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  • Text box added using javascript doesnot respond as expected to the js attached to it.

    - by Mallika Iyer
    Hello, I am adding a text box using javascript: This is what is generated: <dd id="text3-element" style="width: 350px;"> <input type="text" size="50" id="text3" name="text3" onblur="return getFieldValue(this.id);" value=""> </dd> This is what is present in the getFieldValue function: function getFieldValue(id){ var elem = document.getElementById(id); alert(elem.value); return false; } I'm trying to get the value of the field added using javascript when the value of the filed changes. However, I keep getting the value as 'undefined', in spite of entering text into the newly added text box. This does not happen if the form already has a text box to begin with - i.e., if a text box is not being added via a js function. Anything missing / look wrong here? Thanks!

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  • How to make Nokogiri transparently return un/encoded Html entities untouched?

    - by svenfuchs
    How can I use Nokogiri with having html entities (like German umlauts) untouched? I.e.: # this is fine node = Nokogiri::HTML.fragment('<p>&ouml;</p>') node.to_s # => '<p>&ouml;</p>' # this is not node = Nokogiri::HTML.fragment('<p>ö</p>') node.to_s # => '<p>&ouml;</p>' # this is what I need node = Nokogiri::HTML.fragment('<p>ö</p>') node.to_s # => '<p>ö</p>' I've tried to mess with both PARSE_OPTIONS and :save_with options but could not come up with a way to have Nokogiri just transparently behave like above. Any pointers?

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  • Using JS to POST a form in an iframe.

    - by Stavros Korokithakis
    I would like to POST a form in an iframe, generated like so: My JS loads an iframe inside the page, adds a form to the iframe and submits the form. What I would like to happen is the iframe to load the result of that request. So, I would effectively like to post a form and render the result inside the iframe, without touching the parent (apart from putting the iframe up for display in the first place). I am using the code from this answer: http://stackoverflow.com/questions/133925/javascript-post-request-like-a-form-submit/134003#134003 but I can't get it to not reload the parent. I post the form, and instead of the iframe refreshing, the entire parent refreshes. I don't know why that is, since the url it's posting to is different and would at least redirect there. Can anyone help me with this problem? I just want a post inside an iframe and only within the iframe, basically.

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  • Copy all childNodes to an other element. In javascript native way.

    - by kroko
    Hello I have to change "unknown" contents of XML. The structure and content itself is valid. Original <blabla foo="bar"> <aa>asas</aa> <ff> <cc> <dd /> </cc> </ff> <gg attr2="2"> </gg> ... ... </blabla> becomes <blabla foo="bar"> <magic> <aa>asas</aa> <ff> <cc> <dd /> </cc> </ff> <gg attr2="2"> </gg> ... ... </magic> </blabla> thus, adding a child straight under document root node (document.documentElement) and "pushing" the "original" children under that. Here it has to be done in plain javascript (ecmascript). The idea now is to // Get the root node RootNode = mymagicdoc.documentElement; // Create new magic element (that will contain contents of original root node) var magicContainer = mymagicdoc.createElement("magic"); // Copy all root node children (and their sub tree - deep copy) to magic node /* ????? here RootNodeClone = RootNode.cloneNode(true); RootNodeClone.childNodes...... */ // Remove all children from root node while(RootNode.hasChildNodes()) RootNode.removeChild(RootNode.firstChild); // Now when root node is empty add the magicContainer // node in it that contains all the children of original root node RootNode.appendChild(magicContainer); How to do that /* */ step? Or maybe someone has a much better solution in general for achieving the desirable result? Thank you in advance!

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  • Generic linked list in c++

    - by itsaboy
    I have been struggling for too long a time now with a rather simple question about how to create a generic linked list in c++. The list should be able contain several types of structs, but each list will only contain one type of struct. The problem arises when I want to implement the getNode() function [see below], because then I have to specify which of the structs it should return. I have tried to substitute the structs with classes, where the getNode function returns a base class that is inherited by all the other classes, but it still does not do the trick, since the compiler does not allow the getNode function to return anything but the base class then. So here is some code snippet: typedef struct struct1 { int param1; (...) } struct1; typedef struct struct2 { double param1; (...) } struct2; typedef struct node { struct1 data; node* link; } node; class LinkedList { public: node *first; int nbrOfNodes; LinkedList(); void addNode(struct1); struct1 getNode(); bool isEmpty(); }; LinkedList::LinkedList() { first = NULL; nbrOfNodes = 0; } void LinkedList::addNode(struct1 newData) { if (nbrOfNodes == 0) { first = new node; first->data = newData; } else { node *it = first; for (int i = 0; i < nbrOfNodes; i++) { it = it->link; } node *newNode = new node; newNode->data = newData; it->link = newNode; } nbrOfNodes++; } bool LinkedList::isEmpty() { return !nbrOfNodes; } struct1 LinkedList::getNode() { param1 returnData = first->data; node* deleteNode = first; nbrOfNodes--; if (nbrOfNodes) first = deleteNode->link; delete deleteNode; return returnData; } So the question, put in one sentence, is as follows: How do I adjust the above linked list class so that it can also be used for struct2, without having to create a new almost identical list class for struct2 objects? As I said above, each instance of LinkedList will only deal with either struct1 or struct2. Grateful for hints or help

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  • What JS framework offers scroll functionality (+animation) in a div without a scrollbar?

    - by montooner
    All: I want to scroll through a sequence of tumblr/twitter posts as a long sequence of texts. Let's say we have: <div id="mainContent"> _some content_ </div> where the css for mainContent is: #mainContent { padding: 20px 20px; background: #FFF; height:500px; overflow:hidden; } I really like the functionality of Scrollable jQuery, but they require pagination and an array of elements. I'm looking for tips in any of these categories: a js framework I can use to achieve this a solution to paginating the text

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  • Did anyone see the spasticNav.js Menu for jQuery ?

    - by Ricky
    Helooo all, If anyone doesn't know what i'm talking about, this is the link: http://net.tutsplus.com/tutorials/html-css-techniques/how-to-build-a-lava-lamp-style-navigation-menu/ How can i click the menu, and make it “stick” :) without reloading the whole page ? The plugin takes a static state of the tag UL – and run the plugin on it. which mean that if i move the “currentPageItem” from the first LI tag and give it to the next LI tag – the spasticNav doesn’t run for each object again. it still “remembers” the old state. ( because the .js file run only once at the top of the page ) So what should I add to the code in order to get dynamic “Click” event ? ( without reloading the whole page [ ajax ] ) Does anyone have any ideas about this specific plugin ? Thanks.

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  • can QuickGraph support these requirements? (includes database persistence support)

    - by Greg
    Hi, Would QuickGraph be able to help me out with my requirements below? (a) want to model a graph of nodes and directional relationships between nodes - for example to model web pages/files linked under a URL, or modeling IT infrastructure and dependencies between hardware/software. The library would include methods such as * Node.GetDirectParents() //i.e. there could be more than one direct parent for a node * Node.GetRootParents() //i.e. traverse the tree to the top root parent(s) for the given node * Node.GetDirectChildren() * Node.GetAllChildren() (b) have to persist the data to a database - so it should support SQL Server and ideally SQLite as well. If it does support these requirement then I'd love to hear: any pointers to any parts of QuickGraph to dig into? what is the best concept re it's usage in terms of how to use database persistence - is it a simpler design to assume every search/method works directly on the database, or does QuickGraph support smarts to be able to work in memory and the "save" to database all changes at an appropriate point in time (e.g. like ADO.net does with DataTable etc) Thanks in advance

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  • Is there any Prototype Javascript function similar to Jquery Live to trace dynamic dom elements?

    - by Wbdvlpr
    Hi Event.observe(window,"load",function() { $$(".elem_classs").findAll(function(node){ return node.getAttribute('title'); }).each(function(node){ new Tooltip(node,node.title); node.removeAttribute("title"); }); }); Using above method, I can retrieve all elements having ".elem_class" and apply some javascript functions on them. But I have a modal/popup box which has some elements also having ".elem_class" and these dont get in the scope of findAll/each as they are loaded into the dom thru ajax. How do I apply the same to dynamically loaded elements as well? I am using Prototype Library. (I have used JQuery's Live function which keeps track of all future elements, but need to achieve something similar using Prototype) Thanks.

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  • SPNavigationNode.IsVisible property not working in sharepoint as expected.

    - by Manish
    I want to hide a quick launch node in a sharepoint site, but it's not working as expected. :( My code is as under: using (SPSite spSiteTest = new SPSite(serverUrl)) { using (SPWeb mySite = spSiteTest.OpenWeb()) { SPNavigationNodeCollection quickLaunchNodes = mySite.Navigation.QuickLaunch; SPNavigationNode navQuickNode = new SPNavigationNode("Title", "www.stackoverflow.com", true); foreach (SPNavigationNode node in quickLaunchNodes) { if (node.Title == navQuickNode.Title) { node.Url = navQuickNode.Url; node.IsVisible = isVisible; node.Update(); //mySite.Update(); return; } } quickLaunchNodes.AddAsFirst(navQuickNode); } } Am I missing something or is it a bug?

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  • How do i modify the text content within a specified set of nodes using XSL?

    - by user323719
    I have a list of node ids. I want to append "-Selected" to all the text nodes within the given set of node ids. Please let me know how we can achieve the same using XSL? Input: <node1 id="a"> <node2 id="b"> <node3 id="c" /> <node4 id="d"> <node5 id="e">Text node1</node5> <node6 id="f">Text node2</node6> </node4> </node2> <node7 id="g">Text node3 <node8 id="h" align="center">Text node4</node8> <node9 id="i">Text node5</node9> </node7> <node10 id="j">Text node6 </node10> <node11 id="h">Text node7 </node11> Input Param: List of node ids <xsl:param name="pNodes"> <nodes> <node>4</node> <node>7</node> <node>11</node> </nodes> Expected output: <node1 id="a"> <node2 id="b"> <node3 id="c" /> <node4 id="d"> <node5 id="e">Text node1 - Selected</node5> <node6 id="f">Text node2 - Selected</node6> </node4> </node2> <node7 id="g">Text node3 <node8 id="h" align="center">Text node4 - Selected</node8> <node9 id="i">Text node5 - Selected</node9> </node7> <node10 id="j">Text node6 </node10> <node11 id="h">Text node7 - Selected </node11>

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  • [BST] Deletion procedure

    - by Metz
    Hi all. Consider the deletion procedure on a BST, when the node to delete has two children. Let's say i always replace it with the node holding the minimum key in its right subtree. The question is: is this procedure commutative? That is, deleting x and then y has the same result than deleting first y and then x? I think the answer is no, but i can't find a counterexample, nor figure out any valid reasoning. Thank you. EDIT: Maybe i've got to be clearer. Consider the transplant(node x, node y) procedure: it replace x with y (and its subtree). So, if i want to delete a node (say x) which has two children i replace it with the node holding the minimum key in its right subtree: y = minimum(x.right) transplant(y, y.right) // extracts the minimum (it doesn't have left child) y.right = x.right y.left = x.left transplant(x,y) The question was how to prove the procedure above is not commutative.

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • ASP.Net: Is it possible to cache the js-proxies generated by scriptmanager?

    - by AndreasKnudsen
    We have the following code: <asp:ScriptManager runat="server"> ... <Services> <asp:ServiceReference Path="~/JSONServices/ProfileService.svc" /> </Services> ... This results in a Javascript proxy found in /JSONServices/ProfileService.svc/js. This Javascript has content expiry set to the same time it was called (so it is never cached on the client). Is it possible to have the clients cache these proxies for some time?

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  • reverse a linked list?

    - by sil3nt
    Hi there, Im trying to reverse the order of the following linked list, I've done so, But the reversed list does not seem to print out. Where have I gone wrong? //reverse the linked list #include <iostream> using namespace std; struct node{ int number; node *next; }; node *A; void addNode(node *&listpointer, int num){ node *temp; temp = new node; temp->number = num; temp->next = listpointer; listpointer = temp; } void reverseNode(node *&listpointer){ node *temp,*current; current = listpointer; temp = new node; while (true){ if (current == NULL){ temp = NULL; break; } temp->number = current->number; current = current->next; temp = temp->next; } listpointer = temp; } int main(){ A = NULL; addNode(A,1); addNode(A,2); addNode(A,3); while (true){ if (A == NULL){break;} cout<< A->number << endl; A = A->next; } cout<< "****" << endl; reverseNode(A); while (true){ if (A == NULL){break;} cout<< A->number << endl; A = A->next; } cout<< "****"<< endl; return 0; }

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  • What are cross-platform free/Open source Framework to create Touch based web apps/site using HTML/CSS/JS available?

    - by Jitendra Vyas
    What are cross-platform and cross browser and license free/Open source framework to create Touch/Multitouch based Web apps/site using HTML/CSS/JS, for mobile devices, specially for latest versions of Android, Blackberry, Windows 7, iphone and ipad available? For desktop websites I'm a jQuery lover. I know Sencha but it's not free I think. I know jQtouch but it's only for iPhone and I also know jquery mobile but I'm not cofirm, is it as powerful as Sencha? It's not necessarily for me to go with jquery mobile, if there are another better framework available than this I want to make compatible with Android, Blackberry, Windows 7 also. not only for iphone and ipad.

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  • Delete an object from a tree

    - by mqpasta
    I have a Find function in order to find an element from a BST private Node Find(ref Node n, int e) { if (n == null) return null; if (n.Element == e) return n; if (e > n.Element) return Find(ref n.Right, e); else return Find(ref n.Left, e); } and I use following code in order to get a node and then set this node to null. Node x = bsTree.Find(1); x = null; bsTree.Print(); supposedly, this node should be deleted from Tree as it is set to null but it still exists in tree. I had done this before but this time missing something and no idea what.

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  • Search for nodes by name in XmlDocument

    - by RajenK
    I'm trying to find a node by name in an XmlDocument with the following code: private XmlNode FindNode(XmlNodeList list, string nodeName) { if (list.Count > 0) { foreach (XmlNode node in list) { if (node.Name.Equals(nodeName)) return node; if (node.HasChildNodes) FindNode(node.ChildNodes, nodeName); } } return null; } I call the function with: FindNode(xmlDocument.ChildNodes, "somestring"); For some reason it always returns null and I'm not really sure why. Can someone help me out with this?

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  • [JS] How to manipulate a PHP Array in javascript?

    - by rasouza
    I have an Array in PHP which contains data from database. And it prints out also as a table in the same page which has an AJAX delete function. Trying to explain better The array contains debt sums related to many people, it is the application's main function. In the same page, there is a table containing every debt record related to the array, which can be deleted or edited using AJAX. I have coded the part of deleting the record and removing the TR entry, but it's not enough: I'd like to change also the debt sum using AJAX which is an PHP Array. What I have I have the JS function which removes the TR when the delete button is clicked // TR Fading when deleted $('.delete') .click(function() { $.ajax({ type: 'GET', url: 'history/delete/id/'+$(this).attr('id') }); $(this).parent().parent().fadeOut(); return false; }); and I have the PHP array (image)

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  • How can I make the boostrap js carousel automatically cycle as soon as the page loads?

    - by Jonathan Larkin
    Using bootstrap.js version 2.02 I'm trying to get the Twitter Bootstrap Carousel to automatically cycle as soon as someone visits my site. Right now, the auto cycling works only after you click one of the cycle buttons at least once. I want the carousel to begin cycling at the interval right away. Does anyone know how to do this? My site is hotairraccoon.com You'll see how after you click the carousel once, it begins to cycle every 5 seconds or so, but I don't want the click to be required to reveal carousel content. Thanks!

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  • [Ext.tree.TreePanel] getNodeById does not work

    - by Moon
    Hi, I have a ext treepanel with json. var tree = new Ext.tree.TreePanel({ renderTo:'tree-container', title: 'Category', height: 300, width: 400, useArrows:true, autoScroll:true, animate:true, enableDD:true, containerScroll: true, rootVisible: false, frame: true, root: { text: 'Category', draggable: false, id: '0' }, // auto create TreeLoader dataUrl: $("#web").val() + "/category/index/get-nodes", listeners: { 'checkchange': function(node, checked){ if(checked){ categoryManager.add(node.id); //node.getUI().addClass('complete'); }else{ categoryManager.remove(node.id); // node.getUI().removeClass('complete'); } } } }); dataUrl loads the following json code [{"text":"Code Snippet","id":"1","cls":"folder","checked":false,"children":[{"text":"PHP","id":"3","cls":"file","checked":false,"children":[]},{"text":"Javascript","id":"4","cls":"file","checked":false,"children":[]}]}] when I try to find a node by console.log( tree.getNodeByid(3) ), it shows that it is undefined. Do I have a problem with my code?

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  • How to update content of one ArrayController from the selected value of another ArrayController in Ember.js

    - by CodeHugger
    I have the following problem in ember.js. A child controller depends on a selected value in a parent controller in order to determine its content. In the database a child has a parent_id reference. App.parentsController = Em.ArrayController.create({ content: [], selected: null }); App.sonsController = Em.ArrayController.create({ // the value of content depends on the id of // the selected item in the parentsController content: [], selected: null }); App.daughtersController = Em.ArrayController.create({ // the value of content depends on the id of // the selected item in the parentsController content: [], selected: null }); I would prefer to solve this without the parentsController having to know anything about the other controllers. This should be possible with observers, bindings or even through calculations but I have no clue where to start. Any help would be well appreciated.

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  • How to detect if breaking an edge will make a graph disjoint?

    - by the_graph_guy
    I have a graph that starts off with a single, root node. Nodes are added one by one to the graph. At node creation time, they have to be linked either to the root node, or to another node, by a single edge. Edges can also be created and deleted (one by one, between any two nodes). Nodes can be deleted one at a time. Node and edge creation, deletion operations can happen in any arbitrary order. OK, so here's my question: When an edge is deleted, is it possible do determine, in constant time (i.e. with an O(1) algorithm), if doing this will divide the graph into two disjoint subgraphs? If it will, then which side of the edge will the root node belong? I'm willing to maintain, within reasonable limits, any additional data structure that can facilitate the derivation of this information. Maybe it is not possible to do it in O(1), if so any pointers to literature will be appreciated.

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  • How to to dump JS array... (boommarklet?)

    - by Soulhuntre
    A page on a site I use is holding some of my data hostage. Once I have logged into the site and navigated to the right page, the data I need is in the array eeData[] - it is 720 elements long (once every 2 minutes of a given day). Rather than simulate the requests to the underlying stuff json supplier and since its only once a day, I am happy to simply develop a bookmarklet to grab the data - preferably as a XML or CSV file. Any pointers to sample code or hints would help. I found a bookmarklet here that is based on this script that does part of this - but I am not up to speed on any potential JS file IO to see if it is possible to induce a file "download" of the data, or pop it opn in a new window I can copy / paste.

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  • How can I declare a pointer structure using {}?

    - by Y_Y
    This probably is one of the easiest question ever in C programming language... I have the following code: typedef struct node { int data; struct node * after; struct node * before; }node; struct node head = {10,&head,&head}; Is there a way I can make head to be *head [make it a pointer] and still have the availability to use '{ }' [{10,&head,&head}] to declare an instance of head and still leave it out in the global scope? For example: //not legal!!! struct node *head = {10,&head,&head};

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