Skip to main content

CODA Basic Instructions

CODA Basic is Adsense ready responsive blogger template.

Here are some of the instructions you might need when using CODA Basic.

1. Blog Header.
The theme uses a blog header widget which you need to define. You can use text header but a logo based header would look better.

2. Blog Footer.
Footer is hard coded in the theme. Go to theme editor and at the bottom of the file you will find
<div class='foobar'> inside which there is a table and its content as an linked image and text.
You can either edit these content or remove the
foobar element all together. 

3. Removing/editing header links.

Go to edit template, click anywhere in the editor and press CTRL + F and enter "header" without quotes.
Just below the header you will find the desired links you wan to edit as shown in the picture.


4. Removing/replacing Ads.
There are 2 ad units integrated in the template for easy usage.
First is the bill board of size 900x280 and other is the links ad unit between the post.
To remove or edit the billboard ad unit go to template editor and search for "adsenseBillboard" and remove the part between container and primary division.
To remove the links ad search for "adsenseLinks" and remove the part as shown in the image below.


In case you want to add your own ad units, you have to put it in the predefined division "adsenseBillboard" and "adsenseLinks" then encode the ad unit.
Or you can use the following code and replace your converted ad code for blogger.

     &lt;div class=&#39;adsenseBillboard&#39;&gt;



     ///////your converted adsense billboard code here //////

     &lt;/div&gt;


and for the links


     &lt;div class=&#39;adsenseLinks&#39;&gt;


     ///////your converted adsense links code here //////

     &lt;/div&gt;

Comments

Popular posts from this blog

Unity Mobile Game Optimization Checklist

- On Image and Text components that aren’t interacted with you can uncheck “Raycast Target” on it, as it will remove them from any Raycast calculus. - Click on your textures in your “Project” window. Click on the “Advanced” arrow, and now check “Generate Mip Maps”, Unity especially recommends it for faster texture loading time and a lower rendering time. - Set the “Shadow Cascades” to “No Cascades” (Quality settings) - If you have dynamic UI elements like a Scroll Rect with a lot of elements to visualize, a good practice is to turn off the pixel perfect check box on the canvas that contains the list and disable the items that aren’t visible on the screen. - Set all non moving objects to "Static" - Above Unity3d 2017.2 you should turn off "autoSyncTransforms" on the Physics tab - Always use Crunch Compression Low on textures - Try to keep the “Collision Detection Mode” on “Discrete” if possible, as “Dynamic” demands more performance. - You can go to the TimeManager w...

How to make RPC in Unreal Engine Steam Online Subsystem and EOS

Remote Procedure Calls, also known as RPCs, are a way to call something on any other instance.  In the Unreal Engine, RPCs are used to ship events from the patron to the server, the server to the customer, or from the server to a specific group. It's important to word that RPCs cannot have a return cost. If you want to return something, you'll ought to use a seconds RPC within the contrary path. There are precise policies that RPCs observe, which are unique in the official Documentation. Some of these regulations encompass wherein the RPC must be run, such as the server instance of an Actor, on the owner of the Actor, or on all instances of the Actor. There are some necessities for RPCs. First, they must be referred to as on Actors or replicated Subobjects. The Actor (and component) have to additionally be replicated. If the server is looking an RPC to be executed on a customer, handiest the patron who owns that Actor will execute the function. Similarly, if a client is calling...

How to drag and drop item in Unity3D

  For dragging and dropping to work we will need to first grab the Game Object and ensure while the Game Object remains grabbed it's position reciprocates the mouse position. This will work fine for not only PC bug mobile devices as well. First define GameObject which we will be dragging. public GameObject selectedPiece; Now inside Update method we will give reference to touched/clicked object and while there is a reference available to an game object(selectedPiece;) we will move that object to mouse position. When the reference is remove, object won't move therefore dropped. void Update(){ RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero); if (Input.GetMouseButtonDown(0)){ if(hit.transform != null)             {                 if (hit.transform.CompareTag("PIECE"))                 {     ...