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  • Unable to Get values from Web Form to a PHP Class to Display

    - by kentrenholm
    I am having troubles getting the value from my variables submitted via a web form using a PHP class file. Here is my structure of the web page: Order Form Page Process.php Page Book.php Page I can easily get the user data entered (on Order Form Page), process, and display it on the Process.php page. The issue is that I must create a Book class and print the details of the data using the Book class. I have an empty constructor printing out "created" so I know my constructor is being called. I also am able to print the word "title" so I know I can print to the screen by using the Book class. My issue is that I can't get values in my variables in the Book class. Here is my variable declaration: private $title; Here is my printDetails function: public function printDetails () { echo "Title: " . $this->title . "<br />"; } Here is my new instance of the book class: $bookNow = new book; Here are my get and set functions: function __getTitle($title) { return $this->$title; } function __setTitle($title,$value) { $this->$title = $value; } I do have four other variables that I'm looking to display as well. Each of those have their own variable declaration, a line in printDetails, and their own setter and getter. Lastly, I also have a call to the Book class in my process PHP. It looks like this: function __autoload($book) { include $book . '.php'; } $bookNow = new book(); Any help, much appreciated. It must be something so very small (I'm hoping).

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  • How do you overide a class that is called by another class with parent::method

    - by dan.codes
    I am trying to extend Mage_Catalog_Block_Product_View I have it setup in my local directory as its own module and everything works fine, I wasn't getting the results that I wanted. I then saw that another class extended that class as well. The method I am trying to override is the protected function _prepareLayout() This is the function class Mage_Review_Block_Product_View extends Mage_Catalog_Block_Product_View protected function _prepareLayout() { $this-&gt;getLayout()-&gt;createBlock('catalog/breadcrumbs'); $headBlock = $this-&gt;getLayout()-&gt;getBlock('head'); if ($headBlock) { $title = $this-&gt;getProduct()-&gt;getMetaTitle(); if ($title) { $headBlock-&gt;setTitle($title); } $keyword = $this-&gt;getProduct()-&gt;getMetaKeyword(); $currentCategory = Mage::registry('current_category'); if ($keyword) { $headBlock-&gt;setKeywords($keyword); } elseif($currentCategory) { $headBlock-&gt;setKeywords($this-&gt;getProduct()-&gt;getName()); } $description = $this-&gt;getProduct()-&gt;getMetaDescription(); if ($description) { $headBlock-&gt;setDescription( ($description) ); } else { $headBlock-&gt;setDescription( $this-&gt;getProduct()-&gt;getDescription() ); } } return parent::_prepareLayout(); } I am trying to modify it just a bit with the following, keep in mind I know there is a title prefix and suffix but I needed it only for the product page and also I needed to add text to the description. class MyCompany_Catalog_Block_Product_View extends Mage_Catalog_Block_Product_View protected function _prepareLayout() { $storeId = Mage::app()-&gt;getStore()-&gt;getId(); $this-&gt;getLayout()-&gt;createBlock('catalog/breadcrumbs'); $headBlock = $this-&gt;getLayout()-&gt;getBlock('head'); if ($headBlock) { $title = $this-&gt;getProduct()-&gt;getMetaTitle(); if ($title) { if($storeId == 2){ $title = "Pool Supplies Fast - " .$title; $headBlock-&gt;setTitle($title); } $headBlock-&gt;setTitle($title); }else{ $path = Mage::helper('catalog')-&gt;getBreadcrumbPath(); foreach ($path as $name =&gt; $breadcrumb) { $title[] = $breadcrumb['label']; } $newTitle = "Pool Supplies Fast - " . join($this-&gt;getTitleSeparator(), array_reverse($title)); $headBlock-&gt;setTitle($newTitle); } $keyword = $this-&gt;getProduct()-&gt;getMetaKeyword(); $currentCategory = Mage::registry('current_category'); if ($keyword) { $headBlock-&gt;setKeywords($keyword); } elseif($currentCategory) { $headBlock-&gt;setKeywords($this-&gt;getProduct()-&gt;getName()); } $description = $this-&gt;getProduct()-&gt;getMetaDescription(); if ($description) { if($storeId == 2){ $description = "Pool Supplies Fast - ". $this-&gt;getProduct()-&gt;getName() . " - " . $description; $headBlock-&gt;setDescription( ($description) ); }else{ $headBlock-&gt;setDescription( ($description) ); } } else { if($storeId == 2){ $description = "Pool Supplies Fast: ". $this-&gt;getProduct()-&gt;getName() . " - " . $this-&gt;getProduct()-&gt;getDescription(); $headBlock-&gt;setDescription( ($description) ); }else{ $headBlock-&gt;setDescription( $this-&gt;getProduct()-&gt;getDescription() ); } } } return Mage_Catalog_Block_Product_Abstract::_prepareLayout(); } This executs fine but then I notice that the following class Mage_Review_Block_Product_View_List extends which extends Mage_Review_Block_Product_View and that extends Mage_Catalog_Block_Product_View as well. Inside this class they call the _prepareLayout as well and call the parent with parent::_prepareLayout() class Mage_Review_Block_Product_View_List extends Mage_Review_Block_Product_View protected function _prepareLayout() { parent::_prepareLayout(); if ($toolbar = $this-&gt;getLayout()-&gt;getBlock('product_review_list.toolbar')) { $toolbar-&gt;setCollection($this-&gt;getReviewsCollection()); $this-&gt;setChild('toolbar', $toolbar); } return $this; } So obviously this just calls the same class I am extending and runs the function I am overiding but it doesn't get to my class because it is not in my class hierarchy and since it gets called after my class all the stuff in the parent class override what I have set. I'm not sure about the best way to extend this type of class and method, there has to be a good way to do this, I keep finding I am running into issues when trying to overide these prepare methods that are derived from the abstract classes, there seems to be so many classes overriding them and calling parent::method. What is the best way to override these functions?

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  • Get class instance by class name string

    - by VDVLeon
    Hi all, I noticed the function Object.factory(char[] className) in D. But it does not work like I hoped it would work; it does not work ;) An example: import std.stdio; class TestClass { override string toString() { return typeof(this).stringof; // TestClass } }; void main(string[] args) { auto i = Object.factory("TestClass"); if (i is null) { writeln("Class not found"); } else { writeln("Class string: " ~ i); } } I think this should result in the message: "Class string: TestClass" but it says "Class not found". Does anybody know why this happens and how I could fix it ? Or do I need to make my own class factory. For example by make a class with a static array Object[string] classes; with class instances. When I want a new instance I do this: auto i = (className in classes); if (i is null) { return null; } return i.classinfo.create();

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  • jQuery - toggle the class of a parent element?

    - by Nike
    Hello, again. I have a few list elements, like this: <li class="item"> <a class="toggle"><h4>ämne<small>2010-04-17 kl 12:54 by <u>nike1</u></small></h4></a> <div class="meddel"> <span> <img style="max-width: 70%; min-height: 70%;" src="profile-images/nike1.jpg" alt="" /> <a href="account.php?usr=47">nike1</a> </span> <p>text</p> <span style="clear: both; display: block;"></span> </div> </li> <li class="item odd"> <a class="toggle"><h4>test<small>2010-04-17 kl 15:01 by <u>nike1</u></small></h4></a> <div class="meddel"> <span> <img style="max-width: 70%; min-height: 70%;" src="profile-images/nike1.jpg" alt="" /> <a href="account.php?usr=47">nike1</a> </span> <p>test meddelande :) [a]http://youtube.com[/a]</p> <span style="clear: both; display: block;"></span> </div> </li> And i'm trying to figure out how to make it so that when you click a link with the class .toggle, the parent element (the li element) will toggle the class .current. I'm not sure if the following code is correct or not, but it's not working. $(this).parent('.item').toggleClass('.current', addOrRemove); Even if i remove "('.item')", it doesn't seem to make any difference. So, any ideas? Thanks in advance, -Nike

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  • Mootools - how to destroy a class instance

    - by Rob
    What I'm trying to do is create a class that I can quickly attach to links, that will fetch and display a thumbnail preview of the document being linked to. Now, I am focusing on ease of use and portability here, I want to simply add a mouseover event to links like this: <a href="some-document.pdf" onmouseover="new TestClass(this)">Testing</a> I realize there are other ways I can go about this that would solve my issue here, and I may end up having to do that, but right now my goal is to implement this as above. I don't want to manually add a mouseout event to each link, and I don't want code anywhere other than within the class (and the mouseover event creating the class instance). The code: TestClass = new Class({ initialize: function(anchor) { this.anchor = $(anchor); if(!this.anchor) return; if(!window.zzz) window.zzz = 0; this.id = ++window.zzz; this.anchor.addEvent('mouseout', function() { // i need to get a reference to this function this.hide(); }.bind(this)); this.show(); }, show: function() { // TODO: cool web 2.0 stuff here! }, hide: function() { alert(this.id); //this.removeEvent('mouseout', ?); // need reference to the function to remove /*** this works, but what if there are unrelated mouseout events? and the class instance still exists! ***/ //this.anchor.removeEvents('mouseout'); //delete(this); // does not work ! //this = null; // invalid assignment! //this = undefined; // invalid assignment! } }); What currently happens with the above code: 1st time out: alerts 1 2nd time out: alerts 1, 2 3rd time out: alerts 1, 2, 3 etc Desired behavior: 1st time out: alerts 1 2nd time out: alerts 2 3rd time out: alerts 3 etc The problem is, each time I mouse over the link, I'm creating a new class instance and appending a new mouseout event for that instance. The class instance also remains in memory indefinitely. On mouseout I need to remove the mouseout event and destroy the class instance, so on subsequent mouseovers we are starting fresh.

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  • How to move a struct into a class?

    - by Kache4
    I've got something like: typedef struct Data_s { int field1; int field2; } Data; class Foo { void useData(Data& data); } Is there a way to move the struct into the class without creating a new class? Currently, just pasting it inside the class and replacing Data with Foo::Data everywhere doesn't work.

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  • Python class decorator and maximum recursion depth exceeded

    - by Michal Lula
    I try define class decorator. I have problem with __init__ method in decorated class. If __init__ method invokes super the RuntimeError maximum recursion depth exceeded is raised. Code example: def decorate(cls): class NewClass(cls): pass return NewClass @decorate class Foo(object): def __init__(self, *args, **kwargs): super(Foo, self).__init__(*args, **kwargs) What I doing wrong? Thanks, Michal

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  • Call plugin class in Java

    - by Josh Meredith
    How can I call a class in Java, when the name of the class won't be known at compile time (such as if it were a plugin). For example, from a GUI, a user selects a plugin (a Java class), the application then creates a new instance of the class, and calls one of its methods (the method name would be known at compile time (e.g. "moduleMain")). Thanks for any input.

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  • Internal class and access to external members.

    - by Knowing me knowing you
    I always thought that internal class has access to all data in its external class but having code: template<class T> class Vector { template<class T> friend std::ostream& operator<<(std::ostream& out, const Vector<T>& obj); private: T** myData_; std::size_t myIndex_; std::size_t mySize_; public: Vector():myData_(nullptr), myIndex_(0), mySize_(0) { } Vector(const Vector<T>& pattern); void insert(const T&); Vector<T> makeUnion(const Vector<T>&)const; Vector<T> makeIntersection(const Vector<T>&)const; class Iterator : public std::iterator<std::bidirectional_iterator_tag,T> { private: T** itData_; public: Iterator()//<<<<<<<<<<<<<------------COMMENT { /*HERE I'M TRYING TO USE ANY MEMBER FROM Vector<T> AND I'M GETTING ERR SAYING: ILLEGAL CALL OF NON-STATIC MEMBER FUNCTION*/} Iterator(T** ty) { itData_ = ty; } Iterator operator++() { return ++itData_; } T operator*() { return *itData_[0]; } bool operator==(const Iterator& obj) { return *itData_ == *obj.itData_; } bool operator!=(const Iterator& obj) { return *itData_ != *obj.itData_; } bool operator<(const Iterator& obj) { return *itData_ < *obj.itData_; } }; typedef Iterator iterator; iterator begin()const { assert(mySize_ > 0); return myData_; } iterator end()const { return myData_ + myIndex_; } }; See line marked as COMMENT. So can I or I can't use members from external class while in internal class? Don't bother about naming, it's not a Vector it's a Set. Thank you.

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  • Passing a string when starting a class in PHP

    - by Francesc
    Hi. First I have to say: Happy Christmas to All! I'm starting learning classes in PHP. I coded that: class User { function getFbId($authtoken) { } function getFbFirstName ($authtoken) { } } What I want to do is something like that: $user=new User($authtoken); And pass the $authtoken to the class. It's possible to define that when starting the class. It's possible to retrive that value inside a function of that class?

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  • Python 3: list atributes within a class object

    - by MadSc13ntist
    is there a way that if the following class is created; I can grab a list of attributes that exist. (this class is just an bland example, it is not my task at hand) class new_class(): def __init__(self, number): self.multi = int(number) * 2 self.str = str(number) a = new_class(2) print(', '.join(a.SOMETHING)) * the attempt is that "multi, str" will print. the point here is that if a class object has attributes added at different parts of a script that I can grab a quick listing of the attributes which are defined.

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  • How to I make private class constants in Ruby

    - by DMisener
    In Ruby how does one create a private class constant? (i.e one that is visible inside the class but not outside) class Person SECRET='xxx' # How to make class private?? def show_secret puts "Secret: #{SECRET}" end end Person.new.show_secret puts Person::SECRET # I'd like this to fail

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  • Remove Grub Loader from Mac

    - by ben
    I installed Ubuntu (Precise) on my Macbook Pro but now I'd like to go back to OSX but I can't boot off the OSX Snow Leopard DVD to do a reinstall. I have tried booting and holding down "c" or using "Option" and then selecting the OSX install media but after selecting the OSX media the grub menu loads and tried to boot Ubuntu instead of booting off the DVD. I tried booting off my Ubuntu LiveUSB and removing all of the partitions using gparted but the problem still persists. Any ideas? I just want to wipe everything and go back to OSX only. When I installed Ubuntu I pretty much followed the default options. Thanks.

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  • C++ problem with assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • How to fix the boot loader with an installation disk at hand

    - by Bragboy
    Hi, I recently messed up my Master Boot Record and my system is not booting. I was dual booting Windows and Ubuntu. Both of them are not loading now. I don't care if I lose my windows, but I want my Ubuntu back!! How to get it (I have a fresh Ubuntu 10.10 LTS disk with me). I went through the install wizard but feared that I may loose my existing installation/setup. Thats why I came here to check what is the ideal procedure to only update the Boot record instead of a full installation.

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  • Problem with Assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • Install a Wii Game Loader for Easy Backups and Fast Load Times

    - by Jason Fitzpatrick
    We’ve shown you how to hack your Wii for homebrew software and DVD playback as well as how to safeguard and supercharge your Wii. Now we’re taking a peek at Wii game loaders so you can backup and play your Wii games from an external HDD. Latest Features How-To Geek ETC HTG Projects: How to Create Your Own Custom Papercraft Toy How to Combine Rescue Disks to Create the Ultimate Windows Repair Disk What is Camera Raw, and Why Would a Professional Prefer it to JPG? The How-To Geek Guide to Audio Editing: The Basics How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 Lord of the Rings Movie Parody Double Feature [Video] Turn a Webpage into an Asteroids-Styled Shooting Game in Opera Dolphin Browser Mini Leaves Beta; Sports New GUI, Easy Bookmarking, and More Updated Google Goggles Scans Faster; Solves Sudoku Puzzles Snowy Castle Retreat in the Mountains Wallpaper Fix TV Show Sorting Issues on iOS Devices

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  • Set nomodeset in usb installation (efi loader with iso)

    - by Garrett
    I'm working with the studyblast solution (http://studyblast.wordpress.com/2011/08/14/guide-mac-os-x-lion-how-to-boot-a-linux-live-system-from-a-usb-drive-how-to-update-any-ocz-ssds-firmware/) to creating a live usb for osx. I managed to get Ubuntu booted but the screen looks like a corrupt/glitch image. I can just about make out the clock on the bottom right and a few icons. I've been told that this is an easy fix and that nomodeset needs to be set for the graphics card but all the solutions i find are for a hard drive installed Ubuntu where you can cd in and edit the grub file - how do you do this is it's in an iso? Thanks Garrett

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