite;      BitmapFont font; FreeTypeFontGenerator fontGen;  Random random = new Random(); Array<Items> itemsArray = new Array<Items>();             int lives = 0; int score = 0;  float genCounter = 0; private final float startGenSpeed = 1.1f;  //başlatma hızı float genSpeed = startGenSpeed;   private double currentTime; private double gameOverTime = -1.0f;      @Override public void create () {     batch = new SpriteBatch();     background = new Texture("backgroundlungs.png");     health = new Texture("health.png");     virus = new Texture("virus.png");     bigvirus = new Texture("bigvirus.png");     medicine = new Texture("medicine.png");     radiation = new Texture("radiation.png");     booster = new Texture("booster.png");        vector2=new Vector2();     boosterSprite=new Sprite(booster);     boosterSprite.setPosition((*9,( 10)*8);         Items.radius = Math.max(, / 13f;   //resim boyutları buradan ayarlanıyor     Gdx.input.setInputProcessor(this);      fontGen = new FreeTypeFontGenerator(Gdx.files.internal("robotobold.ttf"));     FreeTypeFontGenerator.FreeTypeFontParameter params = new FreeTypeFontGenerator.FreeTypeFontParameter();     params.color = Color.WHITE;     params.size = 50;     params.characters = "0123456789 ScreCutoplay:.+-";     font = fontGen.generateFont(params);  }    @Override public void render () {     batch.begin();     batch.draw(background,0,0,,;       double newTime = TimeUtils.millis() / 1000.0;     System.out.println("newTime: " + newTime);     double frameTime = Math.min(newTime - currentTime,0.3);     System.out.println("frameTime: " + frameTime);     float deltaTime = (float) frameTime;     System.out.println("deltaTime: " + deltaTime);     currentTime = newTime;       if (lives <= 0 && gameOverTime == 0f) {         //gameo         gameOverTime = currentTime;     }      if (lives > 0 ) {         //game mode          genSpeed -= deltaTime * 0.0075f;    //item yoğunluğunu buradan ayarliyoruz.          System.out.println("genspeed: " + genSpeed);         System.out.println("gencounter: " + genCounter);          if (genCounter <= 0f) {             genCounter = genSpeed;             addItem();         } else {             genCounter -= deltaTime;         }          for (int i = 0; i< lives; i++) {             batch.draw(health,i*30f + 20f,,25f,25f);         }          for (Items items : itemsArray) {             items.update(deltaTime);              switch (items.type) { //dikdörtgen sıkıntı yapabilir.                 case REGULAR:                     batch.draw(virus,items.getPos().x, items.getPos().y, Items.radius,Items.radius);                     break;                 case EXTRA:                     batch.draw(bigvirus,items.getPos().x, items.getPos().y, Items.radius,Items.radius);                     break;                 case ENEMY:                     batch.draw(radiation,items.getPos().x, items.getPos().y, Items.radius,Items.radius);                     break;                 case LIFE:                     batch.draw(medicine,items.getPos().x, items.getPos().y, Items.radius,Items.radius);                     break;               }               if ( lives > 0 && score >= 10 ) {                  boosterSprite.draw(batch);              }                       boolean holdives = false;         Array<Items> toRemove = new Array<Items>();         for (Items items: itemsArray) {             if (items.outOfScreen()) {                 toRemove.add(items);                  if ( && items.type == REGULAR) {                     lives--;                     holdives = true;                     break;                 }              }         }          if (holdives) {             for (Items f : itemsArray) {        = false;             }         }          for (Items f : toRemove) {             itemsArray.removeValue(f,true);         }        }        font.draw(batch,"Score: " + score, 40,50);     if (lives <= 0) {         font.draw(batch,"Cut to play",*0.43f,*0.5f);     }       batch.end(); }  private  void addItem() {     float pos = random.nextFloat() * Math.max(,;      Items item = new Items(new Vector2(pos,-Items.radius),new Vector2(( * 0.5f - pos) * 0.3f + (random.nextFloat() - 0.5f),*0.5f));      float type = random.nextFloat();     if (type > 0.98) {         item.type = Items.Type.LIFE;     }else if (type > 0.88) {         item.type = Items.Type.EXTRA;     }else if (type > 0.809) {         item.type = Items.Type.ENEMY;       }       itemsArray.add(item);      }      @Override public void dispose () {     batch.dispose();     font.dispose();     fontGen.dispose();   }  @Override public boolean keyDown(int keycode) {     return false; }  @Override public boolean keyUp(int keycode) {     return false; }  @Override public boolean keyTyped(char character) {     return false; }    @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) {           return false;  }   @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) {       return false; }  @Override public boolean touchDragged(int screenX, int screenY, int pointer) {         if (lives <= 0  && currentTime - gameOverTime > 2f ) {         //menu mode          gameOverTime = 0f;         score = 0;         lives = 4;         genSpeed = startGenSpeed;         itemsArray.clear();          }else {         //game mode          Array<Items> toRemove = new Array<Items>();         Vector2 pos = new Vector2(screenX, - screenY);         int plusScore =0;         for (Items f: itemsArray) {              System.out.println("distance: " + pos.dst2(f.pos));             System.out.println("distance: " + f.clicked(pos));             System.out.println("distance: "+ Items.radius * Items.radius + 1);                if (f.clicked(pos)) {                 toRemove.add(f);                  switch (f.type) {                     case REGULAR:                         plusScore++;                         break;                     case EXTRA:                         plusScore+=2;                         score++;                         break;                     case ENEMY:                         lives--;                         break;                     case LIFE:                         lives++;                         break;                   }             }         }            score += plusScore * plusScore;          for (Items f : toRemove) {             itemsArray.removeValue(f,true);          }           }      return false;      }    @Override public boolean mouseMoved(int screenX, int screenY) {     return false; }  @Override public boolean scrolled(float amountX, float amountY) {     return false; } 


public class Items {

public static float radius = 60f; Vector2 vector2; public static int boostX = / 10; public static int boostY= ( 10)*9;   public enum Type {     REGULAR, EXTRA, ENEMY, LIFE, BOOSTER }  Type type; Vector2 pos,velocity;    public boolean living =true;    Items (Vector2 pos, Vector2 velocity) {     this.pos = pos;       this.velocity = velocity;      type = Type.REGULAR;  }   public boolean clicked(Vector2 click) {     if (pos.dst2(click) <= radius * radius + 1) {         return true;      }      return false; }  public final Vector2 getPos() {     return pos; }  public boolean outOfScreen() {     return (pos.y < -2f * radius); }  public void update(float dt) {     velocity.y -= dt * ( * 0.2f);     velocity.x -= dt * Math.signum(velocity.x) * 4f;       pos.mulAdd(velocity,dt); } 


Difference between methods – onClick.AddListener and On Click under UI button inspector?

Within my Unity Project in my code, (see below), I have a button called Check which executes when CheckPress() function is called. I read two approaches by which this can be done.

Appraoch 1: Using Check.onClick.AddListener(CheckPress); and then attaching script to Canvas. When I press run and click the Check button, this works.

Approach 2: The other approach I read is that, I can attach my script to Canvas. From there I select the button Check from hierarchy, then under inspector I see On Click(), I click + sign and then drag the Canvas and place it in Object (see the attached image), then under No Function I select the CheckButtonBehaviour Script and select the CheckPress(). When I press run and click the Check button, this also works as intended.

I wanted to know if these two approaches are same or different. If they are different, then in which context either approach should be implemented.

using System.Collections.Generic; using System.Collections; using UnityEngine; using UnityEngine.UI; using System.IO; using System.Threading; using UnityEditor; using System.Text; using System.Net; using System.Net.Sockets; using System; using System.Linq;   public class CheckButtonBehaviour : MonoBehaviour {  public Button Check; public Button Play; public Button NextSignal;  public List<string> signals = new List<string> {"Speech1", "Speech2", "Speech3", "Speech4"}; public List<string> shuffledSignals = new List<string>(); public int index = 1; public int counter = 3;   private static int localPort; private string IP;   public int port = 8050; IPEndPoint remoteEndPoint; UdpClient client;   void Start() {          var rndr = new System.Random();     shuffledSignals = signals.OrderBy(i => rndr.Next()).ToList();      IP = "";     port = 8050;     remoteEndPoint = new IPEndPoint(IPAddress.Parse(IP), port);     client = new UdpClient();     Play.gameObject.SetActive(false);     NextSignal.gameObject.SetActive(false);      Check.onClick.AddListener(CheckPress);  }  public void CheckPress()     {           byte[] data0 = Encoding.ASCII.GetBytes("starting"); ///OLD CODE part     client.Send(data0, data0.Length, remoteEndPoint);     Debug.Log("<color=blue>Something is sent to MAX</color> : starting");      Check.gameObject.SetActive(true);     Check.interactable = false;     Check.enabled = false;      Play.gameObject.SetActive(true);     NextSignal.gameObject.SetActive(true);      } 

Displaying all posts by category and showing content on click

I am building a WordPress site for a composer who has written over 200 pieces of music. Each is a custom post (work), organised by a hierarchical custom taxonomy/category (type – being orchestral, vocal, etc).

I need to build a catalogue page in which all works are displayed in lists by type:

Orchestral Works:

  • Work
  • Work

Vocal Works:

  • Work
  • Work


The user can add categories to the list, so I can’t simply write a query for each category. The catalogue page needs to check the list dynamically.

So far so good. This can be achieved – and sorted the way I need – like this:

<?php     $  cat_terms = get_terms(         array('type'),             array(             'hide_empty' => true,             'orderby' => 'name',             'order' => 'ASC',             'number' => 9999              )         );     if( $  cat_terms ) :     foreach( $  cat_terms as $  term ) :     echo '<h5>'. $  term->name .'</h5>'; ?>  <?php $  args = array(     'post_type' => 'work',     'posts_per_page' => 9999, // Assuming no-one is this prolific     'post_status' => 'publish',     'tax_query' => array(         array(             'taxonomy' => 'type',             'field' => 'slug',             'terms' => $  term->slug,         ),     ),     'ignore_sticky_posts' => true,     'meta_key' => 'date',     'orderby' => 'meta_value',     'order' => 'DESC' );     $  _works = new WP_Query( $  args );         if( $  _works->have_posts() ) :             echo '<table>';                 while( $  _works->have_posts() ) : $  _works->the_post(); ?>                     <tr>                         <td><?php the_field('date'); ?><td><?php the_title(); ?></td>                     </tr>                 <?php endwhile;             echo '</table>';         endif;     wp_reset_postdata();     endforeach;     endif; ?> 

I then need to be able to display the content of the CPT (a small amount of data in a few custom fields) in another div in the same page (and not link out to a single-work.php template as would be more usual). This would be like a tabbed content effect – one posts’ content displayed at a time, chosen from the category-based list on the page.

enter image description here

I could create this second part by loading everything and toggling visibility via jQuery but that would mean loading 200+ posts with the page and making them invisible, which strikes me as a terrible idea.

Is it possible to fetch/load the content of the selected post dynamically on click, so only the posts required are queried beyond the initial list? How would this be handled, and where would I begin with it?

Paid To Click & Complete Offer-walls Ready Website

This is a brand new PTC / GPT website, With it you will get the following :

1- Domain name valid till Apr 8, 2022 ( will be pushed to your namecheap account up on successful sale )
2- Site using AuroraCoderz Deluxe 2.9.x script which is a massive PTC / GPT script
3- 1 Year unlimited disk space and bandwidth hosting plan
4- The site is bundled with major built in integrated offerwalls for the following networks
PTC Wall, ClixWall, Minute Staff, Coin Wall, AdscendMedia, Wannads, OfferToro,…

Paid To Click & Complete Offer-walls Ready Website

How do I make my character attack on the side of the character that I click the LMB on (Unity)?

This is a top-down game, I guess I should also mention that the character is not centred on the screen and the attack should be in 4 different directions. The attack’s direction should be based on which side of the character(up, down, left, right) that you click on(this should also be universal on the screen, the only deciding factor should be the character and the mouse). I really have no clue where to start on this problem.

Conditionally enqueue a stylesheet based off of a javascript click event

I would like to use a different ccs file based on a javascript click event. The user will have a choice of color themes by clicking one of the colored buttons on the screen. I originally have it working by providing the linked css with an id that can be targeted with javascript. The link is in the HTML head tag of course. In WordPress though we enqueue the css file in the functions.php file and so I am not sure how to give the css file an ID to target it with the javascript. If anyone can help me out or point me in the right direction I will really appreciate it. I am open to all possibilities and I thank you all in advance. if you need me to elaborate more feel free to let me know.

facebook customer chat for website – button click event help need

Dear friends, I need a help. I am facing a problem;

I have setup facebook customerchat in my site. It appear at the bottom-right corner of the page. When clicked on the green round button it open.

View attachment 255988
# I wish to add another option on it, so that I can also open this chat clicking another button/ image/ text also. Suppose see the attchment, if I click on "Chat with us" or the female face image, it will open the customer chat same way.

Also can I add…

facebook customer chat for website – button click event help need