Search Results

Search found 26098 results on 1044 pages for 'self build'.

Page 127/1044 | < Previous Page | 123 124 125 126 127 128 129 130 131 132 133 134  | Next Page >

  • Keybindings for individual letter keys (not modifier-combinations) on a GtkTextView widget (Gtk3 and PyGI)

    - by monotasker
    I've been able to set several keybord shortcuts for a GtkTextView and a GtkTextEntry using the new css provider system. I'm finding, though, that I only seem to be able to establish keybindings for combinations including a modifier key. The widget doesn't respond to any bindings I set up that use: the delete key the escape key individual letter or punctuation keys alone Here's the code where I set up the css provider for the keybindings: #set up style context keys = Gtk.CssProvider() keys.load_from_path(os.path.join(data_path, 'keybindings.css')) #set up style contexts and css providers widgets = {'window': self.window, 'vbox': self.vbox, 'toolbar': self.toolbar, 'search_entry': self.search_entry, 'paned': self.paned, 'notelist_treeview': self.notelist_treeview, 'notelist_window': self.notelist_window, 'notetext_window': self.notetext_window, 'editor': self.editor, 'statusbar': self.statusbar } for l, w in widgets.iteritems(): w.get_style_context().add_provider(keys, Gtk.STYLE_PROVIDER_PRIORITY_USER) Then in keybindings.css this is an example of what works: @binding-set gtk-vi-text-view { bind "<ctrl>b" { "move-cursor" (display-lines, -5, 0) }; /* 5 lines up */ bind "<ctrl>k" { "move-cursor" (display-lines, -1, 0) }; /* down */ bind "<ctrl>j" { "move-cursor" (display-lines, 1, 0) }; /* up */ } Part of what I'm trying to do is just add proper delete-key function to the text widgets (right now the delete key does nothing at all). So if I add a binding like one of these, nothing happens: bind "Delete" { "delete-selection" () }; bind "Delete" { "delete-from-cursor" (chars, 1) }; The other part of what I want to do is more elaborate. I want to set up something like Vim's command and visual modes. So at the moment I'm just playing around with (a) setting the widget to editable=false by hitting the esc key; and (b) using homerow letters to move the cursor (as a proof-of-concept exercise). So far there's no response from the escape key or from the letter keys, even though the bindings work when I apply them to modifier-key combinations. For example, I do this in the css for the text-widget: bind "j" { "move-cursor" (display-lines, 1, 0) }; /* down */ bind "k" { "move-cursor" (display-lines, -1, 0) }; /* up */ bind "l" { "move-cursor" (logical-positions, 1, 0) }; /* right */ bind "h" { "move-cursor" (logical-positions, -1, 0) }; /* left */ but none of these bindings does anything, even if other bindings in the same set are respected. What's especially odd is that the vim-like movement bindings above are respected when I attach them to a GtkTreeView widget for navigating the tree-view options: @binding-set gtk-vi-tree-view { bind "j" { "move-cursor" (display-lines, 1) }; /* selection down */ bind "k" { "move-cursor" (display-lines, -1) }; /* selection up */ } So it seems like there are limitations or overrides of some kind on keybindings for the TextView widget (and for the del key?), but I can't find documentation of anything like that. Are these just things that can't be done with the css providers? If so, what are my alternatives for non-modified keybindings? Thanks.

    Read the article

  • Speed up loading of test results from builds in Visual Studio

    - by Jakob Ehn
    I still see people complaining about the long time it takes to load test results from a TFS build in Visual Studio. And they make a valid point, it does take a very long time to load the test results, even for a small number of tests. The reason for this is that the test results is not just the result of the test run but also all the binaries that were part of the test run. This often also means that the debug symbols (*.pdb) will be downloaded to your local machine. This reason for this behaviour is that it letsyou re-run the tests locally. However, most of the times this is not what the developer will do, they just want to know which tests failed and why. They can then fix the tests and rerun them locally. It turns out there is a way to load only the test results, which is much faster. The only tricky bit is to find the location of the .trx file that is generated during the build. Particularly in TFS 2010 where you often have multiple build agents, which of corse results in different paths to the trx file. Note: To use this you must have read permission to the build folder on the build agent where the build was executed. Open the build result for the build Click View Log Locate the part where MSTest is invoked. When using test containers, it looks like this:   Note: You can actually search in the log window, press Ctrl+F and you will get a little search box at the bottom. Nice! On the MSTest command line call, locate the /resultsfileroot parameter, which points to the folder where the test results are stored Note that this path is local for the build server, so you need to replace the drive letter with the server name: D:\Builds\Project\TestResults to \Project\TestResults">\\<BuildServer>\Project\TestResults Double-click on the .trx file and you will notice that it loads much faster compared to opening it from the build log window

    Read the article

  • How do I make the launcher progress bar work with my application?

    - by Kevin Gurney
    Background Research I am attempting to update the progress bar within the Unity launcher for a simple python/Gtk application created using Quickly called test; however, following the instructions in this video, I have not been able to successfully update the progress bar in the Unity launcher. In the Unity Integration video, Quickly was not used, so the way that the application was structured was slightly different, and the code used in the video does not seem to function properly without modification in a default Quickly ubuntu-application template application. Screenshots Here is a screenshot of the application icon as it is currently displayed in the Unity Launcher. Here is a screenshot of the kind of Unity launcher progress bar functionality that I would like (overlayed on mail icon: wiki.ubuntu.com). Code class TestWindow(Window): __gtype_name__ = "TestWindow" def finish_initializing(self, builder): # pylint: disable=E1002 """Set up the main window""" super(TestWindow, self).finish_initializing(builder) self.AboutDialog = AboutTestDialog self.PreferencesDialog = PreferencesTestDialog # Code for other initialization actions should be added here. self.add_launcher_integration() def add_launcher_integration(self): self.launcher = Unity.LauncherEntry.get_for_desktop_id("test.destkop") self.launcher.set_property("progress", 0.75) self.launcher.set_property("progress_visible", True) Expected Behavior I would expect the above code to show a progress bar that is 75% full overlayed on the icon for the test application in the Unity Launcher, but the application only runs and displays no progress bar when the command quickly run is executed. Problem Investigation I believe that the problem is that I am not properly getting a reference to the application's main window, however, I am not sure how to properly fix this problem. I also believe that the line: self.launcher = Unity.LauncherEntry.get_for_desktop_id("test.destkop") may be another source of complication because Quickly creates .desktop.in files rather than ordinary .desktop files, so I am not sure if that might be causing issues as well. Perhaps, another source of the issue is that I do not entirely understand the difference between .desktop and .desktop.in files. Does it possibly make sense to make a copy of the test.desktop.in file and rename it test.desktop, and place it in /usr/share/applications in order for get_for_desktop_id("test,desktop") to reference the correct .desktop file? Related Research Links Although, I am still not clear on the difference between .desktop and .desktop.in files, I have done some research on .desktop files and I have come across a couple of links: Desktop Entry Files (library.gnome.org) Desktop File Installation Directory (askubuntu.com) Unity Launcher API (wiki.ubuntu.com) Desktop Files: putting your application in the desktop menus (developer.gnome.org) Desktop Menu Specification (standards.freedesktop.org)

    Read the article

  • To My 24 Year Old Self, Wherever You Are&hellip;

    - by D'Arcy Lussier
    A decade is a milestone in one’s life, regardless of when it occurs. 2011 might seem like a weird year to mark a decade, but 2001 was a defining year for me. It marked my emergence into the technology industry, an unexpected loss of innocence, and triggered an ongoing struggle with faith and belief. Once you go through a valley, climbing the mountain and looking back over where you travelled, you can take in the entirety of the journey. Over the last 10 years I kept journals, and in this new year I took some time to review them. For those today that are me a decade ago, I share with you what I’ve gleamed from my experiences. Take it for what it’s worth, and safe travels on your own journeys through life. Life is a Performance-Based Sport Have confidence, believe you’re capable, but realize that life is a performance-based sport. Everything you get in life is based on whether you can show that you deserve it. Performance is also your best defense against personal attacks. Just make sure you know what standards you’re expected to hit and if people want to poke holes at you let them do the work of trying to find them. Sometimes performance won’t matter though. Good things will happen to bad people, and bad things to good people. What’s important is that you do the right things and ensure the good and bad even out in your own life. How you finish is just as important as how you start. Start strong, end strong. Respect is Your Most Prized Reward Respect is more important than status or ego. The formula is simple: Performing Well + Building Trust + Showing Dedication = Respect Focus on perfecting your craft and helping your team and respect will come. Life is a Team Sport Whatever aspect of your life, you can’t do it alone. You need to rely on the people around you and ensure you’re a positive aspect of their lives; even those that may be difficult or unpleasant. Avoid criticism and instead find ways to help colleagues and superiors better whatever environment you’re in (work, home, etc.). Don’t just highlight gaps and issues, but also come to the table with solutions. At the same time though, stand up for yourself and hold others accountable for the commitments they make to the team. A healthy team needs accountability. Give feedback early and often, and make it verbal. Issues should be dealt with immediately, and positives should be celebrated as they happen. Life is a Contact Sport Difficult moments will happen. Don’t run from them or shield yourself from experiencing them. Embrace them. They will further mold you and reveal who you will become. Find Your Tribe and Embrace Your Community We all need a tribe: a group of people that we gravitate to for support, guidance, wisdom, and friendship. Discover your tribe and immerse yourself in them. Don’t look for a non-existent tribe just to fill the need of belonging though that will leave you empty and bitter when they don’t meet your unrealistic expectations. Try to associate with people more experienced and more knowledgeable than you. You’ll always learn, and you’ll always remember you have much to learn. Put yourself out there, get involved with the community. Opportunities will present themselves. When we open ourselves up to be vulnerable, we also give others the chance to do the same. This helps us all to grow and help each other, it’s very important. And listen to your wife. (Easter *is* a romantic holiday btw, regardless of what you may think.) Don’t Believe Your Own Press Clippings (and by that I mean the ones you write) Until you have a track record of performance to refer to, any notions of grandeur are just that: notions. You lose your rookie status through trials and tribulations, not by the number of stamps in your passport. Be realistic about your own “experience and leadership” and be honest when you aren’t ready for something. And always remember: nobody really cares about you as much as you think they do. Don’t Let Assholes Get You Down The world isn’t evil, but there is evil in the world. Know the difference and don’t paint all people with the same brush. Do be wary of those that use personal beliefs to describe their business (i.e. “We’re a [religion] company”). What matters is the culture of the organization, and that will tell you the moral compass and what is truly valued. Don’t make someone or something a priority that only makes you an option. Life is unfair and enemies/opponents will succeed when you fail. Don’t waste your energy getting upset at this; the only one that will lose out is you. As mentioned earlier, nobody really cares about you as much as you think they do. Misc Ecclesiastes is bullshit. Everything is certainly *not* meaningless. Software development is about delivery, not the process. Having a great process means nothing if you don’t produce anything. Watch “The Weatherman” (“It’s not easy, but easy doesn’t enter into grownup life.”). Read Tony Dungee’s autobiography, even if you don’t like football, and even if you aren’t a Christian. Say no, don’t feel like you have to commit right away when someone asks you to.

    Read the article

  • Is it possible to build a single game to run in Facebook & Google+?

    - by Songo
    I was asked by my customer to build a Facebook game. The game would be something similar to Mafiawars.com where the game is hosted on a server and run through a frame on Facebook. The thing is after several days of negotiations with the customer and near the finalization of the requirements he mentioned something strange. He said that if the game was successful on Facebook then we may add it to Google+ too. I thought he meant that we'll develop a new version for Google+, but he refused as he argued that the game should be able to support both sites and he won't pay for the same game twice. Now I haven't developed neither Facebook nor Google+ games before, so I don't know if it is possible to build a single Facebook/Google+ game. How would you react to such requirement? How would you design such an application? Notes I confirmed with the customer that he wasn't talking about using Open ID he wanted full integration (sharing post, friend requests,..etc.) I really don't want to lose that customer for numerous reasons (He even agreed to extend the project time to compensate for the time I need to learn Facebook/Google+ APIs)

    Read the article

  • How do I access the preferences from my main dialog window? Also how do I add a new preference?

    - by Captain_Glen
    class PreferencesCalorieBurnerDialog(PreferencesDialog): __gtype_name__ = "PreferencesCalorieBurnerDialog" def finish_initializing(self, builder): # pylint: disable=E1002 """Set up the preferences dialog""" super(PreferencesCalorieBurnerDialog, self).finish_initializing(builder) # Bind each preference widget to gsettings settings = Gio.Settings("net.launchpad.calorie-burner") widget = self.builder.get_object('example_entry') settings.bind("example", widget, "text", Gio.SettingsBindFlags.DEFAULT) #Custom preference widget = self.builder.get_object('weight') settings.bind("weight", widget, "float", Gio.SettingsBindFlags.DEFAULT) Main Dialog self.PreferencesDialog.get_weight()???

    Read the article

  • typeset: not found error when executing shell script. Am I missing a package or something?

    - by user11045
    Hi, below is the error and corresponding script lines: spec@Lucifer:~/Documents/seagull.svn.LINUX$ ./build.ksh ./build.ksh: 36: typeset: not found ./build.ksh: 39: typeset: not found ./build.ksh: 44: function: not found Command line syntax of - options -exec : mode used for compilation (default RELEASE) -target : target used for compilation (default all) -help : display the command line syntax ./build.ksh: 52: function: not found ERROR: spec@Lucifer:~/Documents/seagull.svn.LINUX$ Script Init of variables BUILD_TARGET=${BUILD_DEFAULT_TARGET} BUILD_EXEC=${BUILD_DEFAULT_EXEC} typeset -u BUILD_OS=uname -s | tr '-' '_' | tr '.' '_' | tr '/' '_' BUILD_CODE_DIRECTORY=code BUILD_DIRECTORY=pwd typeset -u BUILD_ARCH=uname -m | tr '-' '_' | tr '.' '_' | tr '/' '_' BUILD_VERSION_FILE=build.conf BUILD_DIST_MODE=0 BUILD_FORCE_MODE=0

    Read the article

  • How do I compile & install the newest version of Transmission?

    - by Codemonkey
    I'm trying to install Transmission 2.51 on Ubuntu 10.04. Compiling the source goes fine, but I can't seem to get it to compile the GUI as well. This is the configure output: Configuration: Source code location: . Compiler: g++ Build libtransmission: yes * optimized for low-resource systems: no * µTP enabled: yes Build Command-Line client: yes Build GTK+ client: no (GTK+ none) * libappindicator for an Ubuntu-style tray: no Build Daemon: yes Build Mac client: no How do I get it to build the GTK+ client?

    Read the article

  • Finding vectors with two points

    - by Christian Careaga
    We're are trying to get the direction of a projectile but we can't find out how For example: [1,1] will go SE [1,-1] will go NE [-1,-1] will go NW and [-1,1] will go SW we need an equation of some sort that will take the player pos and the mouse pos and find which direction the projectile needs to go. Here is where we are plugging in the vectors: def update(self): self.rect.x += self.vector[0] self.rect.y += self.vector[1] Then we are blitting the projectile at the rects coords.

    Read the article

  • Creating an online community - use templates or self-develop?

    - by ican ican
    PHPMotion, Joomla or develop my own? I'm thinking of developing a common interest online community. It will be have UGC, stats, etc.. functionality, and perhaps an online store. Though cost is an issue at this time, I want to be professional and effective. Should I use existing free platform templates, like PHP, Joomla, or should I develop my own? What are the advantages/disadvantages of either option? As a rough estimate, how much will it cost me to develop and manage my own? And how long will it take. In general what should I be careful about on this journey?

    Read the article

  • What is the best certification for the self-taught ASP.Net programmer? [closed]

    - by Wahid Bitar
    I learned the C#.Net language from books and many other resources then i did some good projects with ASP.Net "Web Forms & MVC". But i wanna a good certificate to get a better work out of my country as i suppose. I've two choices: Apply for a " college / institute " and start study academic courses to be more professional and maybe in two years I'll "hopefully" graduate with this college certificate. Apply for kind of " Certifications by Companies " like MCTS from Microsoft or something like that and study their straightforward courses then maybe with three or four months I'll get this "Not official Certificate". Is the second type of certifications good for learning and work or the best is the hard way ?. Please give me advises with certifications names please. ======================= Update: This is not related to certain country or region. I'm asking about a good certification and courses for an ASP.Net and C# in general programmer.

    Read the article

  • Quick and Good: ( Requirement -> Validation -> Design ) for self use?

    - by Yugal Jindle
    How to casually do the required Software Engineering and designing? I am an inexperienced developer and face the following problem: My company is a start up and has no fix Software engineering systems. I am assigned tasks with not very clear and conflicting requirements. I don't have to follow any designs or verify requirements officially. Problem: I code all day and finally get stuck where requirement conflicts and I have to start over again. I can-not spend a lot of time doing proper SRS or SDD. How should I: List out Requirements for myself. (Not an official document) How to verify and validate the requirements? How to visualize them? How to design them with minimum effort? (As its going to be with me only) I don't want to waste my time coding something that's gonna collapse according to requirement conflict or something! I don't want to compromise with quality but don't want to re-write everything on some change that I didn't expected. I imagine making a diagram for my thought process that will show me conflict in the diagram itself, then finally correcting the diagram - I decide my design and structure my code in terms of interfaces or something. And then finally start implementing my design. I am able to sense the lack of systematic approach, but don't know how to proceed! Update: Please suggest me some tools that can ask me the questions and help me aggregate important details. How can I have diagram that I talked about for requirement verification?

    Read the article

  • Should I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority?

    - by JonathonG
    Can I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority, and is it a good idea? Here's more info: I am about to begin work on porting a mid-sized game from Flash/AS3 to Java so that I can continue development with multi-threading capabilities. Here's a small bit of background about the game: The game contains numerous asynchronous activities, such as "world updating" (the game environment is constantly changing based on a set of natural laws and forces), procedural generation of terrain, NPCs, quests, items, etc., and on top of that, the effects of all of the player's interactions with his environment are programmatically calculated in real time, based on a set of constantly changing "stats" and once again, natural laws and forces. All of these things going on at once, in an asynchronous manner, seem to lend themselves to multi-threading very well. My question is: Can I build some kind of central engine that handles the "stacking" of all of these events as they are triggered, and dynamically sorts them out amongst the available threads, and would it be a good idea? As an example: Essentially, every time something happens (IE, a magic missile being generated by a spell, or a bunch of plants need to grow to their next stage), instead of just processing that task right then and adding the new object(s) to a list of managed objects, send a reference to that event to a core "event handler" that throws it into a stack of all other currently queued events, which then sorts them out and orders them according to urgency, splits them between a number of available threads for as-fast-as-possible multithreaded execution.

    Read the article

  • Get selected object from TreeView

    - by GoGoDo
    I've been working on a minor (first time) app with quickly and hit a hurdle - how do I get the selected row (the data) from a TreeView? The data to the TreeView is passed from a list of files in a directory, and I need to know which rows were selected (and thus which files were). What is the best way to do that? Here's the current code: self.treeview = self.builder.get_object("treeview") select = self.treeview.get_selection() select.connect("changed", self.on_tree_selection_changed) def on_tree_selection_changed(selection): model, treeiter = self.treeview.selection-get() if treeiter != None: print "You selected", model[treeiter][0]

    Read the article

  • Best approach to creating self-updating content - i.e. chat rooms, shoutboxes and so on

    - by Anonymous -
    The only way I can think of to have a shoutbox or similar element update itself when somebody posts a new 'shout' and it needs to be loaded in everyone else's browsers is to have Javascript check every x seconds for any updates... This could get a bit resource intensive though I expect if many people were to leave their browsers open on the page, idling. Is this the only way or am I missing something? I've prefer to stick to only html, css, javascript (AJAX) and php.

    Read the article

  • Cocos2D - Detecting collision

    - by Grace
    I am a beginner in cocos2d and im facing a problem with detecting collision for my coins. Sometimes it works sometimes it doesn't. So basically, im creating a game which the user (ship) have to avoid the obstacles and collect coins on the way. The collision of the obstacle works well but not for the coins. I was thinking maybe the loops for creating many coins is the problem but im not sure. Can anyone help? My codes: - (void)update:(ccTime)dt{ double curTime = CACurrentMediaTime(); if (curTime > _nextBridgeSpawn) { float randSecs = [self randomValueBetween:3.0 andValue:5.0]; _nextBridgeSpawn = randSecs + curTime; float randX = [self randomValueBetween:50 andValue:500]; float randDuration = [self randomValueBetween:8.0 andValue:10.0]; CCSprite *bridge = [_bridge objectAtIndex:_nextBridge]; _nextBridge++; if (_nextBridge >= _bridge.count) _nextBridge = 0; [bridge stopAllActions]; bridge.position = ccp(winSize.width/2, winSize.height); bridge.visible = YES; [bridge runAction:[CCSequence actions: [CCMoveBy actionWithDuration:randDuration position:ccp(0, -winSize.height)], [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; this is where i declare my coins (continued from the update method) int randCoin = [self randomValueBetween:0 andValue:5]; _coin = [[CCArray alloc] initWithCapacity:randCoin]; for(int i = 0; i < randCoin; ++i) { coin = [CCSprite spriteWithFile:@"coin.png"]; coin.visible = NO; [self addChild:coin]; [_coin addObject:coin]; } float randCoinX = [self randomValueBetween:winSize.width/5 andValue:winSize.width - (border.contentSize.width *2)]; float randCoinY = [self randomValueBetween:100 andValue:700]; float randCoinPlace = [self randomValueBetween:30 andValue:60]; for (int i = 0; i < _coin.count; ++i) { CCSprite *coin2 = [_coin objectAtIndex:i]; coin2.position = ccp(randCoinX, (bridge.position.y + randCoinY) + (randCoinPlace *i)); coin2.visible = YES; [coin2 runAction:[CCSequence actions: [CCMoveBy actionWithDuration:randDuration position:ccp(0, -winSize.height-2000)], [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; } } this is to check for collision (also in the update method) for (CCSprite *bridge in _bridge) { if (!bridge.visible) continue; if (CGRectIntersectsRect(ship.boundingBox, bridge.boundingBox)){ bridge.visible = NO; [ship runAction:[CCBlink actionWithDuration:1.0 blinks:5]]; } } } //this is the collision for coins which only work at times for (CCSprite *coin2 in _coin) { if (!coin2.visible) continue; if (CGRectIntersectsRect(ship.boundingBox, coin2.boundingBox)) { NSLog(@"Coin collected"); coin2.visible = NO; } } } Thank you.

    Read the article

  • Which topics do I need to research to enable me to complete my self-assigned "Learning Project"?

    - by Anonymous -
    I want to continue learning C#. I've read parts of a few books recommended on here and the language is feeling more familiar by the day. I'd like to tackle a mid-sized personal project to take my expertise to the next level. What I'd like to do, is create an application that 'manages expenses', that runs on multiple machines on a LAN. So for example, say we have person1 and person2 on seperate machines running the application, when person1 enters an expense, it will appear on person2's (pretty UI) view of the expenses database and vice versa. What topics do I need to research to make this possible for me? I plan on learning WPF for the UI (though the steep learning curve (or so I'm told) has me a little anxious about that at this stage. With regards to the database, which database would you recommend I use? I don't want a 'server' for the database to run on, so do I need to use an embedded database that each client machine runs a copy of that updates to each other (upon startup/entering of expense on any machine etc)? What topics under networking should I be looking at? I haven't studied networking before in any language, so do I need to learn about sockets or?

    Read the article

  • Can Questions be Reopened After They've Been Closed by Some Self Appointed Gestapo Moderators? [migrated]

    - by GenericJam
    This is obviously begging to be shut down right away and have all my privileges revoked or whatever but why do some people feel they have the right to shut down legitimate discussion? Who decides what is a "real" question or topic of interest? If you don't think it's valid, just click somewhere else but it is really getting to me on this site and StackOverflow how many really useful questions are shut down because people are asking opinions not textbook facts. Questions like this one are genuinely useful. Don't shut them down. You are making this site less useful for everyone else. Do people get their kicks by just wandering around the site closing questions? It seems many of the same names appear on the "closed down" box. Just go to a different page, don't ruin everyone else's education the way they choose it.

    Read the article

  • YUI Calendar: how does it load the Sam's Skin CSS?

    - by dound
    I'm using YUI 2's calendar in YUI 3. How does it load Sam's skin CSS? I didn't manually include it (though it seems like I should so the user can download it in the one request I make to the combo loader for css). Strangely, I don't see it being downloaded nor do I see it in the JS files themselves. I must be overlooking it. This is how I'm loading the CSS and JS now: <head> ... <link rel="stylesheet" type="text/css" href="http://yui.yahooapis.com/combo?3.1.0/build/cssreset/reset.css&amp;3.1.0/build/cssfonts/fonts.css&amp;3.1.0/build/cssbase/base.css"/> ... </head> ... <!--and at the end of the body tag:--> <script type="text/javascript" src="http://yui.yahooapis.com/combo?3.1.1/build/yui/yui-min.js&amp;3.1.1/build/oop/oop-min.js&amp;3.1.1/build/event-custom/event-custom-base-min.js&amp;3.1.1/build/event/event-base-min.js&amp;3.1.1/build/json/json-parse-min.js&amp;3.1.1/build/querystring/querystring-stringify-simple-min.js&amp;3.1.1/build/io/io-base-min.js&amp;3.1.1/build/dom/dom-base-min.js&amp;3.1.1/build/dom/selector-native-min.js&amp;3.1.1/build/dom/selector-css2-min.js&amp;3.1.1/build/node/node-base-min.js&amp;3.1.1/build/node/node-style-min.js&amp;3.1.1/build/stylesheet/stylesheet-min.js&amp;2in3.1/2.8.0/build/yui2-calendar/yui2-calendar-min.js&amp;2in3.1/2.8.0/build/yui2-yahoo/yui2-yahoo-min.js&amp;2in3.1/2.8.0/build/yui2-dom/yui2-dom-min.js&amp;2in3.1/2.8.0/build/yui2-event/yui2-event-min.js"></script> <script type="text/javascript">//<![CDATA[ YUI().use('yui2-calendar', function(Y) { var YAHOO = Y.YUI2; var cal = new YAHOO.widget.Calendar("cal",{navigator:true,mindate:'1/1/2000'); cal.render(); // ... Edit: I want to make a few minor changes to the default sam skin. What is the best way to do that? I answered this part of my question. If I wrap the calendar in an extra div, then specifying CSS rules which include that div as part of the selector makes the rule more specific so the browser uses it over Sam's skin. Rough example: <style type="text/css"> .magic .yui-skin-sam .yui-calendar td.calcell { height: 10em; width: 15em; } </style> ... <div class="magic"> <div class="yui-skin-sam"> <div id="cal"></div> </div> </div>

    Read the article

  • Why won't my UISearchDisplayController fire the didSelectRowAtIndexPath moethod?

    - by John Wells
    I am having an odd problem when searching a UITableView using a UISearchDisplayController. The UITableViewController is a subclass of another UITableViewController with a working didSelectRowAtIndexPath method. Without searching the controller handles selections fine, sending the superclass a didSelectRowAtIndexPath call, but if I select a cell when searching the superclass receives nothing but the cell is highlighted. Below is the code from my subclass. @implementation AdvancedViewController @synthesize searchDisplayController, dict, filteredList; - (void)viewDidLoad { [super viewDidLoad]; // Programmatically set up search bar UISearchBar *mySearchBar = [[UISearchBar alloc] init]; mySearchBar.delegate = self; [mySearchBar setAutocapitalizationType:UITextAutocapitalizationTypeNone]; [mySearchBar sizeToFit]; self.tableView.tableHeaderView = mySearchBar; // Programmatically set up search display controller searchDisplayController = [[UISearchDisplayController alloc] initWithSearchBar:mySearchBar contentsController:self]; [self setSearchDisplayController:searchDisplayController]; [searchDisplayController setDelegate:self]; [searchDisplayController setSearchResultsDataSource:self]; // Parse data from server NSData * jsonData = [NSData dataWithContentsOfURL:[NSURL URLWithString:url]]; NSArray * items = [[NSArray alloc] initWithArray:[[CJSONDeserializer deserializer] deserializeAsArray:jsonData error:nil]]; // Init variables dict = [[NSMutableDictionary alloc] init]; listIndex = [[NSMutableArray alloc] init]; fullList = [[NSMutableArray alloc] init]; filteredList = [[NSMutableArray alloc] init]; // Get each item and format it for the UI for(NSMutableArray * item in items) { // Get the first letter NSString * firstKey = [[[item objectAtIndex:0] substringWithRange:NSMakeRange(0,1)] uppercaseString]; // Put symbols and numbers in the same section if ([[firstKey stringByTrimmingCharactersInSet:[[NSCharacterSet letterCharacterSet] invertedSet]] isEqualToString:@""]) firstKey = @"#"; // If there isn't a section with this key if (![listIndex containsObject:firstKey]) { // Add the key to the index for faster access (because it's already sorted) [listIndex addObject:firstKey]; // Add the key to the unordered dictionary [dict setObject:[NSMutableArray array] forKey:firstKey]; } // Add the object to the dictionary [[dict objectForKey:firstKey] addObject:[[NSMutableDictionary alloc] initWithObjects:item forKeys:[NSArray arrayWithObjects:@"name", @"url", nil]]]; // Add the object to the list for simple searching [fullList addObject:[[NSMutableDictionary alloc] initWithObjects:item forKeys:[NSArray arrayWithObjects:@"name", @"url", nil]]]; } filteredList = [NSMutableArray arrayWithCapacity:[fullList count]]; } #pragma mark - #pragma mark Table view data source // Custom method for object oriented data access - (NSString *)tableView:(UITableView *)tableView dataForRowAtIndexPath:(NSIndexPath *)indexPath withKey:(NSString *)key { return (NSString *)((tableView == self.searchDisplayController.searchResultsTableView) ? [[filteredList objectAtIndex:indexPath.row] objectForKey:key] : [[[dict objectForKey:[listIndex objectAtIndex:indexPath.section]] objectAtIndex:indexPath.row] valueForKey:key]); } - (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView { return (tableView == self.searchDisplayController.searchResultsTableView) ? 1 : (([listIndex count] > 0) ? [[dict allKeys] count] : 1); } - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { return (tableView == self.searchDisplayController.searchResultsTableView) ? [filteredList count] : [[dict objectForKey:[listIndex objectAtIndex:section]] count]; } - (NSArray *)sectionIndexTitlesForTableView:(UITableView *)tableView { return (tableView == self.searchDisplayController.searchResultsTableView) ? [[NSArray alloc] initWithObjects:nil] : listIndex; } - (NSString *)tableView:(UITableView *)tableView titleForHeaderInSection:(NSInteger)section { return (tableView == self.searchDisplayController.searchResultsTableView) ? @"" : [listIndex objectAtIndex:section]; } - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *kCellID = @"cellID"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:kCellID]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:kCellID] autorelease]; cell.accessoryType = UITableViewCellAccessoryDisclosureIndicator; } NSString * name = nil; // TODO: Make dataForRowAtIndexPath work here if (tableView == self.searchDisplayController.searchResultsTableView) { // NOTE: dataForRowAtIndexPath causes this to crash for some unknown reason. Maybe it is called before viewDidLoad and has no data? name = [[filteredList objectAtIndex:indexPath.row] objectForKey:@"name"]; } else { // This always works name = [self tableView:[self tableView] dataForRowAtIndexPath:indexPath withKey:@"name"]; } cell.textLabel.text = name; return cell; } #pragma mark Search Methods - (void)filterContentForSearchText:(NSString*)searchText scope:(NSString*)scope { // Clear the filtered array [self.filteredList removeAllObjects]; // Filter the array for (NSDictionary *item in fullList) { // Compare the item's name to the search text NSComparisonResult result = [[item objectForKey:@"name"] compare:searchText options:(NSCaseInsensitiveSearch|NSDiacriticInsensitiveSearch) range:NSMakeRange(0, [searchText length])]; if (result == NSOrderedSame) { // Add to the filtered array if it matches [self.filteredList addObject:item]; } } } - (BOOL)searchDisplayController:(UISearchDisplayController *)controller shouldReloadTableForSearchString:(NSString *)searchString { [self filterContentForSearchText:searchString scope: [[self.searchDisplayController.searchBar scopeButtonTitles] objectAtIndex:[self.searchDisplayController.searchBar selectedScopeButtonIndex]]]; // Return YES to cause the search result table view to be reloaded. return YES; } - (void)viewDidUnload { filteredList = nil; } @end

    Read the article

  • Problem in In-App purchase-consumable model

    - by kunal-dutta
    I have created a nonconsumable in app purchase item and now I want to create a consumable in-app purchase by which a user to buy it every time he uses it,and also I want to create a subscription model In-App purchase. Everything works as expected except when I buy the item more than one time, iPhone pop ups a message saying "You've already purchased the item. Do You want to buy it again?". Is It possible to disable this dialog and proceed to the actual purchase?And what will have to change in following code with different model:- in InApp purchase manager.m: @implementation InAppPurchaseManager //@synthesize purchasableObjects; //@synthesize storeObserver; @synthesize proUpgradeProduct; @synthesize productsRequest; //BOOL featureAPurchased; //BOOL featureBPurchased; //static InAppPurchaseManager* _sharedStoreManager; // self (void)dealloc { //[_sharedStoreManager release]; //[storeObserver release]; [super dealloc]; } (void)requestProUpgradeProductData { NSSet *productIdentifiers = [NSSet setWithObject:@"com.vigyaapan.iWorkOut1" ]; productsRequest = [[SKProductsRequest alloc] initWithProductIdentifiers:productIdentifiers]; productsRequest.delegate = self; [productsRequest start]; // we will release the request object in the delegate callback } pragma mark - pragma mark SKProductsRequestDelegate methods (void)productsRequest:(SKProductsRequest *)request didReceiveResponse:(SKProductsResponse *)response { //NSArray *products = response.products; //proUpgradeProduct = [products count] == 1 ? [[products firstObject] retain]: nil; if (proUpgradeProduct) { NSLog(@"Product title: %@", proUpgradeProduct.localizedTitle); NSLog(@"Product description: %@", proUpgradeProduct.localizedDescription); NSLog(@"Product price: %@", proUpgradeProduct.price); NSLog(@"Product id:%@", proUpgradeProduct.productIdentifier); } /*for (NSString invalidProductId in response.invalidProductIdentifiers) { NSLog(@"Invalid product id: %@" , invalidProductId); }/ //finally release the reqest we alloc/init’ed in requestProUpgradeProductData [productsRequest release]; [[NSNotificationCenter defaultCenter] postNotificationName:kInAppPurchaseManagerProductsFetchedNotification object:self userInfo:nil]; } pragma - pragma Public methods /* call this method once on startup*/ (void)loadStore { /* restarts any purchases if they were interrupted last time the app was open*/ [[SKPaymentQueue defaultQueue] addTransactionObserver:self]; /* get the product description (defined in early sections)*/ [self requestProUpgradeProductData]; } /* call this before making a purchase*/ (BOOL)canMakePurchases { return [SKPaymentQueue canMakePayments]; } /* kick off the upgrade transaction*/ (void)purchaseProUpgrade { SKPayment *payment = [SKPayment paymentWithProductIdentifier:@"9820091347"]; [[SKPaymentQueue defaultQueue] addPayment:payment]; } pragma - pragma Purchase helpers /* saves a record of the transaction by storing the receipt to disk*/ (void)recordTransaction:(SKPaymentTransaction )transaction { if ([transaction.payment.productIdentifier isEqualToString:kInAppPurchaseProUpgradeProductId]) { / save the transaction receipt to disk*/ [[NSUserDefaults standardUserDefaults] setValue:transaction.transactionReceipt forKey:@"proUpgradeTransactionReceipt" ]; [[NSUserDefaults standardUserDefaults] synchronize]; } } /* enable pro features*/ (void)provideContent:(NSString )productId { if ([productId isEqualToString:kInAppPurchaseProUpgradeProductId]) { / enable the pro features*/ [[NSUserDefaults standardUserDefaults] setBool:YES forKey:@"isProUpgradePurchased" ]; [[NSUserDefaults standardUserDefaults] synchronize]; } } (void)finishTransaction:(SKPaymentTransaction )transaction wasSuccessful:(BOOL)wasSuccessful { // / remove the transaction from the payment queue.*/ [[SKPaymentQueue defaultQueue] finishTransaction:transaction]; NSDictionary *userInfo = [NSDictionary dictionaryWithObjectsAndKeys:transaction, @"transaction" , nil]; if (wasSuccessful) { /* send out a notification that we’ve finished the transaction*/ [[NSNotificationCenter defaultCenter]postNotificationName:kInAppPurchaseManagerTransactionSucceededNotification object:self userInfo:userInfo]; } else { /* send out a notification for the failed transaction*/ [[NSNotificationCenter defaultCenter] postNotificationName:kInAppPurchaseManagerTransactionFailedNotification object:self userInfo:userInfo]; } } (void)completeTransaction:(SKPaymentTransaction *)transaction { [self recordTransaction:transaction]; [self provideContent:transaction.payment.productIdentifier]; [self finishTransaction:transaction wasSuccessful:YES]; } (void)restoreTransaction:(SKPaymentTransaction *)transaction { [self recordTransaction:transaction.originalTransaction]; [self provideContent:transaction.originalTransaction.payment.productIdentifier]; [self finishTransaction:transaction wasSuccessful:YES]; } (void)failedTransaction:(SKPaymentTransaction )transaction { if (transaction.error.code != SKErrorPaymentCancelled) { / error!/ [self finishTransaction:transaction wasSuccessful:NO]; } else { / this is fine, the user just cancelled, so don’t notify*/ [[SKPaymentQueue defaultQueue] finishTransaction:transaction]; } } (void)paymentQueue:(SKPaymentQueue *)queue updatedTransactions:(NSArray *)transactions { for (SKPaymentTransaction *transaction in transactions) { switch (transaction.transactionState) { case SKPaymentTransactionStatePurchased: [self completeTransaction:transaction]; break; case SKPaymentTransactionStateFailed: [self failedTransaction:transaction]; break; case SKPaymentTransactionStateRestored: [self restoreTransaction:transaction]; break; default: break; } } } @end in SKProduct.m:- @implementation SKProduct (LocalizedPrice) - (NSString *)localizedPrice { NSNumberFormatter *numberFormatter = [[NSNumberFormatter alloc] init]; [numberFormatter setFormatterBehavior:NSNumberFormatterBehavior10_4]; [numberFormatter setNumberStyle:NSNumberFormatterCurrencyStyle]; [numberFormatter setLocale:self.priceLocale]; NSString *formattedString = [numberFormatter stringFromNumber:self.price]; [numberFormatter release]; return formattedString; }

    Read the article

  • OpenGL basics: calling glDrawElements once per object

    - by Bethor
    Hi all, continuing on from my explorations of the basics of OpenGL (see this question), I'm trying to figure out the basic principles of drawing a scene with OpenGL. I am trying to render a simple cube repeated n times in every direction. My method appears to yield terrible performance : 1000 cubes brings performance below 50fps (on a QuadroFX 1800, roughly a GeForce 9600GT). My method for drawing these cubes is as follows: done once: set up a vertex buffer and array buffer containing my cube vertices in model space set up an array buffer indexing the cube for drawing as 12 triangles done for each frame: update uniform values used by the vertex shader to move all cubes at once done for each cube, for each frame: update uniform values used by the vertex shader to move each cube to its position call glDrawElements to draw the positioned cube Is this a sane method ? If not, how does one go about something like this ? I'm guessing I need to minimize calls to glUniform, glDrawElements, or both, but I'm not sure how to do that. Full code for my little test : (depends on gletools and pyglet) I'm aware that my init code (at least) is really ugly; I'm concerned with the rendering code for each frame right now, I'll move to something a little less insane for the creation of the vertex buffers and such later on. import pyglet from pyglet.gl import * from pyglet.window import key from numpy import deg2rad, tan from gletools import ShaderProgram, FragmentShader, VertexShader, GeometryShader vertexData = [-0.5, -0.5, -0.5, 1.0, -0.5, 0.5, -0.5, 1.0, 0.5, -0.5, -0.5, 1.0, 0.5, 0.5, -0.5, 1.0, -0.5, -0.5, 0.5, 1.0, -0.5, 0.5, 0.5, 1.0, 0.5, -0.5, 0.5, 1.0, 0.5, 0.5, 0.5, 1.0] elementArray = [2, 1, 0, 1, 2, 3,## back face 4, 7, 6, 4, 5, 7,## front face 1, 3, 5, 3, 7, 5,## top face 2, 0, 4, 2, 4, 6,## bottom face 1, 5, 4, 0, 1, 4,## left face 6, 7, 3, 6, 3, 2]## right face def toGLArray(input): return (GLfloat*len(input))(*input) def toGLushortArray(input): return (GLushort*len(input))(*input) def initPerspectiveMatrix(aspectRatio = 1.0, fov = 45): frustumScale = 1.0 / tan(deg2rad(fov) / 2.0) fzNear = 0.5 fzFar = 300.0 perspectiveMatrix = [frustumScale*aspectRatio, 0.0 , 0.0 , 0.0 , 0.0 , frustumScale, 0.0 , 0.0 , 0.0 , 0.0 , (fzFar+fzNear)/(fzNear-fzFar) , -1.0, 0.0 , 0.0 , (2*fzFar*fzNear)/(fzNear-fzFar), 0.0 ] return perspectiveMatrix class ModelObject(object): vbo = GLuint() vao = GLuint() eao = GLuint() initDone = False verticesPool = [] indexPool = [] def __init__(self, vertices, indexing): super(ModelObject, self).__init__() if not ModelObject.initDone: glGenVertexArrays(1, ModelObject.vao) glGenBuffers(1, ModelObject.vbo) glGenBuffers(1, ModelObject.eao) glBindVertexArray(ModelObject.vao) initDone = True self.numIndices = len(indexing) self.offsetIntoVerticesPool = len(ModelObject.verticesPool) ModelObject.verticesPool.extend(vertices) self.offsetIntoElementArray = len(ModelObject.indexPool) ModelObject.indexPool.extend(indexing) glBindBuffer(GL_ARRAY_BUFFER, ModelObject.vbo) glEnableVertexAttribArray(0) #position glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ModelObject.eao) glBufferData(GL_ARRAY_BUFFER, len(ModelObject.verticesPool)*4, toGLArray(ModelObject.verticesPool), GL_STREAM_DRAW) glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(ModelObject.indexPool)*2, toGLushortArray(ModelObject.indexPool), GL_STREAM_DRAW) def draw(self): glDrawElements(GL_TRIANGLES, self.numIndices, GL_UNSIGNED_SHORT, self.offsetIntoElementArray) class PositionedObject(object): def __init__(self, mesh, pos, objOffsetUf): super(PositionedObject, self).__init__() self.mesh = mesh self.pos = pos self.objOffsetUf = objOffsetUf def draw(self): glUniform3f(self.objOffsetUf, self.pos[0], self.pos[1], self.pos[2]) self.mesh.draw() w = 800 h = 600 AR = float(h)/float(w) window = pyglet.window.Window(width=w, height=h, vsync=False) window.set_exclusive_mouse(True) pyglet.clock.set_fps_limit(None) ## input forward = [False] left = [False] back = [False] right = [False] up = [False] down = [False] inputs = {key.Z: forward, key.Q: left, key.S: back, key.D: right, key.UP: forward, key.LEFT: left, key.DOWN: back, key.RIGHT: right, key.PAGEUP: up, key.PAGEDOWN: down} ## camera camX = 0.0 camY = 0.0 camZ = -1.0 def simulate(delta): global camZ, camX, camY scale = 10.0 move = scale*delta if forward[0]: camZ += move if back[0]: camZ += -move if left[0]: camX += move if right[0]: camX += -move if up[0]: camY += move if down[0]: camY += -move pyglet.clock.schedule(simulate) @window.event def on_key_press(symbol, modifiers): global forward, back, left, right, up, down if symbol in inputs.keys(): inputs[symbol][0] = True @window.event def on_key_release(symbol, modifiers): global forward, back, left, right, up, down if symbol in inputs.keys(): inputs[symbol][0] = False ## uniforms for shaders camOffsetUf = GLuint() objOffsetUf = GLuint() perspectiveMatrixUf = GLuint() camRotationUf = GLuint() program = ShaderProgram( VertexShader(''' #version 330 layout(location = 0) in vec4 objCoord; uniform vec3 objOffset; uniform vec3 cameraOffset; uniform mat4 perspMx; void main() { mat4 translateCamera = mat4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, cameraOffset.x, cameraOffset.y, cameraOffset.z, 1.0f); mat4 translateObject = mat4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, objOffset.x, objOffset.y, objOffset.z, 1.0f); vec4 modelCoord = objCoord; vec4 positionedModel = translateObject*modelCoord; vec4 cameraPos = translateCamera*positionedModel; gl_Position = perspMx * cameraPos; }'''), FragmentShader(''' #version 330 out vec4 outputColor; const vec4 fillColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); void main() { outputColor = fillColor; }''') ) shapes = [] def init(): global camOffsetUf, objOffsetUf with program: camOffsetUf = glGetUniformLocation(program.id, "cameraOffset") objOffsetUf = glGetUniformLocation(program.id, "objOffset") perspectiveMatrixUf = glGetUniformLocation(program.id, "perspMx") glUniformMatrix4fv(perspectiveMatrixUf, 1, GL_FALSE, toGLArray(initPerspectiveMatrix(AR))) obj = ModelObject(vertexData, elementArray) nb = 20 for i in range(nb): for j in range(nb): for k in range(nb): shapes.append(PositionedObject(obj, (float(i*2), float(j*2), float(k*2)), objOffsetUf)) glEnable(GL_CULL_FACE) glCullFace(GL_BACK) glFrontFace(GL_CW) glEnable(GL_DEPTH_TEST) glDepthMask(GL_TRUE) glDepthFunc(GL_LEQUAL) glDepthRange(0.0, 1.0) glClearDepth(1.0) def update(dt): print pyglet.clock.get_fps() pyglet.clock.schedule_interval(update, 1.0) @window.event def on_draw(): with program: pyglet.clock.tick() glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) glUniform3f(camOffsetUf, camX, camY, camZ) for shape in shapes: shape.draw() init() pyglet.app.run()

    Read the article

  • In Stud, which Private RSA Key should be concatenated in the x509 SSL certificate pem file to avoid "self-signed" browser warning?

    - by Aaron
    I'm trying to implement Stud as an SSL termination point before HAProxy as a proof of concept for WebSockets routing. My domain registrar Gandi.net offers free 1-year SSL certs. Through OpenSSL, I generated a CSR which gave me two files: domain.key domain.csr I gave domain.csr to my trusted authority and they gave me two files: domain.cert GandiStandardSSLCA.pem (I think this is referred to as the intermediary cert?) This is where I encountered friction: Stud, which uses OpenSSL, expects there to be an "rsa private key" in the "pem-file" - which it describes as "SSL x509 certificate file. REQUIRED." If I add the domain.key to the bottom of Stud's pem-file, Stud will start but I receive the browser warning saying "The certificate is self-signed." If I omit the domain.key Stud will not start and throws an error triggered by an OpenSSL function that appears intended to determine whether or not my "pem-file" contains an "RSA Private Key". At this point I cannot determine whether the problem is: Free SSL cert will always be self-signed and will always cause browser to present warning I'm just not using Stud correctly I'm using the wrong "RSA private key" The CA domain cert, the intermediary cert, and the private key are in the wrong order.

    Read the article

  • Is It Possible To Self-Teach PHP, Wordpress, CentOS (Linux), Apache, Nginx etc?

    - by Aahan
    consider me a total noob, who uses a Windows PC and has never touched Linux. But I want to administer, manage and take responsibility of my server, at least at some point, if not now. But since I am a full-time blogger I am unable to find time to study at an institute. So, here is my question — - Is It Possible To Self-Teach HTML, CSS, PHP, JavaScript, Wordpress, CentOS (or for that matter any Linux distro), Apache, Nginx, and Varnish? Yes, beginning with HTML, absolutely all of them. I might seem overly ambitious and foolish, but I just want to do it. Aren't there any self-taught server admins? (1) Please help me out with the names of good books, links and whatever you can. (2) How long would it take me to get there (approximately)? 3 years? 5 years? (I have good touch with HTML & Wordpress.) This is a great community, I hope at least some of you will shoot some suggestions at me.

    Read the article

  • SCons does not clean all files

    - by meowsqueak
    I have a file system containing directories of "builds", each of which contains a file called "build-info.xml". However some of the builds happened before the build script generated "build-info.xml" so in that case I have a somewhat non-trivial SCons SConstruct that is used to generate a skeleton build-info.xml so that it can be used as a dependency for further rules. I.e.: for each directory: if build-info.xml already exists, do nothing. More importantly, do not remove it on a 'scons --clean'. if build-info.xml does not exist, generate a skeleton one instead - build-info.xml has no dependencies on any other files - the skeleton is essentially minimal defaults. during a --clean, remove build-info.xml if it was generated, otherwise leave it be. My SConstruct looks something like this: def generate_actions_BuildInfoXML(source, target, env, for_signature): cmd = "python '%s/bin/create-build-info-xml.py' --version $VERSION --path . --output ${TARGET.file}" % (Dir('#').abspath,) return cmd bld = Builder(generator = generate_actions_BuildInfoXML, chdir = 1) env.Append(BUILDERS = { "BuildInfoXML" : bld }) ... # VERSION = some arbitrary string, not important here # path = filesystem path, set elsewhere build_info_xml = "%s/build-info.xml" % (path,) if not os.path.exists(build_info_xml): env.BuildInfoXML(build_info_xml, None, VERSION = build) My problem is that 'scons --clean' does not remove the generated build-info.xml files. I played around with env.Clean(t, build_info_xml) within the 'if' but I was unable to get this to work - mainly because I could not work out what to assign to 't' - I want a generated build-info.xml to be cleaned unconditionally, rather than based on the cleaning of another target, and I wasn't able to get this to work. If I tried a simple env.Clean(None, "build_info_xml") after but outside the 'if' I found that SCons would clean every single build-info.xml file including those that weren't generated. Not good either. What I'd like to know is how SCons goes about determining which files should be cleaned and which should not. Is there something funny about the way I've used a generator function that prevents SCons from recording this target as a Clean candidate?

    Read the article

< Previous Page | 123 124 125 126 127 128 129 130 131 132 133 134  | Next Page >