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  • Here i m sending my code for presentmodelViewController

    - by aman-gupta
    Hi Please help me out i want to switch to first view from third view directly here is my code:-where i m using presentModelViewcontroller // // ExperimentAppDelegate.h // Experiment // // Created by Aman on 4/20/10. // Copyright __MyCompanyName__ 2010. All rights reserved. // #import <UIKit/UIKit.h> @class ExperimentViewController; @class SecondView; @class ThirdView; BOOL parentScreenNo; @interface ExperimentAppDelegate : NSObject <UIApplicationDelegate> { UIWindow *window; ExperimentViewController *viewController; SecondView *ptrSecond; ThirdView *ptrThird; } @property (nonatomic, retain) IBOutlet UIWindow *window; @property (nonatomic, retain) IBOutlet ExperimentViewController *viewController; @property (nonatomic, retain) IBOutlet SecondView *ptrSecond; @property (nonatomic, retain) IBOutlet ThirdView *ptrThird; @end ///////////////////////////////////// // // ExperimentAppDelegate.m // Experiment // // Created by Aman on 4/20/10. // Copyright __MyCompanyName__ 2010. All rights reserved. // #import "ExperimentAppDelegate.h" #import "ExperimentViewController.h" @implementation ExperimentAppDelegate @synthesize window; @synthesize viewController,ptrThird,ptrSecond; - (void)applicationDidFinishLaunching:(UIApplication *)application { parentScreenNo = NO; // Override point for customization after app launch [window addSubview:viewController.view]; [window makeKeyAndVisible]; } - (void)dealloc { [viewController release]; [window release]; [super dealloc]; } @end ///////////////////////////////////////// // // ExperimentViewController.h // Experiment // // Created by Aman on 4/20/10. // Copyright __MyCompanyName__ 2010. All rights reserved. // #import <UIKit/UIKit.h> @interface ExperimentViewController : UIViewController { } -(IBAction)second:(id)sender; @end /////////////////////////////// // // ExperimentViewController.m // Experiment // // Created by Aman on 4/20/10. // Copyright __MyCompanyName__ 2010. All rights reserved. // #import "ExperimentViewController.h" #import "ExperimentAppDelegate.h" @implementation ExperimentViewController /* // The designated initializer. Override to perform setup that is required before the view is loaded. - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { if (self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]) { // Custom initialization } return self; } */ -(IBAction)second:(id)sender { ExperimentAppDelegate *app = (ExperimentAppDelegate *)[[UIApplication sharedApplication]delegate]; [self presentModalViewController:app.ptrSecond animated:YES]; } /* // Implement loadView to create a view hierarchy programmatically, without using a nib. - (void)loadView { } */ /* // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; } */ /* // Override to allow orientations other than the default portrait orientation. - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations return (interfaceOrientation == UIInterfaceOrientationPortrait); } */ - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } - (void)viewDidUnload { // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } - (void)dealloc { [super dealloc]; } @end ///////////////////////////////// // // SecondView.h // Experiment // // Created by Aman on 4/20/10. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import <UIKit/UIKit.h> @interface SecondView : UIViewController { } -(IBAction)third:(id)sender; -(void)down; @end //////////////////////////////////////////// // // SecondView.m // Experiment // // Created by Aman on 4/20/10. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import "SecondView.h" #import "ExperimentAppDelegate.h" @implementation SecondView /* // The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad. - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { if (self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]) { // Custom initialization } return self; } */ // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; } -(void)viewWillAppear:(BOOL)animated { if(parentScreenNo == YES) { [self performSelector:@selector(down) withObject:nil]; } [super viewWillAppear:YES]; } -(IBAction)third:(id)sender { ExperimentAppDelegate *app = (ExperimentAppDelegate *)[[UIApplication sharedApplication]delegate]; [self presentModalViewController:app.ptrThird animated:YES]; } -(void)down { [self dismissModalViewControllerAnimated:YES]; } /* // Override to allow orientations other than the default portrait orientation. - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations return (interfaceOrientation == UIInterfaceOrientationPortrait); } */ - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } - (void)viewDidUnload { // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } - (void)dealloc { [super dealloc]; } @end ////////////////////////////////// // // ThirdView.h // Experiment // // Created by Aman on 4/20/10. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import <UIKit/UIKit.h> @interface ThirdView : UIViewController { } -(IBAction)back:(id)sender; @end ////////////////////////////////// // // ThirdView.m // Experiment // // Created by Aman on 4/20/10. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import "ThirdView.h" #import "ExperimentAppDelegate.h" @implementation ThirdView /* // The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad. - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { if (self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]) { // Custom initialization } return self; } */ /* // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; } */ -(IBAction)back:(id)sender { [self dismissModalViewControllerAnimated:YES]; parentScreenNo = YES; } /* // Override to allow orientations other than the default portrait orientation. - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations return (interfaceOrientation == UIInterfaceOrientationPortrait); } */ - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } - (void)viewDidUnload { // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } - (void)dealloc { [super dealloc]; } @end Above is my code for calling other view please tell how i can call my first view by using dismismodelViewController from third screen Please help me out

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  • release management system - architectural question

    - by Sonic Soul
    Every place i've worked created their own release process, and all of them worked pretty well, however it took pretty good effort (and often a dedicated team) to manage releases. I am currently at a new place, and about to design such a system, however this time the team is very lean and we won't have dedicated resources to releasing. It will be up to development manager until the system is proofed enough for other developers to use. we're using Subversion as code repository, Team City as the build server, Jira issue tracker, Oracle db. I was thinking about writing a basic workflow app, that will let developers create a new manifest which will specify the following items. release details (who, jira issues etc) workflow step (dev, test, uat, prod approved, prod released) source files that last item is where it can get hairy. especially with database scripts. Figured I'd ask if there is a good pattern, or off the shelf product that could help with the database part, or perhaps the whole process. I briefly tested Red Gate Oracle deployment tool, but it didn't work out as well as I had hoped (from 1 day of testing at least) Questions: I think I could get around releasing of our code with something like Octopus Deploy straight from Team City. I am not clear however, how I could create a simple database deployment part, that will track which version of which script (from subversion) has been deployed where. Is there already some utility I could utilize for navigating subversion to choose which scripts should be released, instead of writing one from scratch. I'd just need it to produce some manifest of paths + versions.

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  • Subclassing to avoid line length

    - by Super User
    The standard line length of code is 80 characters per line. This is accepted and followed by the most of programmers. I working on a state machine of a character and is necessary for me follow this too. I have four classes who pass this limit. I can subclass each class in two more and then avoid the line length limit. class Stand class Walk class Punch class Crouch The new classes would be StandLeft, StandRight and so on. Stand, Walk, Punch and Crouch would be then abstract classes. The question if there is a limit for the long of the hierarchies tree or this is depends of the case.

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  • How bad is it to have two methods with the same name but different signatures in two classes?

    - by Super User
    I have a design problem related to a public interface, the names of methods, and the understanding of my API and code. I have two classes like this: class A: ... function collision(self): .... ... class B: .... function _collision(self, another_object, l, r, t, b): .... The first class has one public method named collision, and the second has one private method called _collision. The two methods differs in argument type and number. As an example let's say that _collision checks if the object is colliding with another object with certain conditions l, r, t, b (collide on the left side, right side, etc) and returns true or false. The public collision method, on the other hand, resolves all the collisions of the object with other objects. The two methods have the same name because I think it's better to avoid overloading the design with different names for methods that do almost the same thing, but in distinct contexts and classes. Is this clear enough to the reader or I should change the method's name?

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  • How bad it's have two methods with the same name but differents signatures in two classes?

    - by Super User
    I have a design problem relationated with the public interface, the names of methods and the understanding of my API and my code. I have two classes like this: class A: ... function collision(self): .... ... class B: .... function _collision(self, another_object, l, r, t, b): .... The first class have one public method named collision and the second have one private method called _collision. The two methods differs in arguments type and number. In the API _m method is private. For the example let's say that the _collision method checks if the object is colliding with another_ object with certain conditions l, r, t, b (for example, collide the left side, the right side, etc) and returns true or false according to the case. The collision method, on the other hand, resolves all the collisions of the object with other objects. The two methods have the same name because I think is better avoid overload the design with different names for methods who do almost the same think, but in distinct contexts and classes. This is clear enough to the reader or I should change the method's name?

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  • booting into 12.04 results in a purple sceen for just a second.

    - by Super Nathan
    I have a vanilla Ubuntu install running on an Ivy-Bridge ultrabook that is using Intel 4000 graphics. I have enabled autologin via a line in the lightdm config file. My boot is very fast, however, it is ugly. The screen will be black, all solid purple for a second, then Plymouth for a second, then desktop. I would really like to figure out what the solid purple is and how to remove it. I would like to either have a different color (black) or skipped entirely.

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  • Dependency injection: Scoping by region (Guice, Spring, Whatever)

    - by Itay
    Here's a simplified version of my needs. I have a program where every B object has its own C and D object, injected through Guice. In addition an A object is injected into every C and D objects. What I want: that for each B object, its C and D objects will be injected with the same A object. Specifically, I want the output of the program (below) to be: Created C0 with [A0] Created D0 with [A0] Created B0 with [C0, D0] Created C1 with [A1] Created D1 with [A1] Created B1 with [C1, D1] Where it currently produces the following output: Created C0 with [A0] Created D0 with [A1] <-- Should be A0 Created B0 with [C0, D0] Created C1 with [A2] <-- Should be A1 Created D1 with [A3] <-- Should be A1 Created B1 with [C1, D1] I am expecting DI containers to allow this kind of customization but so far I had no luck in finding a solution. Below is my Guice-based code, but a Spring-based (or other DI containers-based) solution is welcome. import java.util.Arrays; import com.google.inject.*; public class Main { public static class Super { private static Map<Class<?>,Integer> map = new HashMap<Class<?>,Integer>(); private Integer value; public Super(Object... args) { value = map.get(getClass()); value = value == null ? 0 : ++value; map.put(getClass(), value); if(args.length > 0) System.out.println("Created " + this + " with " + Arrays.toString(args)); } @Override public final String toString() { return "" + getClass().getSimpleName().charAt(0) + value; } } public interface A { } public static class AImpl extends Super implements A { } public interface B { } public static class BImpl extends Super implements B { @Inject public BImpl(C c, D d) { super(c,d); } } public interface C { } public static class CImpl extends Super implements C { @Inject public CImpl(A a) { super(a); } } public interface D { } public static class DImpl extends Super implements D { @Inject public DImpl(A a) { super(a); } } public static class MyModule extends AbstractModule { @Override protected void configure() { bind(A.class).to(AImpl.class); bind(B.class).to(BImpl.class); bind(C.class).to(CImpl.class); bind(D.class).to(DImpl.class); } } public static void main(String[] args) { Injector inj = Guice.createInjector(new MyModule()); inj.getInstance(B.class); inj.getInstance(B.class); } }

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  • Arch Linux: How to handle patches which only you will use?

    - by user12932
    I'm using freerdp together with xmonad and it has been giving me a lot of trouble. The super key (or "windows key") is my mod key in xmonad and it has been interfering with my freerdp usage rather annoyingly. Whenever I switched workspaces (or did anything else in xmonad involving the super key), windows (controlled by the freerdp instance in focus) registered a keypress as well. This event combined with the loss of focus got the super key stuck in windows indefinitely: the press of the keys d and r would first show my desktop, then open the run dialog (as if I was pressing the windows key constantly). I've tried several versions of freerdp, but all exhibited this annoying behavior. So I resorted to patching freerdp myself to just ignore the left super key on my keyboard. I love free software for a lot of reasons (especially the ability to alter things like this myself), however I still find it annoying to patch and rebuild freerdp on all version (and dependency) changes. How do you deal with situations like this? Is there even a "right way" to resolve this issue?

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  • OS X 10.6 Snow Leopard no longer mounting an external USB drive

    - by Brant Bobby
    I have a 1TB generic external hard drive containing a single HFS partition. I originally formatted this using Disk Utility and it worked fine. Now, for some reason, it's not auto-mounting when I start up. Using mount at the command line gives the following error: $ sudo mount /dev/disk1s2 /Volumes/Test /dev/disk1s2 on /Volumes/Test: Incorrect super block. ... but if I use the mount_hfs command it works fine, mounts, and is readable. $ mount_hfs /dev/disk1s2 /Volumes/Test/ fsck gives me an error about a bad super block: $ fsck /dev/disk1 ** /dev/rdisk1 (NO WRITE) BAD SUPER BLOCK: MAGIC NUMBER WRONG ... but fsck_hfs -fn /dev/disk1s2 doesn't find any problems and reports that the volume appears to be OK. In Disk Utility, the drive appears to have a single MS-DOS partition with a curious notice about how it appears to be partitioned for Boot Camp: I have the Boot Camp HFS driver installed in WIndows 7, and that OS sees the drive/partition normally. What's wrong with my disk?

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  • Libgdx actor bounds are wrong

    - by Undume
    The Actor's boundaries are not centered at the ButtonText but I used the setBounds() method. The higher the Y position is, the less centered is the boundary. The weird thing is that i only created and added to the Stage one button but the screen shows two. When i click the top button, the bottom one is the one highlighted. How can i fix that? import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.files.FileHandle; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; public class MyGame extends Game { Stage stage; @Override public void create() { stage=new Stage(); FileHandle skinFile = new FileHandle("data/resources/uiskin/uiskin.json"); Skin skin = new Skin(skinFile); TextButton sas=new TextButton("dd",skin); sas.setBounds(0, 500, 100, 100); stage.addActor(sas); Gdx.input.setInputProcessor(stage); } @Override public void dispose() { super.dispose(); } @Override public void render() { super.render(); stage.act(Gdx.graphics.getDeltaTime()); stage.draw(); } @Override public void resize(int width, int height) { super.resize(width, height); } @Override public void pause() { super.pause(); } @Override public void resume() { super.resume(); } }

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  • Compiz command plugin won't register keyboard shortcuts

    - by David Moles
    Per this discussion I've enabled the Compiz commands plugin in order to try to bind some keyboard shortcuts to wmctrl actions. CCSM captures my keystrokes just fine, but no matter what keystroke I try or what command I bind it to (everything from my original intention of binding Super-1, Super-2 etc. to wmctrl -o 0,0, wmctrl -o 2560,0, etc., to binding Ctrl-Alt-Shift-L to gnome-terminal). Basic compiz shortcuts for window switching and so on -- even custom ones -- seem to work fine, but the command plugin doesn't seem to be working at all. I also notice the following symptom: when I open the keyboard shortcut tab in CCSM, the keyboard shortcuts often at first appear blank, though if you click on the blank button, the correct value is still there. Also possibly related, I've noticed that gnome-terminal doesn't seem to notice the Super key, though other apps (e.g. CCSM, Emacs) register it fine. Anyway, it seems like something's eating my keystrokes. Any ideas?

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  • Synergy on Mac OS X 10.7

    - by matt
    Unfortunately, I can't seem to get Synergy to work between two Mac clients both using 10.7. One is an older 21" iMac and the other is a new 2011 Macbook Air. Here's my synergy.conf, symlinked to my home directory as ~/.synergy.conf section: screens foo: bar: super = alt alt = super end section: links foo: right = bar bar: left = foo end That is, I thought the super = alt trick was mandatory in order to have alt work on Mac but unfortunately, nothing really works. Both the Command and Control keys do NOT work on bar but work fine on foo given that the keyboard is paired with that screen. The keyboard modifier keys are the same on both computers and the making the mouse go between screens works as well. I was wondering if anyone else had any success or problems running into this issue on 10.7 and was hoping there was a possible fix.

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  • Restore default keyboard shortcut for Workspace Switcher/Show Desktop

    - by To Do
    I tried setting the default keyboard shortcut to Hide normal windows (Show desktop) to Super + S. It didn't work and now whenever I press Super + S, I get the workspace switcher. I tried setting Hide normal windows back to Ctrl + Super + S, but it doesn't work. I'm still getting the Workspace switcher. How can I reset these two settings? I use the Show Desktop quite a lot and it is quite annoying not being able to do it.

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  • GRUB2 not working after installing xubuntu 14.04

    - by h3bm
    I have a vaio laptop and it used to have installed windows 8 and Xubuntu 13.04 in dual boot, everything was working fine. I decided to update my version of xubuntu 14.04 LTS mainly because the support for 13.04 is finished and LTS version have 3 years of support. What I did was to format the partition where xubuntu 13.04 was installed and install 14.04 in that formated partition. When I restarted my computer willing to start using my new system I got the following message: error: symbol 'grub_term_highlight_color' not found and I was not able to enter any OS. I tried boot-repair from live USB more than two times and it did not fix the problem. I tried to enter to my computer using super GRUB2 disk, however it does not apperar to work with UEFI active (besides super grub2 disk says it can) I only get the message "no operating system found". If I boot super grub2 disk with UEFI disabled, super grub2 disk can not detect any OS,I also tried Rescatux distro, however, as of super grub2 disk, rescatux cannot enter when UEFI is active. I tried boot-repair with the option of "restore EFI backups", after that I was able to boot on windows, but no grub menu appeared. I ran boot-repair again with no improving results Here is the last Bootinfo report I got: http://paste.ubuntu.com/7609801/ Do you have any idea of what is happening? I really appreciate your help, Best regards,

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  • How to display image in second layer in Cocos2d

    - by PeterK
    I am very new at Cocos2d and is testing to displaying an image over the "Hello World" text on a second layer and need help to get it work. I guess it is some basic stuff here and appreciate any tips etc. with this. I know that if i put the display-code (myLayer1) in the "init" it work or do the call [self goHere] from the "init" in myLayer1 it works but i want to call the "goHere" directly. I have the following code: HelloWorld.m: #import "HelloWorldLayer.h" #import "myLayer1.h" // HelloWorldLayer implementation @implementation HelloWorldLayer +(CCScene *) scene { // 'scene' is an autorelease object. CCScene *scene = [CCScene node]; // 'layer' is an autorelease object. HelloWorldLayer *layer = [HelloWorldLayer node]; myLayer1 *layer1 = [myLayer1 node]; // add layer as a child to scene [scene addChild: layer]; [scene addChild: layer1]; // return the scene return scene; } // on "init" you need to initialize your instance -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init])) { // create and initialize a Label CCLabelTTF *label = [CCLabelTTF labelWithString:@"Hello World" fontName:@"Marker Felt" fontSize:64]; // ask director the the window size CGSize size = [[CCDirector sharedDirector] winSize]; // position the label on the center of the screen label.position = ccp( size.width /2 , size.height/2 ); // add the label as a child to this Layer [self addChild: label]; myLayer1 *a1 = [myLayer1 new]; [a1 goHere]; [myLayer1 release]; } return self; } myLayer1.m: #import "myLayer1.h" @implementation myLayer1 -(void)goHere { NSLog(@">>>>goHere<<<<"); CGSize size = [[CCDirector sharedDirector] winSize]; CCSprite *vv = [CCSprite spriteWithFile:@"hand.png"]; vv.position = ccp( size.width /2 , size.height/2 ); [self addChild:vv z:3]; } -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init])) { } return self; } @end

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  • how to code multiple button navigation with java activities [migrated]

    - by user1738212
    Question 1: I have 2 activities. I was wondering how to optimize it. I can either create 2 activities with multiple listeners. Or create multiple java files for each button(onclick listener) Question 2: I have tried to create multiple listeners in one java but can only get one button to work. What is the syntax for multiple listeners in one java file? Here is my *updated code: now the issue is no matter what button is clicked on it leads to the same page. package install.fineline; import android.app.Activity; import android.content.Context; import android.content.Intent; import android.os.Bundle; import android.widget.Button; import android.view.View; import android.view.View.OnClickListener; public class Activity1 extends Activity2 { Button Button1; Button Button2; Button Button3; Button Button4; Button Button5; Button Button6; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.fineline); addListenerOnButton(); } public void addListenerOnButton() { final Context context = this; Button1 = (Button) findViewById(R.id.autobody); Button1.setOnClickListener(new OnClickListener() { public void onClick(View arg0) { Intent intent = new Intent(context, Activity1.class); startActivity(intent); } }); Button2 = (Button) findViewById(R.id.glass); Button2.setOnClickListener(new OnClickListener() { @Override public void onClick(View arg0) { Intent intent = new Intent(context, Activity1.class); startActivity(intent); } }); Button3 = (Button) findViewById(R.id.wheels); Button3.setOnClickListener(new OnClickListener() { @Override public void onClick(View arg0) { Intent intent = new Intent(context, Activity1.class); startActivity(intent); } }); Button4 = (Button) findViewById(R.id.speedy); Button4.setOnClickListener(new OnClickListener() { @Override public void onClick(View arg0) { Intent intent = new Intent(context, Activity1.class); startActivity(intent); } }); Button5 = (Button) findViewById(R.id.sevan); Button5.setOnClickListener(new OnClickListener() { @Override public void onClick(View arg0) { Intent intent = new Intent(context, Activity1.class); startActivity(intent); } }); Button6 = (Button) findViewById(R.id.towing); Button6.setOnClickListener(new OnClickListener() { @Override public void onClick(View arg0) { Intent intent = new Intent(context, Activity1.class); startActivity(intent); } }); }} activity2.java package install.fineline; import android.app.Activity; import android.os.Bundle; import android.widget.Button; public class Activity2 extends Activity { Button Button1; public void onCreate1(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.autobody); } Button Button2; public void onCreate2(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.glass); } Button Button3; public void onCreate3(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.wheels); } Button button4; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.speedy); } Button Button5; public void onCreate5(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.sevan); } Button Button6; public void onCreate6(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.towing); }}

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  • How to quickly open an application for the 2nd time via Dash?

    - by Andre
    When I want to open an application via Dash, I just hit Super, type the first letters, and hit Enter. For instance: Super, "drop", Enter to start Dropbox. However, if I want to start an application again, Dash remembers it, but I cannot start it by hitting ENTER although "drop" is still in there, and Dropbox is in the first position. Why? How can I (without using the mouse) start an application again? UPDATE: better example (hopefully): Super ... type "ged" ... Enter to start Gedit close Gedit Super ... and now? "ged" is remembered, Gedit is still in pole position ready to be started. However, hitting Enter does not work. How can I start an application again? - Without using the mouse or retyping? If I have to retype, it makes no sense that Dash remembers the application and my typed letters. I assume there is a way to open the application again by just: Super + Enter (or something similar). Thanks!

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  • Disable Dash Home Shortcut in 12.04

    - by kunigami
    I'm using Ubuntu 12.04 in VirtualBox on a MacBook. The current shortcut for the dash home launcher is the Command key (Super). I'm trying to disable it. First, this option is not present in the shortcuts preferences. I have already tried: Changing it through gconf-editor Changing it through ccsm Even though when I press Super or Super+F it still launches the dash home. Any ideas on what I can still try?

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  • Restore the Ctrl + Alt + Num Pad windows positioning commands?

    - by holocronweaver
    Using Unity in Ubuntu 12.04, the Ctrl + Alt + Num Pad combination for positioning windows has been fragmented by Ctrl + Alt + 4 (move window to left half of screen) being changed to Super + Left Arrow. A similar change moved Ctrl + Alt + 6 to Super + Right Arrow. Thus one moves windows to corners using Ctrl + Alt combos, but Super combos are needed to move to the left or right. This is more than a convenience problem since the new windows positioning provided by the super key combos seems to give different sizes than the Ctrl + Alt combos they replaced, leading to distracting gaps between windows when you combine the two methods to position three or more windows on one screen. Is there a way to restore the previous behavior so that I can use Ctrl + Alt + Num Pad for all windows positioning?

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  • Android, FragmentActivity and prevent Swipe

    - by FIG-GHD742
    I use android.support.v4.app.FragmentActivity for create a app with multi fragment/panels that can be access by drag/swipe between different part of the app. In one of my fragment I has a zoomable view and my problem is in case I is on the zoomable view I will prevent the use for drag/swipe to a other fragment. I has try to hack into android.support.v4.view.ViewPager for get the action from on Touch event but not work. I has try all of this case but not work: (All code is a a part of subclass to android.support.v4.view.ViewPager) Case 1: // Not working @Override protected void onPageScrolled(int position, float offset, int offsetPixels) { if (isPreventDrag()) { super.onPageScrolled(position, 1, 0); } else { super.onPageScrolled(position, offset, offsetPixels); } } Case 2: // Work but stop all event include the event to the target image view. @Override public boolean onInterceptTouchEvent(MotionEvent ev) { switch (ev.getAction()) { case MotionEvent.ACTION_DOWN: lastX = ev.getX(); // float lockScroll = false; return super.onInterceptTouchEvent(ev); case MotionEvent.ACTION_MOVE: this.lockScroll = this.isPreventDrag(); break; } if (lockScroll) { ev.setLocation(lastX, ev.getY()); return super.onInterceptTouchEvent(ev); } else { return super.onInterceptTouchEvent(ev); } } Case 3: // Work good, but by some unknown error I can drag the screen // some pixels before this stop the event. @Override public boolean onTouchEvent(MotionEvent ev) { if (this.isPreventDrag()) { return true; } else { return super.onTouchEvent(ev); } } I want a easy way to deactivate stop or deactivate if the use is allow to switch to a other Fragment. Here is a working code for me, I don't know what error I do before. // This work for me, @Override public boolean onInterceptTouchEvent(MotionEvent ev) { if (this.isPreventDrag()) { return false; } else { return super.onInterceptTouchEvent(ev); } }

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  • Batch and the for loop

    - by Farid
    Hi everyone, I have a java application launched by a .cmd file. I want to set the classpath of the application through this batch, all the needed jars are into a lib folder. Here is what I tried : set _classpath=. for %%i in (%1/lib/*.*) do ( set _classpath=%_classpath%;%%i ) Surprisingly, it seems that it does not act as expected. Let's say there is 3 jar in the lib folder : pikachu.jar sonic.jar mario.jar Here is what happens : set _classpath=. set _classpath=.;pikachu.jar set _classpath=.;sonic.jar set _classpath=.;mario.jar Obviously, what I am looking to get is set _classpath=.;pikachu.jar;sonic.jar;mario.jar Any idea ? Thanks and regards,

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  • using buttons to open webviews

    - by A-P
    hey guys im trying to make the buttons on my project to open a different webview url. Im new to ios programming, but im used to andriod programming. Is this possible? Ive a,ready created another webview view that sits in the supporting files folderHere is my code below Viewcontroller.m #import "ViewController.h" @implementation ViewController - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } #pragma mark - View lifecycle - (void)viewDidLoad { NSString *urlString = @"http://www.athletic-profile.com/Application"; //Create a URL object. NSURL *url = [NSURL URLWithString:urlString]; //URL Requst Object NSURLRequest *webRequest = [NSURLRequest requestWithURL:url]; //Load the request in the UIWebView. [webView loadRequest:webRequest]; [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } - (void)viewWillAppear:(BOOL)animated { [super viewWillAppear:animated]; } - (void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; } - (void)viewWillDisappear:(BOOL)animated { [super viewWillDisappear:animated]; } - (void)viewDidDisappear:(BOOL)animated { [super viewDidDisappear:animated]; } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); } @synthesize webView; @end

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  • delegate issues in Xcode

    - by trludt
    .h file #import <UIKit/UIKit.h> @interface AddEventViewController : UIViewController <UITextViewDelegate> @end .m file @property (weak, nonatomic) IBOutlet UITextField *textField1; @property (weak, nonatomic) IBOutlet UITextField *textField2; @property (weak, nonatomic) IBOutlet UITextField *textField3; - (IBAction)textFieldReturn:(id)sender; @end @implementation AddEventViewController @synthesize textField1, textField2, textField3; - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; if (self) { // Custom initialization } return self; } - (IBAction)textFieldReturn:(id)sender; { [sender resignFirstResponder]; } - (void)viewDidLoad { [super viewDidLoad]; self.textField1.delegate = self; textField1.delegate = self; // Do any additional setup after loading the view. } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; // Dispose of any resources that can be recreated. } - (void)touchesBegan: (NSSet *) touches withEvent: (UIEvent *)event { if (textField1) { if ([textField1 canResignFirstResponder]) [textField1 resignFirstResponder]; } [super touchesBegan: touches withEvent: event]; if (textField2) { if ([textField2 canResignFirstResponder]) [textField2 resignFirstResponder]; } [super touchesBegan: touches withEvent: event]; if (textField3) { if ([textField3 canResignFirstResponder]) [textField3 resignFirstResponder]; } [super touchesBegan: touches withEvent: event]; } - (BOOL)textFieldShouldReturn:(UITextField *)textField { [textField1 resignFirstResponder]; return NO; [textField2 resignFirstResponder]; return NO; [textField3 resignFirstResponder]; return NO; } @end Ok so im getting the yellow bug symbol on the lines: - (void)viewDidLoad { [super viewDidLoad]; self.textField1.delegate = self; textField1.delegate = self; } I don't know how to delegate all of my textFields? how do i make this textFieldReturn work for all of my textFields.. that viewDidLoad area has to be the problem, because everything else works good...

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  • Iphone UIButton not working in nested UIViews

    - by Charles Peterson
    This is so damn simple im sure! Im missing something and im exhausted from trying to fix it. hopefully someone can help. The Button in CharacterView.m works but the button nested down in CharacterMale.m does not. I'm not using IB everything is done progmatically. What would cause one button to work and other not? ///////////////////////////////////////////////////////////////////////////////// CharacterController.m ///////////////////////////////////////////////////////////////////////////////// #import "CharacterController.h" #import "CharacterView.h" @implementation CharacterController - (id)init { NSLog(@"CharacterController init"); self = [ super init ]; if (self != nil) { } return self; } - (void)loadView { [ super loadView ]; characterView = [ [ CharacterView alloc ] init]; self.view = characterView; } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; } - (void)dealloc { [super dealloc]; } @end ///////////////////////////////////////////////////////////////////////////////// CharacterView.m ///////////////////////////////////////////////////////////////////////////////// #import "CharacterView.h" #import "CharacterMale.h" @implementation CharacterView - (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { characterMale = [ [ CharacterMale alloc ] init]; [self addSubview: characterMale]; UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom]; button.frame = CGRectMake(0, 200, 200, 100); [button setImage:[UIImage imageNamed:@"btnCharSelect.png"] forState:UIControlStateNormal]; [button addTarget:self action:@selector(ApplyImage:) forControlEvents:UIControlEventTouchUpInside]; [ self addSubview: button ]; } return self; } - (void)drawRect:(CGRect)rect { } -(void)ApplyImage:(id)sender { NSLog(@"CharacterView button works"); } - (void)dealloc { [super dealloc]; } @end ///////////////////////////////////////////////////////////////////////////////// CharacterMale.m ///////////////////////////////////////////////////////////////////////////////// #import "CharacterMale.h" #import "CharacterController.h" @implementation CharacterMale - (id)init { self = [ super init]; if (self != nil) { UIImage *image = [UIImage imageNamed:@"charMale.png"]; imageView = [[ UIImageView alloc] initWithImage:image]; [image release]; [ self addSubview: imageView ]; UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom]; button.frame = CGRectMake(0, 0, 200, 100); [button setImage:[UIImage imageNamed:@"btnCharSelect.png"] forState:UIControlStateNormal]; [button addTarget:self action:@selector(ApplyImage:) forControlEvents:UIControlEventTouchUpInside]; [ self addSubview: button ]; } return self; } -(void)ApplyImage:(id)sender { NSLog(@"CharacterMal button works"); } - (void)dealloc { [super dealloc]; } @end

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  • Simple, free Mac OSX paint program with transparency

    - by Julie
    What FREE software (included with Mac OSX, or public domain) would be a good, simple way to take some existing PNG clipart files do some simple editing? I really only need to do 3 things: Rotate the image. Clip the image. Set a "transparent" color. I don't need anything that takes weeks to learn... or is super-powerful... or super expensive. Thanks.

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