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  • Fix two-finger Trackpad Scrolling on a Macbook running Bootcamp

    - by roryok
    This is an issue that's annoyed me for some time. About a year ago, the two-finger scrolling in Windows 7 on my Macbook Pro stopped working. I discovered that a fix for this is to open Bootcamp from the control panel, go to the Trackpad tab, tick and untick "Tap to click" and click ok. This has to be done every time the machine is woken from sleep or rebooted. I'm now using Windows 8 and encountering the same issue. I've tried several different driver revisions, and none have helped. I'm sick of going through the motions. Has anyone got a solution for this?

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  • suddenly can't connect to Windows 7 PC from xbmc

    - by Damon
    I have xbmc installed on a softmodded classic xbox and all of a sudden I cannot connect to the shared folders on my Windows 7 PC. Well, it can connect but it wants a username and password, but none exist on my computer. It's been several weeks since I last used it, but it was working fine then! and no particular changes I can think of aside from I guess a few Windows updates. I've seen reference online to Windows Live essentials causing issues with file sharing, but I don't even have that installed. And I made sure to tick 'turn off password protected sharing' in my advanced network setup. I had the guest account turned off and working fine before, and tried turning it on but no luck. I can access my shared folders fine from other Computers and a ps3. I've read a couple threads of similar situations on various folders and none of their solutions have worked.

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  • How to prevent Network Manager from auto creating network connection profiles with "available to everyone" by default

    - by airtonix
    We have several laptops at work which use Ubuntu 11.10 64bit. I have our Wifi Access Point requiring WPA2-EAP Authentication (backed by a LDAP server). I have the staff using these laptops when doing presentations by using the Guest Account. So by default when you have a wifi card, network manager will display available Wireless Access Points. So the logical course of action for a Novice(tm) user is to single left click the easy to use option in the Network Manager drop down list... At this point the Staff Member (who is logged in with the guest account) expects to just be able to connect and enter any authentication details if required. But because they are using the Guest account, they won't ever have admin permissions (nor do I want them to), and so PolKit kicks in with a request for admin authorisation. I solved this part by modifying the PolKit permissions required to allow all users to create System Network Connections... However, because these Staff members are logging onto the Wifi Access Point with Ldap Credentials and because the Network Manager is now saving those credentials as a System Connection, their password is available for the next guest user session (because system connection profiles are stored in /etc/NetworkManager/system-connections.d/* ). It creates system connections by default because "Available to all users" is ticked by default when you quickly connect to a new wifi access point. I want Network Manager to not tick this by default. This way I can revert the changes I made to Polkit and users network connection profiles will be purged when they log out.

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  • How can Automator or Applescript rotate 500,000 images in folders and subfolders?

    - by Ludi
    I have very specific question. I've got 500,000 images that sit in 98 subfolders. Some of the subfolders contain 25,000 images. Is there any script/automator workflow that I can use? I was trying to create a workflow: Ask for Finder Items Get Folder Contents (tick repeat for each subfolder found) Rotate images It works OK, but only for these folders where there is less than 4,096 files: I normally receive following error message: Rotate images failed - 1 error too many arguments (12019) -- limit is 4096 Is there any way to increase this limit or create completely different apple script? I really hope that someone will help me with this one.

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  • Can you use programming for a greater good? [closed]

    - by jdoig
    What are the paths one could take to use their programming skills to benefit mankind (good causes, scientific or medical advancement, etc)? Problem: I dropped out of school, learnt programming, on my own, from text books and the internet. I have 7+ years of commercial experience from web applications to big data to mobile apps. But all I seem to do is make rich people richer with the vain hope that one day I'll be the guy with the good idea using other people to make myself richer. I googled for simular posts on the subject and saw a lot of people saying... "Just do your 9-5 job and donate a lot to charity"... I'm sorry to sound selfish but thats not what makes me tick; I need to be invested in and excited about the project at hand; it's not only got to be for a greater good but it's got to kick arse and feel good doing it too... Does that kind of job exist? Does it involve programming? What other skills do I need? (Apologies if this question is too 'fluffy' or 'wishy-washy', but if it is a pointer to where else I could ask it would be appreciated)

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  • How do I reinforce compression options?

    - by Gooberpatrol66
    Shortly after I got my computer, I enabled NTFS compression on it, selecting the option to compress "all files and subfolders". I recently noticed that several folders on my PC are not compressed anymore, including "Program Files" and "Windows". I suspect this happened when I installed Windows 8.1. The problem is, the only way I can think of to fix this would be to uncheck the tick box under "Properties" for my drive, thus decompressing everything on my drive, and then re-check it with the "all files and subfolders" option. Is there a way to compress all the uncompressed folders without first decompressing the compressed folders?

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  • no boot option after install ubuntu 12.04 LTS using cd

    - by utamaku
    im facing a problem. after installing Ubuntu 12.04 LTS using boot from CD, when reboot there is no boot option to choose the OS. i directly log in to my Windows 7. before this im having an issue with the 'nomodeset' if not mistaken. after tick [x] on the nomodeset, i can install my Ubuntu, and stuck again at choosing the partition. so i had done 2 partitions for ubuntu, 1 partition for ubuntu ( ext3, mount /) and the other 1 for swap. then i can proceed until finished the installation. and after the system want to reboot. it take some times and just stuck at the screen doing nothing. not rebooting at all. i force to shutdown then restart again then directly go into windows 7 without boot option. in win7 the partitions for ubuntu is gone. i had tried the boot-repair thing and still doesn't help. it just show up the _ (terminal thing i guess). i typed boot repair and still the same. im using acer aspire 4736z. please anybody help me with this issue.

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  • What could cause a sudden stop in Box2D?

    - by alexanderpine
    I'm using Box2d for a game, and I have a bug that's driving me nuts. I've simplified the situation down to a square player sliding back and forth frictionlessly on top of a floor composed of a series of square tiles, driven by the left and right keys (which apply a horizontal force). Works great, sliding back and forth across the whole floor. Except... Every once in a while, the player will suddenly stick at the edge of one of the tiles as if it is hitting a (nonexistent) wall. Further pushes in the same direction it was traveling will fail, but as soon as I push backwards once in the opposite direction, I can push forwards past the sticking point again. The sticking point seems to be random, except for being on the edge of a tile. Happens while going left or right. For debugging purposes, I keep the Positions/velocity values for the previous two update ticks and print them out when this stop occurs. As an example, here you see the player moving right, decelerating slightly; pos2 should be about 8.7, but it stops dead instead. tick0: pos= 8.4636 vel= 7.1875 tick1: pos= 8.5816 vel= 7.0833 tick2: pos= 8.5816 vel= 0.0000 So, as the player is 0.8 and the tiles 1.0 wide, the player is stopping just as it is about to cross onto the next tile (8.5816 + 0.8/2 = 8.9816). In fact, I get a collision message (which I ignore except noting that it happened). It only seems to happen at x.5816 (or -x.4184) while moving right, and x.4167 (or -x.5833) while moving left I said that it's like hitting a wall, but in fact, when it hits a wall, the numbers look more like: tick0: pos0= 12.4131 vel2= 8.4375 tick1: pos1= 12.5555 vel1= 8.5417 tick2: pos2= 12.5850 vel0= 0.0000 so it moves further right on the last tick, which puts it in contact with the wall. Anyone seen anything like this. Any suggestion on how I could be causing this behavior.

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  • Is there a way to get a shared spreadsheet to update without closing and reopening?

    - by Mike
    Using Excel 2010, I have a spreadsheet that is used by 3 different people at any one time. But if one person has the spreadsheet open on there PC the other people can only view it as read only. I have since shared the workbook and put the spreadsheet on a shared network drive and now they can all view the spreadsheet at the same time and edit it at the same time. The problem is that nobody can see the changes that the other users have made unless the close out of the spreadsheet and open it up again to view the changes. I have checked the settings of the shared workbook and on the advanced tab have tick the option that updates the information every 5 minutes but the information does not update until you close out and open the spreadsheet back up again. How can I fix this problem?

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  • CCMoveBy values on update()

    - by Jose M Pan
    Hope you can help me. This is my problem: I have a scheduled update, here I track the movements of my objects (sprites), I move them with CCMoveBy, and I need to constantly update the zOrder. For setting the zOrder I've made a setZOrder(), which it takes the actual position of the sprite. And here is the problem, I get all the X and Y values AFTER the object is in the target. I know I get the values after the object is in the new position because I've made a CCLog. I can read all the values from the sprite, only when it's in the new position, so everything is well sorted only when the objects are not moving. How can I get the CCMoveBy values on every tick update? (or how can I get the CCMoveBy values in "real-time"?) Thanks a lot in advance, Here is an idea of my code. this->schedule(schedule_selector(Game::update)); void Game::update(float dt) { setZOrder(); moveObjects(); } void Game::setZOrder() { //This function takes the X and Y position and the row and column where the sprite is. Is working good. But I'm getting the "move" action values, after the object is in place. } void Game::moveObjects() { for (i=0; i < numChildren; i++) { CCActionInterval* move = CCMoveBy::create(targetPoint, time); object[i]->runAction(move); } }

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  • How should I implement multiple threads in a game? [duplicate]

    - by xerwin
    This question already has an answer here: Multi-threaded games best practices. One thread for 'logic', one for rendering, or more? 6 answers So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

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  • Game loop and time tracking

    - by David Brown
    Maybe I'm just an idiot, but I've been trying to implement a game loop all day and it's just not clicking. I've read literally every article I could find on Google, but the problem is that they all use different timing mechanisms, which makes them difficult to apply to my particular situation (some use milliseconds, other use ticks, etc). Basically, I have a Clock object that updates each time the game loop executes. internal class Clock { public static long Timestamp { get { return Stopwatch.GetTimestamp(); } } public static long Frequency { get { return Stopwatch.Frequency; } } private long _startTime; private long _lastTime; private TimeSpan _totalTime; private TimeSpan _elapsedTime; /// <summary> /// The amount of time that has passed since the first step. /// </summary> public TimeSpan TotalTime { get { return _totalTime; } } /// <summary> /// The amount of time that has passed since the last step. /// </summary> public TimeSpan ElapsedTime { get { return _elapsedTime; } } public Clock() { Reset(); } public void Reset() { _startTime = Timestamp; _lastTime = 0; _totalTime = TimeSpan.Zero; _elapsedTime = TimeSpan.Zero; } public void Tick() { long currentTime = Timestamp; if (_lastTime == 0) _lastTime = currentTime; _totalTime = TimestampToTimeSpan(currentTime - _startTime); _elapsedTime = TimestampToTimeSpan(currentTime - _lastTime); _lastTime = currentTime; } public static TimeSpan TimestampToTimeSpan(long timestamp) { return TimeSpan.FromTicks( (timestamp * TimeSpan.TicksPerSecond) / Frequency); } } I based most of that on the XNA GameClock, but it's greatly simplified. Then, I have a Time class which holds various times that the Update and Draw methods need to know. public class Time { public TimeSpan ElapsedVirtualTime { get; internal set; } public TimeSpan ElapsedRealTime { get; internal set; } public TimeSpan TotalVirtualTime { get; internal set; } public TimeSpan TotalRealTime { get; internal set; } internal Time() { } internal Time(TimeSpan elapsedVirtualTime, TimeSpan elapsedRealTime, TimeSpan totalVirutalTime, TimeSpan totalRealTime) { ElapsedVirtualTime = elapsedVirtualTime; ElapsedRealTime = elapsedRealTime; TotalVirtualTime = totalVirutalTime; TotalRealTime = totalRealTime; } } My main class keeps a single instance of Time, which it should constantly update during the game loop. So far, I have this: private static void Loop() { do { Clock.Tick(); Time.TotalRealTime = Clock.TotalTime; Time.ElapsedRealTime = Clock.ElapsedTime; InternalUpdate(Time); InternalDraw(Time); } while (!_exitRequested); } The real time properties of the time class turn out great. Now I'd like to get a proper update/draw loop working so that the state is updated a variable number of times per frame, but at a fixed timestep. At the same time, the Time.TotalVirtualTime and Time.ElapsedVirtualTime should be updated accordingly. In addition, I intend for this to support multiplayer in the future, in case that makes any difference to the design of the game loop. Any tips or examples on how I could go about implementing this (aside from links to articles)?

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  • With NVD3.js (nv.models.lineWithFocusChart), how do you set specific ticks on X-axis, when x values are dates?

    - by Panagiotis Panagi
    I'm using nv.models.lineWithFocusChart, where I'm showing some hourly measurements. So the x domain is dates. What I need is to show a tick per hour on X axis: 00:00 01:00 02:00 ... 24:00 I've tried everything I could find but nothing works. It seems that its easy to set specific ticks when values are not dates. But can't figure out how to do it for dates. Here's the code that creates the graph, if it can help: nv.addGraph -> chart = nv.models.lineWithFocusChart(view) chart.yAxis.tickFormat(d3.format(".02f")) d3.select(graphSelector).datum([]).transition().duration(500).call(chart) nv.utils.windowResize -> d3.select(graphSelector).call(chart) chart.xAxis.tickFormat (d) -> d3.time.format(ticksFormat)(new Date(d)) chart.x2Axis.tickFormat (d) -> d3.time.format(ticksFormat)(new Date(d)) chart.xAxis.tickSubdivide(9)

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  • iPhone Gameloop render update from a separate thread

    - by Rich
    Hi, I'm new to iPhone development. I have a game loop setup as follows. (void)CreateGameTick:(NSTimeInterval) in_time { [NSThread detachNewThreadSelector:@selector(GameTick) toTarget:self withObject:nil]; } My basic game tick/render looks like this (void)GameTick { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; CGRect wrect = [self bounds]; while( m_running ) { [self drawRect: wrect]; } [pool release]; } My render function gets called. However nothing gets drawn (I am using Core Graphics to draw some lines on a derived UIView). If I call my update via a timer then all is well and good. Can you tell me why the render fails when done via threads? And is it possible to make it work via threads? Thanks Rich

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  • How to set tooltips on ListView Subitems in .Net

    - by Ryan
    I am trying to set the tool tip text for some of my subitems in my listview control. I am unable to get the tool tip to show up. Anyone have any suggestions? Private _timer As Timer Private Sub Timer() If _timer Is Nothing Then _timer = New Timer _timer.Interval = 500 AddHandler _timer.Tick, AddressOf TimerTick _timer.Start() End If End Sub Private Sub TimerTick(ByVal sender As Object, ByVal e As EventArgs) _timer.Enabled = False End Sub Protected Overrides Sub OnMouseMove(ByVal e As System.Windows.Forms.MouseEventArgs) If Not _timer.Enabled Then Dim item = Me.HitTest(e.X, e.Y) If Not item Is Nothing AndAlso Not item.SubItem Is Nothing Then If item.SubItem.Text = "" Then Dim tip = New ToolTip Dim p = item.SubItem.Bounds tip.ToolTipTitle = "Status" tip.ShowAlways = True tip.Show("FOO", Me, e.X, e.Y, 1000) _timer.Enabled = True End If End If End If MyBase.OnMouseMove(e) End Sub

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  • Annotating axis in ggplot2

    - by mpiktas
    I am looking for the way to annotate axis in ggplot2. The example of the problem can be found here: http://learnr.wordpress.com/2009/09/24/ggplot2-back-to-back-bar-charts. The y axis of the chart (example graph in the link) has an annotation: (million euro). Is there a way to create such types of annotations in ggplot2? Looking at the documentation there is no obvious way, since the ggplot does not explicitly let you put objects outside plotting area. But maybe there is some workaround? One of the possible workarounds I thought about is using scales: data=data.frame(x=1:10,y=1:10) qplot(x=x,y=y,data=data)+scale_y_continuous(breaks=10.1,label="Millions") But then how do I remove the tick? And it seems that since ggplot does not support multiple scales, I will need to grab the output of the scale_y_continuous, when it calculates the scales automaticaly and then add my custom break and label by hand. Maybe there is a better way?

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  • Problem with room/screen/menu controller in python game: old rooms are not removed from memory

    - by Jordan Magnuson
    I'm literally banging my head against a wall here (as in, yes, physically, at my current location, I am damaging my cranium). Basically, I've got a Python/Pygame game with some typical game "rooms", or "screens." EG title screen, high scores screen, and the actual game room. Something bad is happening when I switch between rooms: the old room (and its various items) are not removed from memory, or from my event listener. Not only that, but every time I go back to a certain room, my number of event listeners increases, as well as the RAM being consumed! (So if I go back and forth between the title screen and the "game room", for instance, the number of event listeners and the memory usage just keep going up and up. The main issue is that all the event listeners start to add up and really drain the CPU. I'm new to Python, and don't know if I'm doing something obviously wrong here, or what. I will love you so much if you can help me with this! Below is the relevant source code. Complete source code at http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip MAIN.PY class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() EVENT_MANAGER.PY class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.last_listeners = {} self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def clear(self): del self.listeners[:] #---------------------------------------------------------------------- def post(self, event): # if isinstance(event, MouseButtonLeftEvent): # debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" print 'Number of listeners: ' + str(len(self.listeners)) for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) def notify(self, event): pass #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent) or isinstance(incoming_event, BoardCreationTick): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 2: #Button 2 pos = pygame.mouse.get_pos() ev = MouseButtonRightEvent(pos) elif event.type == pygame.MOUSEBUTTONUP and not self.input_freeze: if event.button == 2: #Button 2 Release pos = pygame.mouse.get_pos() ev = MouseButtonRightReleaseEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) # elif isinstance(event, BoardCreationTick): # #Share some time with other processes, so we don't hog the cpu # pygame.time.wait(5) # # #If this event manager has an associated PGU GUI app, notify it of the event # if self.ev_manager.gui_app: # self.ev_manager.gui_app.event(event) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent(fps=fps)) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False EXAMPLE CLASS USING EVENT MANAGER class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1

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  • How to capture screen with timer using C#?

    - by ankush
    This is a Windows application using C#. I want to capture a screen shot with a timer. The timer is set to a 5000 ms interval. As the timer is started, the desktop screen should be captured with the source window caption. try { System.Windows.Forms.Timer timer = new System.Windows.Forms.Timer(); timer.Tick += new EventHandler(timer2_Tick); timer.Interval = (100) * (50); timer.Enabled = true; timer.Start(); ScreenShots sc = new ScreenShots(); sc.pictureBox1.Image = system_serveillance.CaptureScreen.GetDesktopImage(); while(sc.pictureBox1.Image != null) { sc.pictureBox1.Image.Save("s"+".jpg", System.Drawing.Imaging.ImageFormat.Jpeg); sc.pictureBox1.Image = null; } This code is not working properly. How can I make it work?

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  • Can I pass data via JQUERY to ASP.NET MVC controller action and have a view rendered in new browser

    - by Simon Lomax
    Hi, Can anyone advise if its possible to pass data via JQUERY to an ASP.NET MVC controller action and have a view rendered in new browser tab based on the model data passed to the action method. My scenario is that I have a Jqgrid populated with product info on a page. The user would tick the items in the grid that they would like a label produced for. After they've made their slection they would click a button and I would like (if possible) to render a view of that contains a label for each selected item and have the view render in a new browser tab. All the code to allow the selections and post the relevant data back to the action method is all working fine and I know its easy to use the Jquery $(selector).load() command to populate an element on the current page with the HTML returned from the action. But is it possible to populate an element on a page in a new browser tab. If it is how would I go about it? Hope this make sense.

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  • ASP.NET Windows Authentication

    - by Jason M
    Hi All I have an ASP.NET website set up using Windows authentication. Each time I open IE and try to access the webpage I get a windows authentication screen. Once I have logged in I can see the website fine. My problem is that every time I open a new IE browser I have to re-enter my username and password. I have heard about thew double hop issue, is this what it could be. If so how many ip fix this. Any ideas how i can stop this box showing up each time? I have ticked the "remember my username/password" tick box but still no joy. I am using Windows Server 2003, IIS 6.0 and .NET 4.0. Thanks JM

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  • WPF UC in Winforms occasionally has an odd border to the left / visually corrupted

    - by Ryan ONeill
    I have a WPF user control I created that is used to show the state of tasks in my UI. I get the odd report back that the control sometimes has a nasty looking border to the left and I cannot reproduce it. The control looks like this (when working) (grey tick=not run, green=OK,red cross=fail,hourglass=running); It looks like this when the problem occurs; It may have something to do with the layering of those icons, when the state changes the others are made invisible and the relevant icon is made visible. The four icons are all stacked on top of each other. It could also be the background in theory, which I'll look at next. Problem is reported on both flat panel and CRT displays. Any guidance greatly appreciated. Update: 1) SnapsToDevicePixels does not affect the issue. 2) Grid is not used, only a canvas.

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  • Is there a way to delay an event handler (say for 1 sec) in Windows Forms

    - by Essam
    I need to be able to delay the event handlers for some controls (like a button) to be fired for example after 1 sec of the actual event (click event for example) .. is this possible by the .net framework ? I use a timer and call my code from the timer's tick event as below but I am not sure if this is the best approach ! void onButtonClick( ..) { timer1.Enabled = true; } void onTimerTick( ..) { timer.Enabled = false; CallMyCodeNow(); }

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  • Interface builder problem: When hooking up an IBOutlet, getting "this class is not key value coding-

    - by Robert
    Here is what I do: 1) Create New UIViewController subclass , tick with NIB for interface builder 2) In the header: @interface QuizMainViewController : UIViewController { UILabel* aLabel; } @property (nonatomic, retain) IBOutlet UILabel* aLabel; @end 3) In the .m #import "QuizMainViewController.h" @implementation QuizMainViewController @synthesize aLabel; - (void)dealloc { [aLabel release]; [super dealloc]; } @end 4) Open the NIB In interface builder, drag a new UILabel into the view. I test the program here and it runs fine. 5) right click on file's owner, connect 'aLabel' from the Outlets to the UILabel. I run here and it crashes. Message from log: * Terminating app due to uncaught exception 'NSUnknownKeyException', reason: '[ setValue:forUndefinedKey:]: this class is not key value coding-compliant for the key aLabel.'

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  • Java: versioned data structures?

    - by Jason S
    I have a data structure that is pretty simple (basically a structure containing some arrays and single values), but I need to record the history of the data structure so that I can efficiently get the contents of the data structure at any point in time. Is there a relatively straightforward way to do this? The best way I can think of would be to encapsulate the whole data structure with something that handles all the mutating operations by storing data in functional data structures, and then for each mutation operation caching a copy of the data structure in a Map indexed by time-ordering (e.g. a TreeMap with real time as keys, or a HashMap with a counter of mutation operations combined with one or more indexes stored in TreeMaps mapping real time / tick count / etc. to mutation operations) any suggestions?

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  • Current Time Not working in WPF DLL

    - by Anu
    HI, I making one DLL in WPF,C# and im using it in VC++.In that DLL, ihave one textblock to display current time,But when i run the WPF application as WIndows application it shows current time correctly and also updated with new timings.But when i use it as Dll in VC++ applcation,the current time is not get updating.It shows the time when the applcaiton is loaded.thats all.Its not get updated. Code: public Button() { InitializeComponent(); DispatcherTimer dispatcherTimer = new DispatcherTimer(); dispatcherTimer.Tick += new EventHandler(dispatcherTimer_Tick); dispatcherTimer.Interval = new TimeSpan(0, 0, 1); dispatcherTimer.Start(); } private void dispatcherTimer_Tick(object sender, EventArgs e) { DataContext = DateTime.Now.ToString("g"); } XAML: <TextBlock Margin="0,6,211,0" Name="textBlock1" Text="{Binding}"/>

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