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  • jQuery colorbox plugin isn't loading inline content

    - by Summer
    Hi, I'm trying to use the jQuery colorbox plugin to show a little warning when a warning icon is clicked. Check out the problem: - Go to http://dev.imagineelection.com/browse/zip/10011 - Click on one of the warning icons (scroll down to see one). See how the colorbox that pops up is empty? I've tried to isolate the problem: - If you click "View Source" -- the div id="address-alert" is in there - If you click "View Generated Source" (for example, with Firefox Web Developer plugin) -- the div id="address-alert" has been taken out, but it has not been replaced inside the new div id="cboxCurrent" that colorbox has put at the top of the page The jQuery call I'm doing is: if (jQuery().colorbox) { $(".warning-class").colorbox({width:"50%", inline:true, href:"#address-alert"}); } What is going on? Why won't the inline content work?

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  • use MACRO __FUNCTION__ with inline function

    - by Kurzack
    Hi all, I want to add debug message in kmalloc function in linux kernel. So my goal is to print all functions that call kmalloc. I tried to add printk("caller : %s size : %d",FUNCTION, size); in kmalloc function in slab.h but, the result of FUNCTION is kmalloc itself. I realised that MACRO is processed first before inline function (fyi, kmalloc is an inline function). Now, my question is, what is the simplest way to add debug message to kmalloc? Thanks in advance guys.

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  • Are these Mozilla-specific CSS styles doing anything?

    - by DisgruntledGoat
    I'm working with some CSS (from a Joomla template) like this: div#logo { -moz-background-clip: border; -moz-background-inline-policy: continuous; -moz-background-origin: padding; background: transparent url(../images/head.png) no-repeat scroll 0 0; ... } I've looked up some of those -moz- properties and they seem to be assigned their default values, and if I turn them off in Firebug nothing happens visibly. Would there be a reason to add them to a CSS file? Are they for an old version of Firefox perhaps?

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • sIFR3: controlling a and a:hover styles inside replaced through CSS rather than JS

    - by sneeuwitje
    For graceful degrading and minimal coding for the sIFR feature on my websites I would want to define styles in CSS as much as possible. Here's what I do: Define a H3 tag to be replaced by sIFR3. H3 comes in varying colors by CSS depending on it's container, say body.blue-txt h3{ color: #009CDA; } body.white-txt h3{ color: #FFFFFF; } body.etc... H3 might contain an anchor (I'm aware of semantical issues, but that's just how it is ... sorry) With setting sIFR.useStyleCheck = true; sIFR3 will show replaced normal H3 text with correct color, but when it contains a link, it shows the Flash default #0000FF .... All fine; I can tweak e.g. blue text in sifr-config.js by using the css-parameter for sIFR.replace(): sIFR.replace(futura, { selector: 'body.blue-txt h3', css: 'a {color: #009CDA; }, a:hover { color: #009CDA; text-decoration: underline; }' }); But that would have to be coded for every single text-color in my sIFR replacements in both JS and CSS. So I would want to make the sIFR.useStyleCheck setting just respect the CSS in sifr-config.css like: body.blue-txt h3{ color: #009CDA; } body.blue-txt h3 a{ color: #009CDA; } body.blue-txt h3 a:hover{ color: #009CDA; text-decoration: underline; } Only this doesn't seem to work ... the link text keeps popping up as #0000FF and the hover is not underlined. Is this just Not A Feature (Yet), or am doing something wrong?

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  • CSS styles are not applied to elements added to JavaFX component tree

    - by pazabo
    I have applied CSS style to JavaFX components and it looks like everything is working fine except one situation: when I add JavaFX components to component tree on-the-fly their CSS styles are not applied. For example following code: package test; import javafx.stage.Stage; import javafx.scene.Scene; import javafx.scene.shape.Rectangle; import javafx.scene.input.MouseEvent; import javafx.util.Math; import javafx.scene.paint.Color; function getRect(): Rectangle { return Rectangle { x: 230 * Math.random() y: 60 * Math.random() width: 20, height: 20 styleClass: "abc" } } def stage: Stage = Stage { scene: Scene { width: 250, height: 80 stylesheets: "{__DIR__}main.css" content: [ Rectangle { x: 0, y: 0, width: 250, height: 80 fill: Color.WHITE onMouseClicked: function (evt: MouseEvent): Void { insert getRect() into stage.scene.content; } } getRect() ] } } with following stylesheet: .abc { fill: red; } in main.css file (both in test package) display red square on white background, but after clicking the main rectangle black (not red) squares are added to scene. I noticed that: Components added dynamically look just like style information was not applied. If you set their style in JavaFX code then everything works fine. After changing stylesheets property (so that it points to another valid stylesheet) the objects already added render properly. Does anyone know the solution to this problem? I could of course put all the properties into JavaFX code or provide another stylesheet (for every existing stylesheed) that would contain the same data and change stylesheet right after adding any component, but I would like to find some elegant solution. Thanks in advance.

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  • Setting WPF control background image using styles?

    - by aviv
    Hi, I have a set of buttons inside a stack panel. I want them all to have a background image. How can i do it using styles? since i don't want to set manually the Background image for each button. Here is a code snippet: <StackPanel Orientation="Horizontal" Height="100px" VerticalAlignment="Top"> <StackPanel.Resources> <Style TargetType="Button"> <Setter Property="Margin" Value="2,4" /> </Style> </StackPanel.Resources> <Button Width="127px" Height="79px" VerticalAlignment="Bottom"> <Button.Background> <ImageBrush ImageSource="images/Tab.png" /> </Button.Background> </Button> <Button>A</Button> <Button>R</Button> <Button>S</Button> </StackPanel> Thanks.

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  • Assembly-wide / root-level styles in WPF class library

    - by WarpedBoard
    I have a C# (2008/.NET 3.5) class library assembly that supports WPF (based on http://dotupdate.wordpress.com/2007/12/05/how-to-add-a-wpf-control-library-template-to-visual-c-express-2008/). I've created several windows, and am now attempting to create a common style set for them. However, as it's a class library (instead of a WPF app), I don't have an app.xaml (and its contained Application & corresponding Application.Resources) in which to store these styles for global access. So: How can I create a top-level set of style definitions that'll be seen by all xaml files in the assembly, given that I do not have app.xaml (see above)? And/or is it possible to add a working app.xaml to a class library? FYI, I did try creating a ResourceDictionary in a ResourceDictionary.xaml file, and include it in each window within a "Window.Resources" block. That turned out to solve the styling of Buttons, etc... but not for the enclosing Window. I can put 'Style="{StaticResource MyWindowStyle}"' in the Window's opening block, and it compiles and shows up in the VS Design window fine, but during actual runtime I get a parse exception (MyWindowStyle could not be found; I'm guessing Visual Studio sees the dictionary included after the line in question, but the CRL does things more sequentially and therefore hasn't loaded the ResourceDictionary yet).

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  • CSS Brace Styles

    - by Nimbuz
    I'm unable to figure how the standard (or just popular) brace style names apply to CSS. Here're all the brace styles: /* one - pico? */ selector { property: value; property: value; } /* two */ selector { property: value; /* declaration starts on newline */ property: value; } /* three */ selector { property: value; property: value; } /* four - Allman or GNU?*/ selector { property: value; /* declaration starts on newline */ property: value; }? /* five */ selector { property: value; property: value; } /* six - horstmann? */ selector { property: value; /* declaration starts on newline */ property: value; } /* seven - banner?*/ selector { property: value; property: value; } /* eight */ selector { property: value; /* declaration starts on newline */ property: value; } Can someone please name each brace style for me? Many thanks!

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  • What causes style corruption in MS Word?

    - by Phil.Wheeler
    I've had a few documents across my desk that appear to have a corrupted or recursive style for much of the body text: Char char char char char char Does anyone know what causes this and how to permanently delete this style? When I try to delete it, it disappears from the Styles and Formatting pane of Word, only to reappear later when different text is selected. Input or guidance much appreciated.

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  • Generic styles for DataGridTemplateColumn Headers & Cells

    - by user557765
    I am struggling to define templates for my DataGrid columns. Here is the code that I have working at the moment: <t:DataGrid.Columns> <t:DataGridTemplateColumn Width="75" > <t:DataGridTemplateColumn.HeaderTemplate> <DataTemplate> <TextBlock Style="{StaticResource FieldNameVertical}" Text="Date" /> </DataTemplate> </t:DataGridTemplateColumn.HeaderTemplate> <t:DataGridTemplateColumn.CellTemplate> <DataTemplate> <TextBlock Style="{StaticResource FieldValue}" Text="{Binding ModifiedDate, StringFormat='{}{0:MM/dd/yyyy}'}" /> </DataTemplate> </t:DataGridTemplateColumn.CellTemplate> </t:DataGridTemplateColumn> .. .. .. </t:DataGrid.Columns> I would like to define HeaderTemplate & CellTemplate as reusable styles -- so that each column would be as brief as something like this: <t:DataGrid.Resources> <DataTemplate x:Key="dgHeaderStyle"> <TextBlock Style="{StaticResource FieldNameVertical}" Text="{Binding}" /> </DataTemplate> <DataTemplate x:Key="dgCellStyle"> <TextBlock Style="{StaticResource FieldValue}" Text="{Binding}" /> </DataTemplate> </t:DataGrid.Resources> <t:DataGrid.Columns> <t:DataGridTemplateColumn Width="75" Header="Date" Binding="{Binding ModifiedDate, StringFormat='{}{0:MM/dd/yyyy}'}" HeaderTemplate="{StaticResource dgHeaderStyle}" CellTemplate="{StaticResource dgCellStyle}" /> <t:DataGridTemplateColumn Width="100" Header="Dealer" HeaderTemplate="{StaticResource dgHeaderStyle}" CellTemplate="{StaticResource dgCellStyle}" /> ... </t:DataGrid.Columns> Every attempt I make has failed. I had hoped to implement something like the "solution" snippet in the initial entry of WPF DataGrid HeaderTemplate Mysterious Padding. However, I can't seem to adapt it to what I'm doing.

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  • Trouble with OpenLayers Styles.

    - by Jenny
    So, tired of always seeing the bright orange default regular polygons, I'm trying to learn to style OpenLayers. I've had some success with: var layer_style = OpenLayers.Util.extend({},OpenLayers.Feature.Vector.style['default']); layer_style.fillColor = "#000000"; layer_style.strokeColor = "#000000"; polygonLayer = new OpenLayers.Layer.Vector("PolygonLayer"); polygonLayer.style = layer_style; But sine I am drawing my polygons with DrawFeature, my style only takes effect once I've finished drawing, and seeing it snap from bright orange to grey is sort of disconcerting. So, I learned about temporary styles, and tried: var layer_style = new OpenLayers.Style({"default": {fillColor: "#000000"}, "temporary": {fillColor: "#000000"}}) polygonLayer = new OpenLayers.Layer.Vector("PolygonLayer"); polygonLayer.style = layer_style; This got me a still orange square--until I stopped drawing, when it snapped into completely opaque black. I figured maybe I had to explicitly set the fillOpacity...no dice. Even when I changed both fill colors to be pink and blue, respectively, I still saw only orange and opaque black. I've tried messing with StyleMaps, since I read that if you only add one style to a style map, it uses the default one for everything, including the temporary style. var layer_style = OpenLayers.Util.extend({}, OpenLayers.Feature.Vector.style['default']); var style_map = new OpenLayers.StyleMap(layer_style); polygonLayer = new OpenLayers.Layer.Vector("PolygonLayer"); polygonLayer.style = style_map; That got me the black opaque square, too. (Even though that layer style works when not given to a map). Passing the map to the layer itself like so: polygonLayer = new OpenLayers.Layer.Vector("PolygonLayer", style_map); Didn't get me anything at all. Orange all the way, even after drawn. polygonLayer = new OpenLayers.Layer.Vector("PolygonLayer", {styleMap: style_map}); Is a lot more succesful: Orange while drawing, translucent black with black outline when drawn. Just like when I didn't use a map. Problem is, still no temporary... So, I tried initializing my map this way: var style_map = new OpenLayers.StyleMap({"default": layer_style, "temporary": layer_style}); No opaque square, but no dice for the temporary, either... Still orange snapping to black transparent. Even if I make a new Style (layer_style2), and set temporary to that, still no luck. And no luck with setting "select" style, either. What am I doing wrong? Temporary IS for styling things that are currently being sketched, correct? Is there some other way specific to the drawFeature Controller? Edit: setting extendDefault to be true doesn't seem to help, either... var style_map = new OpenLayers.StyleMap({"default": layer_style, "temporary": layer_style}, {"extendDefault": "true"});

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  • Why are these styles not visible in IE6

    - by Laramie
    Given the following markup <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML Strict//EN"><META http-equiv="Content-Type" content="text/html; charset=utf-8"> <HTML xmlns="http://www.w3.org/1999/xhtml"> <head> <style type="text/css"> div.apartBox { padding:12px; background: #FFFFFF; border: solid 1px #6182A3; } .browser { background: #fff; border: solid 1px #0055E3; border-top: solid 12px #0055E3; border-bottom: solid 4px #7A99C5; padding:10px 10px 8px 14px; color: #333; font: 0.8em/1 arial; margin: 8px 20px; } .callout { background: #EEF2F0; border: solid 1px #9CC7C0; padding:8px; } </style> </head> <BODY> <div class="apartBox" id="subPopout" style="Z-INDEX: 2; WIDTH: 400px; POSITION: relative"> <div id="upSubPop"> <div class="callout" id="subDetails"> <div class="browser"> <span id="txtExample">Me afecta que digan que soy incapaz.</span> </div> </div> </div> </div> </BODY></HTML> The styles from the css .browser and .callout are not visible in IE6 unless I manually remove the position:relative style from subPopout. This div is generated automatically from a modal popup so I unfortunately can't touch this style. It displays fine in FF. If I select the .browser div with my mouse, it displays when I unselect it!

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  • understanding logic of dijit css and styles

    - by Tom
    Hi, I am trying to use dijit.InlineEditBox. I have put the following code in my HTML, using the example in the dojo docs: <script type="text/javascript"> dojo.require("dijit.InlineEditBox"); dojo.require("dojo.parser"); dojo.require("dijit.form.TextBox"); function editableHeaderOnChange(id, arg){ alert("details changed with id " + id + " and arguments "+arg); } </script> ... <span id="myText" dojoType="dijit.InlineEditBox" onChange="editableHeaderOnChange(this.id,arguments[0])" autoSave="true" title="My Text">click to edit me</span> I am using tundra theme. It works, however it doesn't look so good. The widget has its own style, which doesn't fit my CSS. I used firebug to locate the source of the problem. The widget creates many nested div/span elements, each has it's own style (element style in firebug): <span id="dijit__InlineEditor_0" class="dijitReset dijitInline" style="margin: 0px; position: absolute; visibility: hidden; display: block; opacity: 0;" ...> <input type="text" autocomplete="off" class="dijit dijitReset dijitLeft dijitTextBox" id="dijit_form_TextBox_0" style="line-height: 20px; font-weight: 400; font-family: Trebuchet MS,Helvetica,Arial,Verdana; font-size: 14.5167px; font-style: normal; width: 100%;"> ...> </span></span> (showing only the relevant parts...) to get the visual that I want, which will not break to a newline, I need to change the width of dijit_form_TextBox_0** to 50%, and the positioning of dijit__InlineEditor_0 to display: inline**; or to change the positioning of everything (most of my layout is floated, so position: absolute doesn't fit) I cannot address those span elements in my css to change the properties, because the element.style has priority, of course. I don't understand the logic in this system... why is dijit generating the style directly inside the element? how can I change these properties? Thanks Tom

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  • Display pdf file inline in Rails app

    - by Martas
    Hi, I have a pdf file attachment saved in the cloud. The file is attached using attachment_fu. All I do to display it in the view is: <%= image_tag @model.pdf_attachment.public_filename %> When I load the page with this code in the browser, it does what I want: it displays the attached pdf file. But only on Mac. On Windows, browsers will display a broken image placeholder. Chrome's Developer Tools report: "Resource interpreted as image but transferred with MIME type application/pdf." I also tried sending the file from controller: in PdfAttachmentController: def send_pdf_attachment pdf_attachment = PdfAttachment.find params[:id] send_file pdf_attachment.public_filename, :type => pdf_attachment.content_type, :file_name => pdf_attachment.filename, :disposition => 'inline' end in routes.rb: map.send_pdf_attachment '/pdf_attachments/send_pdf_attachment/:id', :controller => 'pdf_attachments', :action => 'send_pdf_attachment' and in the view: <%= send_pdf_attachment_path @model.pdf_attachment %> or <%= image_tag( send_pdf_attachment_path @model.pdf_attachment ) %> And that doesn't display the file on Mac (I didn't try on Windows), it displays the path: pdf_attachments/send_pdf_attachment/35 So, my question is: what do I do to properly display a pdf file inline? Thanks martin

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  • C++: Constructor/destructor unresolved when not inline?

    - by Anamon
    In a plugin-based C++ project, I have a TmpClass that is used to exchange data between the main application and the plugins. Therefore the respective TmpClass.h is included in the abstract plugin interface class that is included by the main application project, and implemented by each plugin. As the plugins work on STL vectors of TmpClass instances, there needs to be a default constructor and destructor for the TmpClass. I had declared these in TmpClass.h: class TmpClass { TmpClass(); ~TmpClass(); } and implemented them in TmpClass.cpp. TmpClass::~TmpClass() {} TmpClass::TmpClass() {} However, when compiling plugins this leads to the linker complaining about two unresolved externals - the default constructor and destructor of TmpClass as required by the std::vector<TmpClass> template instantiation - even though all other functions I declare in TmpClass.h and implement in TmpClass.cpp work. As soon as I remove the (empty) default constructor and destructor from the .cpp file and inline them into the class declaration in the .h file, the plugins compile and work. Why is it that the default constructor and destructor have to be inline for this code to compile? Why does it even maatter? (I'm using MSVC++8).

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  • inline block and middle text?

    - by user3551629
    I've made this code for navigation bar. HTML : <div class="header-nav"> <div class="header"> <img src="../Pictures/LifeFrame/2.jpg"/ width="100%" height="100px"> </div> <div class="nav" align="center"> <a href="#">Home</a> <a href="#">Gallery</a> </div> </div> CSS : .header-nav{ position:fixed; top:0; width:100%; left:0; right:0; } .nav{ height: 42px; background-color:#FF0000; } a{ display:inline-block; width:50%; height:42px; float:left; } but the text in tag a is on top not in middle. how to make the text in a tag with display inline block to middle ?

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  • Outlook Replies with Inline Comments

    - by BillN
    I have a user who uses Word as his e-mail editor. Often when replying to an e-mail, he'll insert his comments into the body of the original e-mail. Since he is using Word as the editor, these show as [User Name] Comment Text in a contrasting color. However, some users see the comments in their Outlook, and others do not. I've tried Selecting/DeSelecting Word as the e-mail editor on the recipients, and it does not seem to make a difference. We are using Exchange 2007 with Outlook 2003 and Outlook 2007 clients along with a few Entourage Clients. There does not seem to be a pattern related to which client is used, but Entourage seems to be more likely to have the problem. TIA, Bill

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  • Outlook Replies with Inline Comments

    - by BillN
    I have a user who uses Word as his e-mail editor. Often when replying to an e-mail, he'll insert his comments into the body of the original e-mail. Since he is using Word as the editor, these show as [User Name] Comment Text in a contrasting color. However, some users see the comments in their Outlook, and others do not. I've tried Selecting/DeSelecting Word as the e-mail editor on the recipients, and it does not seem to make a difference. We are using Exchange 2007 with Outlook 2003 and Outlook 2007 clients along with a few Entourage Clients. There does not seem to be a pattern related to which client is used, but Entourage seems to be more likely to have the problem. TIA, Bill

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  • Pasted image hides behind text even when set to be inline

    - by John
    I copied an image from MSPaint and pasted it into a Word document I'm working on. For some reason the image hides behind the text even with the default "in line with text" setting. Trying other settings don't work as expected either. It does the same when I insert a picture from a file. Can anyone shed any light what would be causing this and how to fix it - I am guessing some formatting issue in the existing document?

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  • RSS Reader with inline image downloader for offline viewing

    - by Markii
    Guess the title kind of says it all, I know there have been a few of these questions before and I have tirelessly tried to do this research but have had very little luck. Essentially I love Google Reader and gears for offline viewing but more and more blogs are referring to diagrams and pictures in their articles and if I'm on a plane, I am not able to see any of these since they are not downloaded during offline mode. Any RSS readers out there that are?

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  • mootools changing an elements inline css

    - by sea_1987
    I have some HTML that looks like this, <div id="mb_contents" style="visibility: visible; opacity: 1; width: 600px; height: 450px;"> I am trying to turn the visibilty to hidden using this js/mootools, $('mb_overlay').set('styles', { 'visibilty': 'hidden', }); However nothing seems to be working, am I missing something?

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