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  • C# .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • I get java.lang.NullPointerException when trying to get the contents of the database in Android

    - by ncountr
    I am using 8 EditText boxes from the NewCard.xml from which i am taking the values and when the save button is pressed i am storing the values into a database, in the same process of saving i am trying to get the values and present them into 8 different TextView boxes on the main.xml file and when i press the button i get an FC from the emulator and the resulting error is java.lang.NullPointerException. If Some 1 could help me that would be great, since i have never used databases and this is my first application for android and this is the only thing keepeng me to complete the whole thing and publish it on the market like a free app. Here's the full code from NewCard.java. public class NewCard extends Activity { private static String[] FROM = { _ID, FIRST_NAME, LAST_NAME, POSITION, POSTAL_ADDRESS, PHONE_NUMBER, FAX_NUMBER, MAIL_ADDRESS, WEB_ADDRESS}; private static String ORDER_BY = FIRST_NAME; private CardsData cards; EditText First_Name; EditText Last_Name; EditText Position; EditText Postal_Address; EditText Phone_Number; EditText Fax_Number; EditText Mail_Address; EditText Web_Address; Button New_Cancel; Button New_Save; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.newcard); cards = new CardsData(this); //Define the Cancel Button in NewCard Activity New_Cancel = (Button) this.findViewById(R.id.new_cancel_button); //Define the Cancel Button Activity/s New_Cancel.setOnClickListener ( new OnClickListener() { public void onClick(View arg0) { NewCancelDialog(); } } );//End of the Cancel Button Activity/s //Define the Save Button in NewCard Activity New_Save = (Button) this.findViewById(R.id.new_save_button); //Define the EditText Fields to Get Their Values Into the Database First_Name = (EditText) this.findViewById(R.id.new_first_name); Last_Name = (EditText) this.findViewById(R.id.new_last_name); Position = (EditText) this.findViewById(R.id.new_position); Postal_Address = (EditText) this.findViewById(R.id.new_postal_address); Phone_Number = (EditText) this.findViewById(R.id.new_phone_number); Fax_Number = (EditText) this.findViewById(R.id.new_fax_number); Mail_Address = (EditText) this.findViewById(R.id.new_mail_address); Web_Address = (EditText) this.findViewById(R.id.new_web_address); //Define the Save Button Activity/s New_Save.setOnClickListener ( new OnClickListener() { public void onClick(View arg0) { //Add Code For Saving The Attributes Into The Database try { addCard(First_Name.getText().toString(), Last_Name.getText().toString(), Position.getText().toString(), Postal_Address.getText().toString(), Integer.parseInt(Phone_Number.getText().toString()), Integer.parseInt(Fax_Number.getText().toString()), Mail_Address.getText().toString(), Web_Address.getText().toString()); Cursor cursor = getCard(); showCard(cursor); } finally { cards.close(); NewCard.this.finish(); } } } );//End of the Save Button Activity/s } //======================================================================================// //DATABASE FUNCTIONS private void addCard(String firstname, String lastname, String position, String postaladdress, int phonenumber, int faxnumber, String mailaddress, String webaddress) { // Insert a new record into the Events data source. // You would do something similar for delete and update. SQLiteDatabase db = cards.getWritableDatabase(); ContentValues values = new ContentValues(); values.put(FIRST_NAME, firstname); values.put(LAST_NAME, lastname); values.put(POSITION, position); values.put(POSTAL_ADDRESS, postaladdress); values.put(PHONE_NUMBER, phonenumber); values.put(FAX_NUMBER, phonenumber); values.put(MAIL_ADDRESS, mailaddress); values.put(WEB_ADDRESS, webaddress); db.insertOrThrow(TABLE_NAME, null, values); } private Cursor getCard() { // Perform a managed query. The Activity will handle closing // and re-querying the cursor when needed. SQLiteDatabase db = cards.getReadableDatabase(); Cursor cursor = db.query(TABLE_NAME, FROM, null, null, null, null, ORDER_BY); startManagingCursor(cursor); return cursor; } private void showCard(Cursor cursor) { // Stuff them all into a big string long id = 0; String firstname = null; String lastname = null; String position = null; String postaladdress = null; long phonenumber = 0; long faxnumber = 0; String mailaddress = null; String webaddress = null; while (cursor.moveToNext()) { // Could use getColumnIndexOrThrow() to get indexes id = cursor.getLong(0); firstname = cursor.getString(1); lastname = cursor.getString(2); position = cursor.getString(3); postaladdress = cursor.getString(4); phonenumber = cursor.getLong(5); faxnumber = cursor.getLong(6); mailaddress = cursor.getString(7); webaddress = cursor.getString(8); } // Display on the screen add for each textView TextView ids = (TextView) findViewById(R.id.id); TextView fn = (TextView) findViewById(R.id.firstname); TextView ln = (TextView) findViewById(R.id.lastname); TextView pos = (TextView) findViewById(R.id.position); TextView pa = (TextView) findViewById(R.id.postaladdress); TextView pn = (TextView) findViewById(R.id.phonenumber); TextView fxn = (TextView) findViewById(R.id.faxnumber); TextView ma = (TextView) findViewById(R.id.mailaddress); TextView wa = (TextView) findViewById(R.id.webaddress); ids.setText(String.valueOf(id)); fn.setText(String.valueOf(firstname)); ln.setText(String.valueOf(lastname)); pos.setText(String.valueOf(position)); pa.setText(String.valueOf(postaladdress)); pn.setText(String.valueOf(phonenumber)); fxn.setText(String.valueOf(faxnumber)); ma.setText(String.valueOf(mailaddress)); wa.setText(String.valueOf(webaddress)); } //======================================================================================// //Define the Dialog that alerts you when you press the Cancel button private void NewCancelDialog() { new AlertDialog.Builder(this) .setMessage("Are you sure you want to cancel?") .setTitle("Cancel") .setCancelable(false) .setPositiveButton("Yes", new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int id) { NewCard.this.finish(); } }) .setNegativeButton("No", new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int id) { dialog.cancel(); } }) .show(); }//End of the Cancel Dialog }

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  • .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • Why are some of my view not aligned correctly at the bottom of my relative layout?

    - by Janusz
    I have problems getting some of my views aligned in a relative layout that I use inside a row of my listview. Here is a screenshot from the layout builder in Eclipse, this is what I think it should look like: The next image is from the emulator. Now the TestTestTest View is at the top and covers the name and distance Textviews. This is my layout: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:padding="4dip"> <ImageView android:id="@+id/logo" android:layout_width="wrap_content" android:layout_height="wrap_content" android:adjustViewBounds="true" android:scaleType="centerInside" android:src="@drawable/icon" android:layout_centerVertical="true" android:layout_alignParentLeft="true" android:background="@color/green" /> <TextView android:id="@+id/distance" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Distance" android:layout_alignParentRight="true" android:layout_alignParentTop="true" android:paddingRight="4dip" android:background="#000000" /> <TextView android:id="@+id/name" android:layout_width="fill_parent" style="@style/ListHeadText" android:layout_height="wrap_content" android:text="Name" android:layout_alignTop="@id/distance" android:layout_toRightOf="@id/logo" android:layout_toLeftOf="@id/distance" android:gravity="clip_horizontal" android:lines="1" android:paddingLeft="4dip" android:background="@color/red" /> <TextView android:id="@+id/number" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Number" android:paddingRight="4dip" android:layout_alignRight="@id/distance" android:background="@color/darkred" android:layout_below="@id/distance" /> <TextView android:id="@+id/subcategory" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Subcategory" android:paddingLeft="4dip" android:layout_alignLeft="@id/name" android:lines="1" android:gravity="clip_horizontal" android:layout_below="@id/distance" android:background="@color/green" /> <TextView android:id="@+id/test" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="TestTestTest" android:paddingLeft="4dip" android:layout_alignParentBottom="true" android:gravity="bottom" android:background="@color/red" /> Shouldnt align_parent_bottom put the view at the bottom of the cell in the list?

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * 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) def render(self, surface): self.room.render(surface) #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() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary 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 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" 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) #------------------------------------------------------------------------------ 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): #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.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ 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()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 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 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time 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 += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • Javascript or CSS hover not working in Safari and Chrome

    - by PAZtech
    I have a problem with a script for a image gallery. The problem seems to only occur on Safari and Chrome, but if I refresh the page I get it to work correctly - weird! Correct function: The gallery has a top bar, which if you hover over it, it will display a caption. Below sits the main image. At the bottom there is another bar that is a reversal of the top bar. When you hover over it, it will display thumbnails of the gallery. The problem: In Safari and Chrome, the thumbnail holder will not display. In fact, it doesn't even show it as an active item (or a rollover). But oddly enough, if you manually refresh the page it begins to work correctly for the rest of the time you view the page. Once you have left the page and return the same error occurs again and you have to go through the same process. Here's one of the pages to look at: link text Here's the CSS: #ThumbsGutter { background: url(../Images/1x1.gif); background: url(/Images/1x1.gif); height: 105px; left: 0px; position: absolute; top: 0px; width: 754px; z-index: 2; } #ThumbsHolder { display: none; } #ThumbsTable { left: 1px; } #Thumbs { background-color: #000; width: 703px; } #Thumbs ul { list-style: none; margin: 0; padding: 0; } #Thumbs ul li { display: inline; } .Thumbs ul li a { border-right: 1px solid #fff; border-top: 1px solid #fff; float: left; left: 1px; } .Thumbs ul li a img { filter: alpha(opacity=50); height: 104px; opacity: .5; width: 140px; } .Thumbs ul li a img.Hot { filter: alpha(opacity=100); opacity: 1; } Here is the javascript: //Variables var globalPath = ""; var imgMain; var gutter; var holder; var thumbs; var loadingImage; var holderState; var imgCount; var imgLoaded; var captionHolder; var captionState = 0; var captionHideTimer; var captionHideTime = 500; var thumbsHideTimer; var thumbsHideTime = 500; $(document).ready(function() { //Load Variables imgMain = $("#MainImage"); captionHolder = $("#CaptionHolder"); gutter = $("#ThumbsGutter"); holder = $("#ThumbsHolder"); thumbs = $("#Thumbs"); loadingImage = $("#LoadingImageHolder"); //Position Loading Image loadingImage.centerOnObject(imgMain); //Caption Tab Event Handlers $("#CaptionTab").mouseover(function() { clearCaptionHideTimer(); showCaption(); }).mouseout(function() { setCaptionHideTimer(); }); //Caption Holder Event Handlers captionHolder.mouseenter(function() { clearCaptionHideTimer(); }).mouseleave(function() { setCaptionHideTimer(); }); //Position Gutter if (jQuery.browser.safari) { gutter.css("left", imgMain.position().left + "px").css("top", ((imgMain.offset().top + imgMain.height()) - 89) + "px"); } else { gutter.css("left", imgMain.position().left + "px").css("top", ((imgMain.offset().top + imgMain.height()) - 105) + "px"); } //gutter.css("left", imgMain.position().left + "px").css("top", ((imgMain.offset().top + imgMain.height()) - 105) + "px"); //gutter.css("left", imgMain.offset().left + "px").css("top", ((imgMain.offset().top + imgMain.height()) - gutter.height()) + "px"); //Thumb Tab Event Handlers $("#ThumbTab").mouseover(function() { clearThumbsHideTimer(); showThumbs(); }).mouseout(function() { setThumbsHideTimer(); }); //Gutter Event Handlers gutter.mouseenter(function() { //showThumbs(); clearThumbsHideTimer(); }).mouseleave(function() { //hideThumbs(); setThumbsHideTimer(); }); //Next/Prev Button Event Handlers $("#btnPrev").mouseover(function() { $(this).attr("src", globalPath + "/Images/GalleryLeftButtonHot.jpg"); }).mouseout(function() { $(this).attr("src", globalPath + "/Images/GalleryLeftButton.jpg"); }); $("#btnNext").mouseover(function() { $(this).attr("src", globalPath + "/Images/GalleryRightButtonHot.jpg"); }).mouseout(function() { $(this).attr("src", globalPath + "/Images/GalleryRightButton.jpg"); }); //Load Gallery //loadGallery(1); }); function loadGallery(galleryID) { //Hide Holder holderState = 0; holder.css("display", "none"); //Hide Empty Gallery Text $("#EmptyGalleryText").css("display", "none"); //Show Loading Message $("#LoadingGalleryOverlay").css("display", "inline").centerOnObject(imgMain); $("#LoadingGalleryText").css("display", "inline").centerOnObject(imgMain); //Load Thumbs thumbs.load(globalPath + "/GetGallery.aspx", { GID: galleryID }, function() { $("#TitleHolder").html($("#TitleContainer").html()); $("#DescriptionHolder").html($("#DescriptionContainer").html()); imgCount = $("#Thumbs img").length; imgLoaded = 0; if (imgCount == 0) { $("#LoadingGalleryText").css("display", "none"); $("#EmptyGalleryText").css("display", "inline").centerOnObject(imgMain); } else { $("#Thumbs img").load(function() { imgLoaded++; if (imgLoaded == imgCount) { holder.css("display", "inline"); //Carousel Thumbs thumbs.jCarouselLite({ btnNext: "#btnNext", btnPrev: "#btnPrev", mouseWheel: true, scroll: 1, visible: 5 }); //Small Image Event Handlers $("#Thumbs img").each(function(i) { $(this).mouseover(function() { $(this).addClass("Hot"); }).mouseout(function() { $(this).removeClass("Hot"); }).click(function() { //Load Big Image setImage($(this)); }); }); holder.css("display", "none"); //Load First Image var img = new Image(); img.onload = function() { imgMain.attr("src", img.src); setCaption($("#Image1").attr("alt")); //Hide Loading Message $("#LoadingGalleryText").css("display", "none"); $("#LoadingGalleryOverlay").css("display", "none"); } img.src = $("#Image1").attr("bigimg"); } }); } }); } function showCaption() { if (captionState == 0) { $("#CaptionTab").attr("src", globalPath + "/Images/CaptionTabHot.jpg"); captionHolder.css("display", "inline").css("left", imgMain.position().left + "px").css("top", imgMain.position().top + "px").css("width", imgMain.width() + "px").effect("slide", { "direction": "up" }, 500, function() { captionState = 1; }); } } function hideCaption() { if (captionState == 1) { captionHolder.toggle("slide", { "direction": "up" }, 500, function() { $("#CaptionTab").attr("src", globalPath + "/Images/CaptionTab.jpg"); captionState = 0; }); } } function setCaptionHideTimer() { captionHideTimer = window.setTimeout(hideCaption,captionHideTime); } function clearCaptionHideTimer() { if(captionHideTimer) { window.clearTimeout(captionHideTimer); captionHideTimer = null; } } function showThumbs() { if (holderState == 0) { $("#ThumbTab").attr("src", globalPath + "/Images/ThumbTabHot.jpg"); holder.effect("slide", { "direction": "down" }, 500, function() { holderState = 1; }); } } function hideThumbs() { if (holderState == 1) { if (jQuery.browser.safari) { holder.css("display", "none"); $("#ThumbTab").attr("src", globalPath + "/Images/ThumbTab.jpg"); holderState = 0; } else { holder.toggle("slide", { "direction": "down" }, 500, function() { $("#ThumbTab").attr("src", globalPath + "/Images/ThumbTab.jpg"); holderState = 0; }); } } } function setThumbsHideTimer() { thumbsHideTimer = window.setTimeout(hideThumbs,thumbsHideTime); } function clearThumbsHideTimer() { if(thumbsHideTimer) { window.clearTimeout(thumbsHideTimer); thumbsHideTimer = null; } } function setImage(image) { //Show Loading Image loadingImage.css("display", "inline"); var img = new Image(); img.onload = function() { //imgMain.css("background","url(" + img.src + ")").css("display","none").fadeIn(250); imgMain.attr("src", img.src).css("display", "none").fadeIn(250); setCaption(image.attr("alt")); //Hide Loading Image loadingImage.css("display", "none"); }; img.src = image.attr("bigimg"); } function setCaption(caption) { $("#CaptionText").html(caption); //alert($("#CaptionText").html()); /* if (caption.length 0) { $("#CaptionText") .css("display", "inline") .css("left", imgMain.position().left + "px") .css("top", imgMain.position().top + "px") .css("width", imgMain.width() + "px") .html(caption); $("#CaptionOverlay").css("display", "inline") .css("height", $("#CaptionText").height() + 36 + "px") .css("left", imgMain.position().left + "px") .css("top", imgMain.position().top + "px") .css("width", imgMain.width() + "px"); } else { $("#CaptionText").css("display", "none"); $("#CaptionOverlay").css("display", "none"); } */ } Please if anyone could help, it would be greatly appreciated! Thanks in advance. Justin

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  • How do you override the opacity of a parent control in WPF?

    - by Metro Smurf
    When you set the opacity on a Grid in WPF, all the child elements appear to inherit its Opacity. How can you have a child element not inherit the parent's opacity? For example, the following parent grid has one child grid in the middle with a background set to red, but the background appears pinkish because of the parent's opacity. I'd like the child grid to have a solid color, non-transparent background: <Grid x:Name="LayoutRoot"> <Grid Background="Black" Opacity="0.5"> <Grid.RowDefinitions> <RowDefinition Height="0.333*"/> <RowDefinition Height="0.333*"/> <RowDefinition Height="0.333*"/> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="0.333*"/> <ColumnDefinition Width="0.333*"/> <ColumnDefinition Width="0.333*"/> </Grid.ColumnDefinitions> <-- how do you make this child grid's background solid red and not inherit the Opacity/Transparency of the parent grid? --> <Grid Grid.Column="1" Grid.Row="1" Background="Red"/> </Grid> </Grid>

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  • Silverlight - use a ScrollViewer in a TextBox template

    - by vladhorby
    I'm trying to make a TextBox template and I need to include a ScrollViewer in the template - basically I want to add some content (like line numbers) that needs to scroll along with the normal text. The default template for the TextBox is like this: <Border x:Name="Border" BorderBrush="{TemplateBinding BorderBrush}" BorderThickness="{TemplateBinding BorderThickness}" Background="{TemplateBinding Background}" CornerRadius="1" Opacity="1"> <Grid> <Border x:Name="ReadOnlyVisualElement" Background="#5EC9C9C9" Opacity="0"/> <Border x:Name="MouseOverBorder" BorderBrush="Transparent" BorderThickness="1"> <ScrollViewer x:Name="ContentElement" BorderThickness="0" IsTabStop="False" Padding="{TemplateBinding Padding}"/> </Border> </Grid> </Border> If I change the ContentElement from ScrollViewer to Border, for example, the TextBox behaves normally - i just lose the scrolling ability. Now, if I wrap the ContentElement with a ScrollViewer, it no longer displays the caret and selection - if you type, it still gets updated though. <Border x:Name="Border" BorderBrush="{TemplateBinding BorderBrush}" BorderThickness="{TemplateBinding BorderThickness}" Background="{TemplateBinding Background}" CornerRadius="1" Opacity="1"> <Grid> <Border x:Name="ReadOnlyVisualElement" Background="#5EC9C9C9" Opacity="0"/> <Border x:Name="MouseOverBorder" BorderBrush="Transparent" BorderThickness="1"> <ScrollViewer ScrollViewer.HorizontalScrollBarVisibility="Auto" ScrollViewer.VerticalScrollBarVisibility="Auto" > <Border x:Name="ContentElement" BorderThickness="0" Padding="{TemplateBinding Padding}" /> </ScrollViewer> </Border> </Grid> </Border> Any idea why this happens and how can I fix it?

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  • Wrong item checked when filtering ListView in android

    - by aspartame
    I have a ListView with multiple choice entries where some are checked from the beginning using setItemChecked(position, true); I combine this with the filtering option setTextFilterEnabled(true) so it's easy to find a specific entry in the list. The problem is that when I filter the list the entries switch position in the list view. Take for example three entries: 'A', 'B' and 'C' where 'C' is checked beforehand (i.e. the entry at position 3 in the list). When I type a 'C' on the keyboard, only the 'C' entry is displayed (as intended). Now 'C' is not checked anymore, since the entry has moved from the checked position 3 to the unchecked position 1 in the list. This behavior leads to some not very welcome effects in the app. Is there a way to "move the selection with the filtering", i.e. bind the checked state to the entry and not to its initial position in the list? Or do I need to find a new approach? Thanks, Linus

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  • WPF: Invert OpacityMask

    - by Meleak
    Consider the following piece of Xaml <Grid Background="Blue"> <Border Width="100" Height="60" BorderBrush="Black" BorderThickness="2"> <Border Background="Red"> <Border.OpacityMask> <VisualBrush> <VisualBrush.Visual> <TextBlock Text="Text" Foreground="#FF000000" Background="#00000000"/> </VisualBrush.Visual> </VisualBrush> </Border.OpacityMask> </Border> </Border> </Grid> It will look like this because of the OpacityMask whos only non-transparent part is the Foreground of the TextBlock. Now if I switch the Colors for Foreground and Background in the TextBlock like this <TextBlock Text="Text" Foreground="#00000000" Background="#FF000000"/> I get this because the even though the Foreground is transparent the Background behind it is not, resulting in a useless OpacityMask :) Is there anyway I can get this? Basically an inverted OpacityMask The reason I'm asking this is because of the answer I made in this question, using the approach from this link. Even though it works, it feels very "hacky". Am I missing some other way to do this here? Update To clarify, even though my example is about a TextBlock, it could be anything. Ellipse/Image/Path etc. The feature I'm after is "Invert OpacityMask"

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  • making my player sprite land on top of my platform sprite

    - by Stone
    Hi, in my XNA game(im fairly new to XNA by the way) i would like to have my player sprite land on top of a platform. i have a player sprite class that inherits from my regular sprite class, and the regular sprite class for basic non playable sprite stuff such as boxes, background stuff, and platforms. However, i am unsure how to implement a way to make my player sprite land on a platform. My player Sprite can jump and move around, but i dont know where and how to check to see if it is on top of my platform sprite. My player sprites jump method is here private void Jump() { if (mCurrentState != State.Jumping) { mCurrentState = State.Jumping; mStartingPosition = Position; mDirection.Y = MOVE_UP; mSpeed = new Vector2(jumpSpeed, jumpSpeed); } } mStartingPosition is player sprites starting position of the jump, and Position is the player sprites current position. I would think that my code for checking to see whether my player sprite is on top of my platform sprite. I am unsure how to reference my platform sprite inside of the playersprite class and inside of the jump method. i think it should be something like this //platformSprite.CollisonBox would be the rectangle around the platform, but im not //sure how to check to see if player.Position is touching any point //on platformSprite.CollisionBox if(player.Position == platformSprite.CollisionBox) { player.mDirection = 0; } Again im pretty new to programming and XNA, and some of this logic i dont quite understand so any help on any of it would be greatly appreciated:D Thanks

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  • TranslateTransform for drag and drop in Silverlight

    - by fuzzyman
    We're trying to implement drag and drop in Silverlight (3). We want users to be able to drag elements from a treeview onto another part of a UI. The parent element is a Grid, and we've been trying to use a TranslateTransform along with the MouseLeftButtonDown, MouseMove (etc) events, as recommended by various online examples. For example: http://www.85turns.com/2008/08/13/drag-and-drop-silverlight-example/ We're doing this in IronPython, but that should be more or less irrelevant. The drag start is correctly initiated, but the item we are dragging appears in the 'wrong' location (offset a few hundred pixels to the right and down from the cursor) and I can't for the life of me work out why. Basic xaml: <Grid x:Name="layout_root"> <Grid.RowDefinitions> <RowDefinition/> <RowDefinition Height="120"/> </Grid.RowDefinitions> <Border x:Name="drag" Background="LightGray" Width="40" Height="15" Visibility="Collapsed" Canvas.ZIndex="10"> <Border.RenderTransform> <TranslateTransform x:Name="transform" X="0" Y="0" /> </Border.RenderTransform> <TextBlock x:Name="dragText" TextAlignment="Center" Foreground="Gray" Text="foo" /> </Border> ... </Grid> The startDrag method is triggered by the MouseLeftButtonDown event (on a TextBlock in a TreeViewItem.Header). onDrag is triggered by MouseMove. In the following code self.root is Application.Current.RootVisual (top level UI element from app.xaml): def startDrag(self, sender, event): self.root.drag.Visibility = Visibility.Visible self.root.dragText.Text = sender.Text position = event.GetPosition(self.root.drag.Parent) self.root.drag.transform.X = position.X self.root.drag.transform.Y = position.Y self.root.CaptureMouse() self._captured = True def onDrag(self, sender, event): if self._captured: position = event.GetPosition(self.root.drag.Parent) self.root.drag.transform.X = position.X self.root.drag.transform.Y = position.Y The dragged item follows the mouse move, but is offset considerably. Any idea what I am doing wrong and how to correct it?

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  • Toggling list image and expand all jquery accordion w/ unordered lists

    - by Evan
    I have a functioning jquery accordion using pure unordered lists. I'm trying to incorporate 2 pieces of functionality. Here is my functioning accordion code and a demo of it working. http://jsbin.com/itibi4/ Toggling Arrows. i'm tring to get the parent bullets to be a toggling arrow and point down when clicked while the child bullets stay as bullets instead of an arrow. Would I be able to get some help with this? .inactive { background-image:url("http://img547.imageshack.us/img547/4103/arrowp.gif"); background-position:4px -31px; background-repeat:no-repeat; cursor:pointer; padding-left:20px; padding-top:10px; } .active { background-image: url("http://img547.imageshack.us/img547/4103/arrowp.gif"); background-position: 4px 12px; background-repeat:no-repeat; font-weight:bold; } Expand All / Collapse All also, i'm trying to incorporate an expand all / collapse all functionality. this is code to the same demo the code is from a previous project, which i've added below the unordered list menu, but i'm having difficulty incorporating it into this project. Would I be able to get some help with this? $('.swap').click(function() { if($(this).text() == 'Click to Collapse All FAQs') { $('ul.menu').slideUp('normal'); $('ul.menu li a').removeClass('active'); $(this).text($(this).text() == 'Click to Expand All FAQs' ? 'Click to Collapse All FAQs' : 'Click to Expand All FAQs'); } else { $('ul.menu').slideDown('normal'); $('ul.menu li a').addClass('active'); $(this).text($(this).text() == 'Click to Expand All FAQs' ? 'Click to Collapse All FAQs' : 'Click to Expand All FAQs'); } } Thank you so much for your help! Evan

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  • Using generics to make an algorithm work on lists of "something" instead of only String's

    - by Binary255
    Hi, I have a small algorithm which replaces the position of characters in a String: class Program { static void Main(string[] args) { String pairSwitchedStr = pairSwitch("some short sentence"); Console.WriteLine(pairSwitchedStr); Console.ReadKey(); } private static String pairSwitch(String str) { StringBuilder pairSwitchedStringBuilder = new StringBuilder(); for (int position = 0; position + 1 < str.Length; position += 2) { pairSwitchedStringBuilder.Append((char)str[position + 1]); pairSwitchedStringBuilder.Append((char)str[position]); } return pairSwitchedStringBuilder.ToString(); } } I would like to make it as generic as possible, possibly using Generics. What I'd like to have is something which works with: Anything that is built up using a list of instances. Including strings, arrays, linked lists I suspect that the solution must use generics as the algorithm is working on a list of instances of T (there T is ... something). Version of C# isn't of interest, I guess the solution will be nicer if features from C# version 2.0 is used.

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  • Divide a path into N sections using Java or PostgreSQL/PostGIS

    - by Guido
    Imagine a GPS tracking system that is following the position of several objects. The points are stored in a database (PostgreSQL + PostGIS). Each path is composed by a different number of points. That is the reason why, in order to compare a pair of paths, I need to divide every path in a set of 100 points. Do you know any PostGIS function that already implement this algorithm? I've not been able to find it. If not, I'd like to solve it using Java. In this case I'd like to know an efficient and easy to implement algorithm to divide a path into N points. The most simple example could be to divide this path into three points: position 1 : x=1, y=2 position 2 : x=1, y=3 And the result should be: position 1 : x=1, y=2 (starting point) position 2 : x=5, y=2.5 position 3 : x=9, y=3 (end point) Edit: By 'compare a pair of paths' I mean to calculate the distance between two paths. I plan to divide each path in 100 points, and sum the euclidean distance between each one of these points as the distance between the two paths.

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  • Phonegap/Cordova geolocation not working on Android

    - by Kreeki
    I'm having a trouble to get Geolocation working on Android in both emulator (even when I geo fix over telnet) and on device. Works on iOS, WP8 and in the browser. When I ask device for location using the following code, I always get an error (in my case custom Retrieving your position failed for unknown reason. with null both error code and error message). Related code: successHandler = (position) -> resolve App.Location.create lat: position.coords.latitude lng: position.coords.longitude errorHandler = (error) -> error = switch error.code when 1 App.LocationError.create message: 'You haven\'t shared your location.' when 2 App.LocationError.create message: 'Couldn\'t detect your current location.' when 3 App.LocationError.create message: 'Retrieving your position timeouted.' else App.LocationError.create message: 'Retrieving your position failed for unknown reason. Error code: ' + error.code + '. Error message: ' + error.message reject(error) options = maximumAge: Infinity # I also tried with 0 timeout: 60000 enableHighAccuracy: true navigator.geolocation.getCurrentPosition(successHandler, errorHandler, options) platforms/android/AndroidManifest.xml <uses-permission android:name="android.permission.ACCESS_COARSE_LOCATION" /> <uses-permission android:name="android.permission.ACCESS_FINE_LOCATION" /> <uses-permission android:name="android.permission.ACCESS_LOCATION_EXTRA_COMMANDS" /> www/config.xml (just in case) <feature name="Geolocation"> <param name="android-package" value="org.apache.cordova.GeoBroker" /> </feature> Using Cordova 3.1.0. Testing on Android 4.2. Plugin installed. Cordova.js included in index.html (other plugins like InAppBrowser are working fine). $ cordova plugins ls [ 'org.apache.cordova.console', 'org.apache.cordova.device', 'org.apache.cordova.dialogs', 'org.apache.cordova.geolocation', 'org.apache.cordova.inappbrowser', 'org.apache.cordova.vibration' ] I'm clueless. Am I missing something?

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  • DataGridView: how to make scrollbar in sync with current cell selection?

    - by David.Chu.ca
    I have a windows application with DataGridView as data presentation. Every 2 minutes, the grid will be refreshed with new data. In order to keep the scroll bar in sync with the new data added, I have to reset its ScrollBars: dbv.Rows.Clear(); // clear rows SCrollBars sc = dbv.ScrollBars; dbv.ScrollBars = ScrollBars.None; // continue to populate rows such as dbv.Rows.Add(obj); dbv.ScrollBars = sc; // restore the scroll bar setting back With above codes, the scroll bar reappears fine after data refresh. The problem is that the application requires to set certain cell as selected after the refresh: dbv.CurrentCell = dbv[0, selectedRowIndex]; With above code, the cell is selected; however, the scroll bar's position does not reflect the position of the selected cell's row position. When I try to move the scroll bar after the refresh, the grid will jump to the first row. It seems that the scroll bar position is set back to 0 after the reset. The code to set grid's CurrentCell does not cause the scroll bar to reposition to the correct place. There is no property or method to get or set scroll bar's value in DataGriadView, as far as I know. I also tried to set the selected row to the top: dbv.CurrentCell = dbv[0, selectedRowIndex]; dbv.FirstDisplayedScrollingRowIndex = selectedRowIndex; The row will be set to the top, but the scroll bar's position is still out of sync. Not sure if there is any way to make scroll bar's position in sync with the selected row which is set in code?

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  • What is faster with PictureBox? Many small redraws or complete redraw.

    - by kornelijepetak
    I have a PictureBox (WinMobile 6 WinForm) on which I draw some images. There is a background image that goes in the background and it does not change. However objects that are drawn on the picturebox are moving during the application so I need to refresh the background. Since items that are redrawn fill from 50% to 80% of the surface, the question is which of the two is faster: 1) Redraw only parts of the background image that have been changed (previous+next location of the moving object). 2) Redraw complete background and then draw all the objects in their current position. Now, the reason for asking is because I am not sure how much of processor power is needed for a single drawImage operation and what are the time consuming factors. I am aware if there is almost complete coverage of the background, it would be stupid to redraw portions of it, because by drawing portions I will have drawn the complete picture. But since sometimes only half of the image had changed (some objects remained in their old position), it may (perhaps) be benefitial to redraw only those regions. But I need your insight on this... Thanks.

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  • Tal condition always evaluates to false

    - by Ander2
    I'm using plone and trying to display a form result in a page template. I'm trying to filter some database results using tal:condition with a python expression but it always evaluates to false. The code looks like this: <tr tal:repeat="result view/results"> <td> <span tal:condition="python:view.teams[0]==result.team_id" tal:replace="result/position">Position</span></td> <td> <span tal:condition="python:view.teams[1]==result.team_id" tal:replace="result/position">Position</span></td> </tr> I want the table cells to be filled with the team position when the team id is matched in the result, but the cells always are empty. If I remove the tal:condition from the span and replace the tal:replace="result/position" with tal:replace=python:view.teams[0]==result.team_id it prints True or False so I can check that the result is correct. Can anyone help me about this issue? Why does tal:condition allways evaluate false?

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  • GWT Animation final value is not respected

    - by brad
    I have a FlowPanel that I'm trying to animate back and forth like an iphone nav. (See this post for my original question on how to do this) So I have it "working" with the code shown below. I say working in quotes because I'm finding that my final position of my scroller is not precise and always changes when scrolling. The GWT.log always says the actual values I'm looking for, so for instance with the call below to scrollTo, my GWT.log says: ScrollStart: 0 scrollStop: -246 But when I actually analyze the element in fireBug, its css, left position is never exactly -246px. Sometimes it's off by as much as 10px so my panel has just stopped scrolling before being finished. The worst part is that this nav animates back and forth, so subsequent clicks can really throw it off, and I need pixel perfect positioning otherwise the whole things looks off. I don't even know where to start with debugging this other than what I've already done. Any tips are appreciated. Code to call animation scroller = new Scroller(); scroller.scrollTo(-246,400); Animation Code public class Scroller extends Animation { private FlowPanel scroller; private final Element e; public Scroller(){ scroller = new FlowPanel(); e = scroller.getElement(); } public void scrollTo(int position, int milliseconds) { scrollStart = e.getOffsetLeft(); scrollStop = position; GWT.log("ScrollStart: " + scrollStart + " scrollStop: " + scrollStop); run(milliseconds); } @Override protected void onUpdate(double progress) { double position = scrollStart + (progress * (scrollStop - scrollStart)); e.getStyle().setLeft(position, Style.Unit.PX); } }

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  • Generating dynamic css using php and javascript

    - by Onkar Deshpande
    I want to generate tooltip based on a dynamically changing background image in css. This is my my_css.php file. <?php header('content-type: text/css'); $i = $_GET['index']; if($i == 0) $bg_image_path = "../bg_red.jpg"; elseif ($i == 1) $bg_image_path = "../bg_yellow.jpg"; elseif ($i == 2) $bg_image_path = "../bg_green.jpg"; elseif ($i == 3) $bg_image_path = "../bg_blue.jpg"; ?> .tooltip { white-space: nowrap; color:green; font-weight:bold; border:1px solid black;; font-size:14px; background-color: white; margin: 0; padding: 7px 4px; border: 1px solid black; background-image: url(<?php echo $bg_image_path; ?>); background-repeat:repeat-x; font-family: Helvetica,Arial,Sans-Serif; font-family: Times New Roman,Georgia,Serif; filter:alpha(opacity=85); opacity:0.85; zoom: 1; } In order to use this css I added <link rel="stylesheet" href="css/my_css.php" type="text/css" media="screen" /> in my html <head> tag of javascript code. I am thinking of passing different values of 'index' so that it would generate the background image dynamically. Can anyone tell me how should I pass such values from a javascript ? I am creating the tooltip using var tooltip = document.createElement("div"); document.getElementById("map").appendChild(tooltip); tooltip.style.visibility="hidden"; and I think before calling this createElement, I should set background image.

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  • function php with parameter 0

    - by Arnaud Ncy
    I have a function like this public function get_page($position) { switch ($position) { case "current": echo "current"; return $this->current_page; break; case "first": echo "first"; return $this->current_page >= 3 ? 1 : false; break; case "last": echo "last"; return $this->current_page <= $this->total_pages() - 2 ? ceil($this->count / $this->nb_items_to_show) : false; break; case "previous": echo "previous"; return $this->current_page - 1 >= 1 ? $this->current_page - 1 : false; break; case "next": echo "next"; return $this->current_page + 1 <= $this->total_pages() ? $this->current_page + 1 : false; break; case is_int($position): echo "int"; if ($position >= 1 && $position <= $this->total_pages()) { return $position; } else { return false; } break; default: echo "default"; return false; break; } } When I call the function, it works for every parameters except 0 and goes in "current" case in the switch. $paginator->get_page(0); If I call the function with quotes "0", it works. But the function could be called like this $paginator->get_page($paginator->get_page("current") - 2); How can I call the function with parameter 0 ?

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  • trying to center a css menu made on purecssmenu.com

    - by Party Mcfly
    i have a menu that i generated on purecssmenu.com and im having trouble trying to center it on my page here is the code... <!-- Start PureCSSMenu.com STYLE --> <style> #pcm{display:none;} ul.pureCssMenu ul{display:none} ul.pureCssMenu li:hover>ul{display:block} ul.pureCssMenu ul{position: absolute;left:-1px;top:98%;} ul.pureCssMenu ul ul{position: absolute;left:98%;top:-2px;} ul.pureCssMenu,ul.pureCssMenu ul { margin:0px; list-style:none; padding:0px 2px 2px 0px; background-color:#000000; background-repeat:repeat; border-color:#000000; border-width:1px; border-style:solid; } ul.pureCssMenu table {border-collapse:collapse}ul.pureCssMenu { display:block; zoom:1; float: left; } ul.pureCssMenu ul{ width:80.85000000000001px; } ul.pureCssMenu li{ display:block; margin:2px 0px 0px 2px; font-size:0px; } ul.pureCssMenu a:active, ul.pureCssMenu a:focus { outline-style:none; } ul.pureCssMenu a, ul.pureCssMenu li.dis a:hover, ul.pureCssMenu li.sep a:hover { display:block; vertical-align:middle; background-color:#000000; border-width:1px; border-color:#000000; border-style:solid; text-align:left; text-decoration:none; padding:2px 5px 2px 10px; _padding-left:0; font:11px Arial; color: #969696; text-decoration:none; cursor:default; } ul.pureCssMenu span{ overflow:hidden; } ul.pureCssMenu li { float:left; } ul.pureCssMenu ul li { float:none; } ul.pureCssMenu ul a { text-align:left; white-space:nowrap; } ul.pureCssMenu li.sep{ text-align:left; padding:0px; line-height:0; height:100%; } ul.pureCssMenu li.sep span{ float:none; padding-right:0; width:3px; height:100%; display:inline-block; background-color:#cccccc #111111 #111111 #cccccc; background-image:none;} ul.pureCssMenu ul li.sep span{ width:100%; height:3px; } ul.pureCssMenu li:hover{ position:relative; } ul.pureCssMenu li:hover>a{ background-color:#000000; border-color:#000000; border-style:solid; font:11px Arial; color: #ffa500; text-decoration:none; } ul.pureCssMenu li a:hover{ position:relative; background-color:#000000; border-color:#000000; border-style:solid; font:11px Arial; color: #ffa500; text-decoration:none; } ul.pureCssMenu li.dis a { color: #666 !important; } ul.pureCssMenu img {border: none;float:left;_float:none;margin-right:2px;width:16px; height:16px; } ul.pureCssMenu ul img {width:16px; height:16px; } ul.pureCssMenu img.over{display:none} ul.pureCssMenu li.dis a:hover img.over{display:none !important} ul.pureCssMenu li.dis a:hover img.def {display:inline !important} ul.pureCssMenu li:hover > a img.def {display:none} ul.pureCssMenu li:hover > a img.over {display:inline} ul.pureCssMenu a:hover img.over,ul.pureCssMenu a:hover ul img.def,ul.pureCssMenu a:hover a:hover img.over{display:inline} ul.pureCssMenu a:hover img.def,ul.pureCssMenu a:hover ul img.over,ul.pureCssMenu a:hover a:hover img.def{display:none} ul.pureCssMenu a:hover ul{display:block} ul.pureCssMenu span{ display:block; background-image:url(./images/arr_white.gif); background-position:right center; background-repeat: no-repeat; padding-right:12px;} ul.pureCssMenu li:hover>a>span{ background-image:url(./images/arrv_white.gif); } ul.pureCssMenu a:hover span{ _background-image:url(./images/arrv_white.gif)} ul.pureCssMenu ul span,ul.pureCssMenu a:hover table span{background-image:url(./images/arr_white.gif)} </style> <!-- End PureCSSMenu.com STYLE --> and here is the html, witch is probably not even needed in this posted but i figure i would include it.. i just want that menu centered inside my website. <!-- Start PureCSSMenu.com MENU --> <ul class="pureCssMenu pureCssMenum"> <li class="pureCssMenui"><a class="pureCssMenui" href="home.html" target="scare">home</a></li> <li class="pureCssMenui"><a class="pureCssMenui" href="#">about</a></li> <li class="pureCssMenui"><a class="pureCssMenui" href="#"><span>haunts</span><![if gt IE 6]></a><![endif]><!--[if lte IE 6]><table><tr><td><![endif]--> <ul class="pureCssMenum"> <li class="pureCssMenui"><a class="pureCssMenui" href="#">2009</a></li> <li class="pureCssMenui"><a class="pureCssMenui" href="#">2010</a></li> <li class="pureCssMenui"><a class="pureCssMenui" href="#">2011</a></li> <li class="pureCssMenui"><a class="pureCssMenui" href="#">2012</a></li> </ul> <!--[if lte IE 6]></td></tr></table></a><![endif]--></li> <li class="pureCssMenui"><a class="pureCssMenui" href="#">studio</a></li> <li class="pureCssMenui"><a class="pureCssMenui" href="#"><span>products</span><![if gt IE 6]></a><![endif]><!--[if lte IE 6]><table><tr><td><![endif]--> <ul class="pureCssMenum"> <li class="pureCssMenui"><a class="pureCssMenui" href="#">nightmares</a></li> <li class="pureCssMenui"><a class="pureCssMenui" href="#">hauntworks</a></li> <li class="pureCssMenui"><a class="pureCssMenui" href="#">atmosfears</a></li> <li class="pureCssMenui"><a class="pureCssMenui" href="#">frightwears</a></li> </ul> <!--[if lte IE 6]></td></tr></table></a><![endif]--></li> <li class="pureCssMenui"><a class="pureCssMenui" href="#"><span>links</span><![if gt IE 6]></a><![endif]><!--[if lte IE 6]><table><tr><td><![endif]--> <ul class="pureCssMenum"> <li class="pureCssMenui"><a class="pureCssMenui" href="#">haunts</a></li> <li class="pureCssMenui"><a class="pureCssMenui" href="#">suppliers</a></li> <li class="pureCssMenui"><a class="pureCssMenui" href="#">resources</a></li> </ul> <!--[if lte IE 6]></td></tr></table></a><![endif]--></li> <li class="pureCssMenui"><a class="pureCssMenui" href="#">contact</a></li> </ul> <a id="pcm" href="http://www.purecssmenu.com/">CSS Drop Down Menu by PureCSSMenu.com</a> <!-- End PureCSSMenu.com MENU --> thanks in advance for your time.

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  • IE7: container of hidden Div displays incorrectly

    - by dmr
    There is a search box div that contains a boxhead div and a boxbody div. Inside the boxbody div, there is a searchToggle div. When the user clicks a certain link on the page, the display style property of the searchToggle div is toggled between block and none. The 2 background-images for the body of the search box are set via the css of the searchBox div and the boxbody div. In IE7, when the searchToggle div is hidden, the background-image from the searchBox div extends on the left more than it should. It shows up correctly when the display of the searchToggle div is block. Everything show up correctly, in both cases in IE8 and FF. Any ideas why this is happening? The relevant HTML: <div class="searchBox"> <div class="boxhead"> <h2></h2> </div> <div class="boxbody"> <div id="searchToggle" name="searchToggle"> </div> </div> </div> The relevant CSS: .searchBox { margin: 0 auto; width: 700px; background: url(/images/myImageRight-r.gif) no-repeat bottom right; font-size: 100%; text-align: left; overflow: hidden; } .boxbody { margin: 0; padding: 5px 30px 31px; background-image: url(/images/myImageLeft.gif); background-repeat: no-repeat; background-position: left bottom; }

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  • Open Select using Javascript/jQuery?

    - by Newbie
    Hello! Is there a way to open a select box using Javascript (and jQuery)? <select style="width:150px;"> <option value="1">1</option> <option value="2">Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nunc arcu nunc, rhoncus ac dignissim at, rhoncus ac tellus.</option> <option value="3">3</option> </select> I have to open my select, cause of ie bug. All versions of IE (6,7,8) cut my options. As far as I know, there is no css bugfix for this. At the moment I try to do the following: var original_width = 0; var selected_val = false; if (jQuery.browser.msie) { $('select').click(function(){ if (selected_val == false){ if(original_width == 0) original_width = $(this).width(); $(this).css({ 'position' : 'absolute', 'width' : 'auto' }); }else{ $(this).css({ 'position' : 'relative', 'width' : original_width }); selected_val = false; } }); $('select').blur(function(){ $(this).css({ 'position' : 'relative', 'width' : original_width }); }); $('select').blur(function(){ $(this).css({ 'position' : 'relative', 'width' : original_width }); }); $('select').change(function(){ $(this).css({ 'position' : 'relative', 'width' : original_width }); }); $('select option').click(function(){ $(this).css({ 'position' : 'relative', 'width' : original_width }); selected_val = true; }); } But clicking on my select the first time will change the width of the select but I have to click again to open it.

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