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  • xsl literal with <xsl:if>

    - by Elena
    Hi, I have to write a very simple code in xsl: IF column=0 if result = .34 set background color to green and write $result, but if result = 0.10 set background color to white and write the word "QQQ" and what doesn't work is: <xsl:if test="$result = 0.35 and $column = 0"> <xsl:attribute name='background-color'>#669933</xsl:attribute> <xsl:value-of select="result"/> </xsl:if> <xsl:if test="$result = 0.10"> <xsl:value-of select="QQQ"/> </xsl:if> any suggestions? thanks in advance

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  • Text Wrapping in SSRS

    - by anna
    Hi, How do I accomplish text wrapping of table fields in SSRS Report, and proper landscaping when rendering the report to PDF format Thanks in advance Anna

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  • How to convert a Mat variable type in an IplImage variable type in OpenCV 2.0 ?

    - by user290613
    Hi all, I am trying to rotate an image in OpenCV. I've used this code that I found here on StackOverflow Mat source(img); Point2f src_center(source.cols/2.0, source.rows/2.0); Mat rot_mat = getRotationMatrix2D(src_center, 40.0, 1.0); Mat dst; warpAffine(source, dst, rot_mat, source.size()); Once I have my dst Mat variable type filled up I would like to put it back to an IplImage variable type, any idea about how to do this ? Thank you,

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  • Creating a semi-transparent blurred background WPF

    - by Dave Colwell
    Hi guys, I have a border, i want the background of this border to be partially transparent (opacity 0.8) but i do not want the image behind it to be well defined. The effect i am after is similar to the Windows Vista window border effect, where you can see that something is behind it but you cant tell what it is. A few clarifications: I am working on Windows XP, so i cant use Vista Glass I need this solution to be portable across any windows platform Any help would be appreciated :)

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  • FullCalendar events from asp.net ASHX page not displaying

    - by Steve Howard
    Hi I have been trying to add some events to the fullCalendar using a call to a ASHX page using the following code. Page script: <script type="text/javascript"> $(document).ready(function() { $('#calendar').fullCalendar({ header: { left: 'prev,next today', center: 'title', right: 'month, agendaWeek,agendaDay' }, events: 'FullCalendarEvents.ashx' }) }); c# code: public class EventsData { public int id { get; set; } public string title { get; set; } public string start { get; set; } public string end { get; set; } public string url { get; set; } public int accountId { get; set; } } public class FullCalendarEvents : IHttpHandler { private static List<EventsData> testEventsData = new List<EventsData> { new EventsData {accountId = 0, title = "test 1", start = DateTime.Now.ToString("yyyy-MM-dd"), id=0}, new EventsData{ accountId = 1, title="test 2", start = DateTime.Now.AddHours(2).ToString("yyyy-MM-dd"), id=2} }; public void ProcessRequest(HttpContext context) { context.Response.ContentType = "application/json."; context.Response.Write(GetEventData()); } private string GetEventData() { List<EventsData> ed = testEventsData; StringBuilder sb = new StringBuilder(); sb.Append("["); foreach (var data in ed) { sb.Append("{"); sb.Append(string.Format("id: {0},", data.id)); sb.Append(string.Format("title:'{0}',", data.title)); sb.Append(string.Format("start: '{0}',", data.start)); sb.Append("allDay: false"); sb.Append("},"); } sb.Remove(sb.Length - 1, 1); sb.Append("]"); return sb.ToString(); } } The ASHX page gets called and returnd the following data: [{id: 0,title:'test 1',start: '2010-06-07',allDay: false},{id: 2,title:'test 2',start: '2010-06-07',allDay: false}] The call to the ASHX page does not display any results, but if I paste the values returned directly into the events it displays correctly. I am I have been trying to get this code to work for a day now and I can't see why the events are not getting set. Any help or advise on how I can get this to work would be appreciated. Steve

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  • delayed job problem in rails.

    - by krunal shah
    My controller data_files_controller.rb def upload_balances DataFile.load_balances(params) end My model data_file.rb def self.load_balances(params) # Pull the file out of the http request, write it to file system name = params['Filename'] directory = "public/uploads" errors_table_name = "snapshot_errors" upload_file = File.join(directory, name) File.open(upload_file, "wb") { |f| f.write(params['Filedata'].read) } # Remove the old data from the table Balance.destroy_all ------ more code----- end It's working fine. Now i want to use delayed job with my controller to call my model action like .. My controller data_files_controller.rb def upload_balances DataFile.send_later(:load_balances,params) end Is it possible?? What's the other way to do it? Is it create any problem? With this send_later i am getting this error in column last_error in delayed_job table. uninitialized stream C:/cyncabc/app/models/data_file.rb:12:in read' C:/cyncabc/app/models/data_file.rb:12:inload_balances' C:/cyncabc/app/models/data_file.rb:12:in open' C:/cyncabc/app/models/data_file.rb:12:inload_balances' c:/ruby/lib/ruby/gems/1.8/gems/delayed_job-2.0.3/lib/delayed/performable_method.rb:35:in send' c:/ruby/lib/ruby/gems/1.8/gems/delayed_job-2.0.3/lib/delayed/performable_method.rb:35:inperform' c:/ruby/lib/ruby/gems/1.8/gems/delayed_job-2.0.3/lib/delayed/backend/base.rb:66:in invoke_job' c:/ruby/lib/ruby/gems/1.8/gems/delayed_job-2.0.3/lib/delayed/worker.rb:120:inrun' c:/ruby/lib/ruby/1.8/timeout.rb:62:in timeout' c:/ruby/lib/ruby/gems/1.8/gems/delayed_job-2.0.3/lib/delayed/worker.rb:120:inrun' c:/ruby/lib/ruby/gems/1.8/gems/activesupport-2.3.8/lib/active_support/core_ext/benchmark.rb:10:in realtime' c:/ruby/lib/ruby/gems/1.8/gems/delayed_job-2.0.3/lib/delayed/worker.rb:119:inrun' c:/ruby/lib/ruby/gems/1.8/gems/delayed_job-2.0.3/lib/delayed/worker.rb:180:in reserve_and_run_one_job' c:/ruby/lib/ruby/gems/1.8/gems/delayed_job-2.0.3/lib/delayed/worker.rb:104:inwork_off' c:/ruby/lib/ruby/gems/1.8/gems/delayed_job-2.0.3/lib/delayed/worker.rb:103:in times' c:/ruby/lib/ruby/gems/1.8/gems/delayed_job-2.0.3/lib/delayed/worker.rb:103:inwork_off' c:/ruby/lib/ruby/gems/1.8/gems/delayed_job-2.0.3/lib/delayed/worker.rb:78:in start' c:/ruby/lib/ruby/gems/1.8/gems/activesupport-2.3.8/lib/active_support/core_ext/benchmark.rb:10:inrealtime' c:/ruby/lib/ruby/gems/1.8/gems/delayed_job-2.0.3/lib/delayed/worker.rb:77:in start' c:/ruby/lib/ruby/gems/1.8/gems/delayed_job-2.0.3/lib/delayed/worker.rb:74:inloop' c:/ruby/lib/ruby/gems/1.8/gems/delayed_job-2.0.3/lib/delayed/worker.rb:74:in start' c:/ruby/lib/ruby/gems/1.8/gems/delayed_job-2.0.3/lib/delayed/command.rb:93:inrun' c:/ruby/lib/ruby/gems/1.8/gems/delayed_job-2.0.3/lib/delayed/command.rb:72:in run_process' c:/ruby/lib/ruby/gems/1.8/gems/daemons-1.0.10/lib/daemons/application.rb:215:incall' c:/ruby/lib/ruby/gems/1.8/gems/daemons-1.0.10/lib/daemons/application.rb:215:in start_proc' c:/ruby/lib/ruby/gems/1.8/gems/daemons-1.0.10/lib/daemons/application.rb:225:incall' c:/ruby/lib/ruby/gems/1.8/gems/daemons-1.0.10/lib/daemons/application.rb:225:in start_proc' c:/ruby/lib/ruby/gems/1.8/gems/daemons-1.0.10/lib/daemons/application.rb:255:instart' c:/ruby/lib/ruby/gems/1.8/gems/daemons-1.0.10/lib/daemons/controller.rb:72:in run' c:/ruby/lib/ruby/gems/1.8/gems/daemons-1.0.10/lib/daemons.rb:188:inrun_proc' c:/ruby/lib/ruby/gems/1.8/gems/daemons-1.0.10/lib/daemons/cmdline.rb:105:in call' c:/ruby/lib/ruby/gems/1.8/gems/daemons-1.0.10/lib/daemons/cmdline.rb:105:incatch_exceptions' c:/ruby/lib/ruby/gems/1.8/gems/daemons-1.0.10/lib/daemons.rb:187:in run_proc' c:/ruby/lib/ruby/gems/1.8/gems/delayed_job-2.0.3/lib/delayed/command.rb:71:inrun_process' c:/ruby/lib/ruby/gems/1.8/gems/delayed_job-2.0.3/lib/delayed/command.rb:65:in daemonize' c:/ruby/lib/ruby/gems/1.8/gems/delayed_job-2.0.3/lib/delayed/command.rb:63:intimes' c:/ruby/lib/ruby/gems/1.8/gems/delayed_job-2.0.3/lib/delayed/command.rb:63:in `daemonize' script/delayed_job:5 Without send_later it's working fine... Is there any solution?

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  • Objective-C library recommendation for AES-256 in CTR mode

    - by lpfavreau
    Hello, I'm looking for recommendations on an Objective-C library for AES-256 encryption in CTR mode. I have a database full of data encrypted with another library using CTR and seems the included CCCrypt only supports ECB or CBC with PKCS#7. Any idea on the best portable library I should use? I'm not looking to port the original implementation as I don't have the required knowledge in cryptography and hence, that's-a-bad-idea (tm). Thanks!

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  • Create a UPnP Control Point in Silverlight

    - by James Cadd
    I'm interested in creating a UPnP control point in Silverlight. To me that implies that I'll need to use COM interop with Microsoft's upnp.dll (and the SL application will have to be out of browser and platform specific). Is there any source code available in C# that shows how to create a control point with Microsoft's stack? If there are other options available I'd like to hear about it, from reading around the web it appears the MS stack is buggy.

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

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • Help With Database Layout

    - by three3
    Hello everyone, I am working on a site similar to Craigslist where users can make postings and sell items in different cities. One difference between my site and Craigslist will be you will be able to search by zip code instead of having all of the cities listed on the page. I already have the ZIP Code database that has all of the city, state, latitude, longitude, and zip code info for each city. Okay, so to dive into what I need done and what I need help with: 1.) Although I have the ZIP Code database, it is not setup perfectly for my use. (I downloaded it off of the internet for free from http://zips.sourceforge.net/) 2.) I need help setting up my database structure (Ex: How many different tables should I use and how should I link them) I will be using PHP and MySQL. These our my thoughts so far on how the database can be setup: (I am not sure if this will work though.) Scenario: Someone goes to the homepage and it will tell them, "Please enter your ZIP Code.". If they enter "17241" for example, this ZIP Code is for a city named Newville located in Pennsylvania. The query would look like this with the current database setup: SELECT city FROM zip_codes WHERE zip = 17241; The result of the query would be "Newville". The problem I see here now is when they want to post something in the Newville section of the site, I will have to have an entire table setup just for the Newville city postings. There are over 42,000 cities which means I would have to have over 42,000 tables (one for each city) so that would be insane to have to do it that way. One way I was thinking of doing it was to add a column to the ZIP Code database called "city_id" which would be a unique number assigned to each city. So for example, the city Newville would have a city_id of 83. So now if someone comes and post a listing in the city Newville I would only need one other table. That one other table would be setup like this: CREATE TABLE postings ( posting_id INT NOT NULL AUTO_INCREMENT, for_sale LONGTEXT NULL, for_sale_date DATETIME NULL, for_sale_city_id INT NULL, jobs LONGTEXT NULL, jobs_date DATETIME NULL, jobs_city_id INT NULL, PRIMARY KEY(posting_id) ); (The for_sale and job_ column names are categories of the types of postings users will be able to list under. There will be many more categories than just those two but this is just for example.) So now when when someone comes to the website and they are looking for something to buy and not sell, they can enter their ZIP Code, 17241, for example, and this is the query that will run: SELECT city, city_id FROM zip_codes WHERE zip = 17241; //Result: Newville 83 (Please note that I will be using PHP to store the ZIP Code the user enters in SESSIONS and Cookies to remember them throughout the site) Now it will tell them, "Please choose your category.". If they choose the category "Items For Sale" then this is the query to run and sort the results: SELECT posting_id, for_sale, for_sale_date FROM postings WHERE for_sale_city_id = $_SESSION['zip_code']; Will this work? So now my question to everyone is will this work? I am pretty sure it will but I do not want to set this thing up and realize I overlooked something and have to start from all over from scratch. Any opinions and ideas are welcomed and I will listen to anyone who has some thoughts. I really appreciate the help in advance :D

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  • WPF Toolkit DataGridCell Style DataTrigger

    - by KrisTrip
    I am trying to change the color of a cell to Yellow if the value has been updated in the DataGrid. My XAML: <toolkit:DataGrid x:Name="TheGrid" ItemsSource="{Binding}" IsReadOnly="False" CanUserAddRows="False" CanUserResizeRows="False" AutoGenerateColumns="False" CanUserSortColumns="False" SelectionUnit="CellOrRowHeader" EnableColumnVirtualization="True" VerticalScrollBarVisibility="Auto" HorizontalScrollBarVisibility="Auto"> <toolkit:DataGrid.CellStyle> <Style TargetType="{x:Type toolkit:DataGridCell}"> <Style.Triggers> <DataTrigger Binding="{Binding IsDirty}" Value="True"> <Setter Property="Background" Value="Yellow"/> </DataTrigger> </Style.Triggers> </Style> </toolkit:DataGrid.CellStyle> </toolkit:DataGrid> The grid is bound to a List of arrays (displaying a table of values kind of like excel would). Each value in the array is a custom object that contains an IsDirty dependency property. The IsDirty property gets set when the value is changed. When i run this: change a value in column 1 = whole row goes yellow change a value in any other column = nothing happens I want only the changed cell to go yellow no matter what column its in. Do you see anything wrong with my XAML?

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  • ArgumentError: Error #2015: Invalid BitmapData.

    - by numerical25
    I am having problems loading a bitmapData. I am getting the following error Engine Init //trace loadimage//trace ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData() Below is my code. it appears it happens after the trace loadimage package com.objects { import flash.display.Sprite; import flash.display.BitmapData; import flash.display.Bitmap; import flash.geom.Point; import flash.geom.Rectangle; import flash.display.Loader; import flash.net.URLRequest; import flash.net.*; import flash.events.*; import flash.display.LoaderInfo; public class gameObject extends Sprite { protected var w:Number; protected var h:Number; protected var image:BitmapData; protected var canvas:Bitmap; protected var px:Number; protected var py:Number; public function gameObject():void { init(); } private function init():void { } public function loadImage(imageDir:String, w:Number, h:Number, px:Number, py:Number):void { this.w = w; this.y = y; this.px = px; this.py = py; trace("loadimage"); var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE,imageComplete); loader.load(new URLRequest(imageDir)); } private function imageComplete(e:Event):void { var loader:LoaderInfo = LoaderInfo(e.target); image = Bitmap(loader.content).bitmapData; drawImage(); } private function drawImage():void { var tilePoint:Point = new Point(0,0); var tileRect = new Rectangle(py,px,w,h); trace(loader.content); var canvasData:BitmapData = new BitmapData(w,h); trace("got canvas data"); canvasData.copyPixels(image,tileRect,tilePoint); trace("copied pixels"); canvas = new Bitmap(canvasData); } } } And my call the the method is like so balls = new Array(); balls[0] = new gameObject(); balls[0].loadImage("com/images/ball.gif", 15,15,0,0); When I trace the Loader.content, below is what shows Engine Init loadimage [object Bitmap] ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData()

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  • Using FileReadFields with Wonderware

    - by hypoxide
    I suppose this is a long shot considering how few Wonderware questions I've seen on here, but anyway... The FileReadFields function in Wonderware is supposed to parse a CSV file into memory tags. There are no debug messages when stuff doesn't work in Wonderware (not my choice of HMI software, that's for sure), so I have no idea why this isn't working: FileReadFields("C:\NASA\Sample.csv", 0, Profile_Setup_Name, 1); Everything is cased correctly and the file is not in-use. I can't figure out how to make it work.

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  • Return template as string - Django

    - by Ninefingers
    Hi All, I'm still not sure this is the correct way to go about this, maybe not, but I'll ask anyway. I'd like to re-write wordpress (justification: because I can) albeit more simply myself in Django and I'm looking to be able to configure elements in different ways on the page. So for example I might have: Blog models A site update message model A latest comments model. Now, for each page on the site I want the user to be able to choose the order of and any items that go on it. In my thought process, this would work something like: class Page(models.Model) Slug = models.CharField(max_length=100) class PageItem(models.Model) Page = models.ForeignKey(Page) ItemType = models.CharField(max_length=100) InstanceNum = models.IntegerField() # all models have primary keys. Then, ideally, my template would loop through all the PageItems in a page which is easy enough to do. But what if my page item is a site update as opposed to a blog post? Basically, I am thinking I'd like to pull different item types back in different orders and display them using the appropriate templates. Now, I thought one way to do this would be to, in views.py, to loop through all of the objects and call the appropriate view function, return a bit of html as a string and then pipe that into the resultant template. My question is - is this the best way to go about doing things? If so, how do I do it? If not, which way should I be going? I'm pretty new to Django so I'm still learning what it can and can't do, so please bear with me. I've checked SO for dupes and don't think this has been asked before...

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  • Uninitialized constant Encoding with sqlite3-ruby on windows

    - by Ben Scheirman
    On a new machine, installed ruby with the 1-click installer for windows. Installed rails 2.3.2 and all associated gems, then I installed the sqlite3 binaries (into the c:\ruby\bin folder). Lastly I did gem install sqlite3-ruby -v=1.2.3 (which is apparently the latest version that works with windows) This error happens when I run rake db:migrate or when any ActiveRecord object is touched at runtime. The error looks like this: ** Invoke db:migrate (first_time) ** Invoke environment (first_time) ** Execute environment ** Execute db:migrate rake aborted! **uninitialized constant Encoding** <---- Any help resolving this error would be greatly appreciated! Trace: C:/Ruby/lib/ruby/gems/1.8/gems/activesupport-2.3.2/lib/active_support/dependencies.rb:443:in `load_missing_constant' C:/Ruby/lib/ruby/gems/1.8/gems/activesupport-2.3.2/lib/active_support/dependencies.rb:80:in `const_missing' C:/Ruby/lib/ruby/gems/1.8/gems/activesupport-2.3.2/lib/active_support/dependencies.rb:92:in `const_missing' C:/Ruby/lib/ruby/gems/1.8/gems/sqlite3-0.0.3/lib/sqlite3/encoding.rb:9:in `find' C:/Ruby/lib/ruby/gems/1.8/gems/sqlite3-0.0.3/lib/sqlite3/database.rb:69:in `initialize' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.2/lib/active_record/connection_adapters/sqlite3_adapter.rb:13:in `new' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.2/lib/active_record/connection_adapters/sqlite3_adapter.rb:13:in `sqlite3_connection' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.2/lib/active_record/connection_adapters/abstract/connection_pool.rb:223:in `send' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.2/lib/active_record/connection_adapters/abstract/connection_pool.rb:223:in `new_connection' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.2/lib/active_record/connection_adapters/abstract/connection_pool.rb:245:in `checkout_new_connection' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.2/lib/active_record/connection_adapters/abstract/connection_pool.rb:188:in `checkout' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.2/lib/active_record/connection_adapters/abstract/connection_pool.rb:184:in `loop' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.2/lib/active_record/connection_adapters/abstract/connection_pool.rb:184:in `checkout' C:/Ruby/lib/ruby/1.8/monitor.rb:242:in `synchronize' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.2/lib/active_record/connection_adapters/abstract/connection_pool.rb:183:in `checkout' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.2/lib/active_record/connection_adapters/abstract/connection_pool.rb:98:in `connection' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.2/lib/active_record/connection_adapters/abstract/connection_pool.rb:326:in `retrieve_connection' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.2/lib/active_record/connection_adapters/abstract/connection_specification.rb:123:in `retrieve_connection' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.2/lib/active_record/connection_adapters/abstract/connection_specification.rb:115:in `connection' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.2/lib/active_record/migration.rb:435:in `initialize' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.2/lib/active_record/migration.rb:400:in `new' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.2/lib/active_record/migration.rb:400:in `up' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.2/lib/active_record/migration.rb:383:in `migrate' C:/Ruby/lib/ruby/gems/1.8/gems/rails-2.3.2/lib/tasks/databases.rake:116 C:/Ruby/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:636:in `call' C:/Ruby/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:636:in `execute' C:/Ruby/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:631:in `each' C:/Ruby/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:631:in `execute' C:/Ruby/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:597:in `invoke_with_call_chain' C:/Ruby/lib/ruby/1.8/monitor.rb:242:in `synchronize' C:/Ruby/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:590:in `invoke_with_call_chain' C:/Ruby/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:583:in `invoke' C:/Ruby/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:2051:in `invoke_task' C:/Ruby/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:2029:in `top_level' C:/Ruby/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:2029:in `each' C:/Ruby/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:2029:in `top_level' C:/Ruby/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:2068:in `standard_exception_handling' C:/Ruby/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:2023:in `top_level' C:/Ruby/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:2001:in `run' C:/Ruby/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:2068:in `standard_exception_handling' C:/Ruby/lib/ruby/gems/1.8/gems/rake-0.8.7/lib/rake.rb:1998:in `run' C:/Ruby/lib/ruby/gems/1.8/gems/rake-0.8.7/bin/rake:31 C:/Ruby/bin/rake:19:in `load' C:/Ruby/bin/rake:19

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  • WPF TextBlock highlight certan parts based on search condition

    - by Daniil Harik
    Hello, I have TextBlock that has Inlines dynamicly added to it (basically bunch of Run objects that are either italic or bold). In my application I have search function. I want to be able to highlight TextBlock's text that is in being searched for. By highlighting I mean changing certain parts of TextBlock text's color (keeping in mind that it may highlight several different Run objects at a time). I have tried this example http://blogs.microsoft.co.il/blogs/tamir/archive/2008/05/12/search-and-highlight-any-text-on-wpf-rendered-page.aspx But it seams very unstable :( Is there easy way to solve this problem?

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  • [WordPress] Hide Custom Fields in New Post?

    - by Norbert
    I just started out with WordPress and I'm having some problems with the custom fields. Here's the code from functions.php add_post_meta($post_id, 'Post Thumbnail', $post_thumb, true) or update_post_meta($post_id, 'Post Thumbnail', $post_thumb); add_post_meta($post_id, 'Project URL', $url, true) or update_post_meta($post_id, 'Project URL', $url); add_post_meta($post_id, 'Project Thumbnail', $thumb, true) or update_post_meta($post_id, 'Project Thumbnail', $thumb); The problem is that they show up when I try to create a new post like so: The other problem is that they don't even work, only if I publish the post, go back and readd each field. Is there any way to hide the fields to only show the "Add new custom field:" part? Thank you!

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  • jQuery jqGrid TreeGrid not functionining properly

    - by Raul Agrait
    Hello. I am having trouble constructing a jqGrid TreeGrid using local data. This method works just fine as a regular grid if you comment out the treeGrid and ExpandColumn attributes, but once you add those to try to make it a tree grid, it doesn't create the tree grid, and it no longer sorts properly. jQuery(function(){ var gridOptions = { datatype: "local", height: 250, colNames: ['Name', 'Type', 'Last Modified On', 'Last Modified By'], colModel: [{name: 'name', index: 'name', width: 200, sorttype: 'text'}, {name: 'type', index: 'type', width: 200, sorttype: 'text'}, {name: 'modifiedon', index: 'modifiedon', width: 200, sorttype: 'date'}, {name: 'modifiedby', index: 'modifiedby', width: 200, sorttype: 'text'}], treeGrid: true, ExpandColumn: 'name', caption: "My Grid" }; jQuery("#treeGrid").jqGrid(gridOptions); var gridData = [ {name: "My File", type: "My File Type", modifiedon: "03/10/2010", modifiedby"Strong Sad", lft: "1", rgt: "8", level: "0"}, {name: "One of Everything", type: "Word Document", modifiedon: "02/12/2009", modifiedby: "Strong Bad", lft: "2", rgt: "5", level: "0"}, {name: "My Presentation", type: "PowerPoint", modifiedon: "01/23/2009", modifiedby: "The Cheat", lft: "3", rgt: "4", level: "0"} ]; for (var i = 0; i < gridData.length; i++) { jQuery("#treeGrid").jqGrid('addRowData', i + 1, gridData[i]); } });

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  • WPF TabItem Custom ContentTemplate

    - by lloydsparkes
    I have been strugging with this for a while, it would have been simple to do in WindowForms. I am making a IRC Client, there will be a number of Tabs one for each channel connect to. Each Tab needs to show a number of things, UserList, MessageHistory, Topic. In WindowForms i would just have inherited from TabItem, added some Custom Properties, and Controls, and done. In WPF i am having some slight issues with working out how to do it. I have tried many ways of doing it, and below is my current method, but i cannot get the TextBox to bind to the Topic Property. <Style TargetType="{x:Type t:IRCTabItem}" BasedOn="{StaticResource {x:Type TabItem}}" > <Setter Property="ContentTemplate"> <Setter.Value> <DataTemplate> <Grid> <Grid.ColumnDefinitions> <ColumnDefinition Width="540" /> <ColumnDefinition /> </Grid.ColumnDefinitions> <StackPanel Grid.Column="0"> <TextBox Text="{Binding Topic, RelativeSource={RelativeSource AncestorType={x:Type t:IRCTabItem}}}" /> </StackPanel> </Grid> </DataTemplate> </Setter.Value> </Setter> </Style> And the Codebehind public class IRCTabItem : TabItem { static IRCTabItem() { //This OverrideMetadata call tells the system that this element wants to provide a style that is different than its base class. //This style is defined in themes\generic.xaml //DefaultStyleKeyProperty.OverrideMetadata(typeof(IRCTabItem), // new FrameworkPropertyMetadata(typeof(IRCTabItem))); } public static readonly RoutedEvent CloseTabEvent = EventManager.RegisterRoutedEvent("CloseTab", RoutingStrategy.Bubble, typeof(RoutedEventHandler), typeof(IRCTabItem)); public event RoutedEventHandler CloseTab { add { AddHandler(CloseTabEvent, value); } remove { RemoveHandler(CloseTabEvent, value); } } public override void OnApplyTemplate() { base.OnApplyTemplate(); Button closeButton = base.GetTemplateChild("PART_Close") as Button; if (closeButton != null) closeButton.Click += new System.Windows.RoutedEventHandler(closeButton_Click); } void closeButton_Click(object sender, System.Windows.RoutedEventArgs e) { this.RaiseEvent(new RoutedEventArgs(CloseTabEvent, this)); } public bool Closeable { get; set; } public static readonly DependencyProperty CloseableProperty = DependencyProperty.Register("Closeable", typeof(bool), typeof(IRCTabItem), new FrameworkPropertyMetadata(true, FrameworkPropertyMetadataOptions.BindsTwoWayByDefault)); public List<String> UserList { get; set; } public static readonly DependencyProperty UserListProperty = DependencyProperty.Register("UserList", typeof(List<String>), typeof(IRCTabItem), new FrameworkPropertyMetadata(new List<String>(), FrameworkPropertyMetadataOptions.BindsTwoWayByDefault)); public String Topic { get; set; } public static readonly DependencyProperty TopicProperty = DependencyProperty.Register("Topic", typeof(String), typeof(IRCTabItem), new FrameworkPropertyMetadata("Not Connected", FrameworkPropertyMetadataOptions.BindsTwoWayByDefault)); public bool HasAlerts { get; set; } public static readonly DependencyProperty HasAlertsProperty = DependencyProperty.Register("HasAlerts", typeof(bool), typeof(IRCTabItem), new FrameworkPropertyMetadata(false, FrameworkPropertyMetadataOptions.BindsTwoWayByDefault)); } So my questions are: Am i doing it the right way (best practices)? If so how can i bind DataTemplate to Properties? If not so, what is the correct way of achieve what i am trying to achieve?

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  • Problems with data driven testing in MSTest

    - by severj3
    Hello, I am trying to get data driven testing to work in C# with MSTest/Selenium. Here is a sample of some of my code trying to set it up: [TestClass] public class NewTest { private ISelenium selenium; private StringBuilder verificationErrors; [DeploymentItem("GoogleTestData.xls")] [DataSource("System.Data.OleDb", "Provider=Microsoft.Jet.OLEDB.4.0;Data Source=GoogleTestData.xls;Persist Security Info=False;Extended Properties='Excel 8.0'", "TestSearches$", DataAccessMethod.Sequential)] [TestMethod] public void GoogleTest() { selenium = new DefaultSelenium("localhost", 4444, "*iehta", http://www.google.com); selenium.Start(); verificationErrors = new StringBuilder(); var searchingTerm = TestContext.DataRow["SearchingString"].ToString(); var expectedResult = TestContext.DataRow["ExpectedTextResults"].ToString(); Here's my error: Error 3 An object reference is required for the non-static field, method, or property 'Microsoft.VisualStudio.TestTools.UnitTesting.TestContext.DataRow.get' E:\Projects\SeleniumProject\SeleniumProject\MaverickTest.cs 32 33 SeleniumProject The error is underlining the "TestContext.DataRow" part of both statements. I've really been struggling with this one, thanks!

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  • Programmatically Set a QueryStringFilterWebPart / ExcelWebRenderer Connection

    - by user355972
    Code: public static void ChartPageConnector(SPWeb web, string pageURL, string providerWpId, string consumerWpId, string mappedName) { SPFile file = web.Files[pageURL]; SPLimitedWebPartManager mgr = file.GetLimitedWebPartManager(PersonalizationScope.Shared); TransformableFilterValuesToFilterValuesTransformer transformer = new TransformableFilterValuesToFilterValuesTransformer(); transformer.MappedConsumerParameterName = mappedName; //QueryStringFilterWebPart provider = (QueryStringFilterWebPart)mgr.WebParts[providerWpId]; //ExcelWebRenderer consumer = (ExcelWebRenderer)mgr.WebParts[consumerWpId]; JWP.WebPart provider = mgr.WebParts[providerWpId]; JWP.WebPart consumer = mgr.WebParts[consumerWpId]; ProviderConnectionPoint pcp = null; foreach (ProviderConnectionPoint ppoint in mgr.GetProviderConnectionPoints(provider)) { if (ppoint.InterfaceType == typeof(Microsoft.SharePoint.WebPartPages.ITransformableFilterValues)) { pcp = ppoint; break; } } ConsumerConnectionPoint ccp = null; foreach (ConsumerConnectionPoint cpoint in mgr.GetConsumerConnectionPoints(consumer)) { if (cpoint.InterfaceType == typeof(IFilterValues)) { ccp = cpoint; break; } } //mgr.SPConnectWebParts(provider, pcp, consumer, ccp); mgr.SPConnectWebParts(provider, pcp, consumer, ccp, transformer); file.Update(); web.Update(); } Error: The connection point "IFilterValues" on "g_33d68e82_6478_4629_a079_5a7e02ac4695" is disabled. Any Ideas Why?

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  • Need to override drawrect if your UIView is merely a container?

    - by Greg Maletic
    According to Apple's docs, "Subclasses need not override -[UIView drawRect:] if the subclass is a container for other views." I have a custom UIView subclass that is indeed merely a container for other views. Yet the contained views aren't getting drawn. Here's the pertinent code that sets up the custom UIView subclass: - (id)initWithFrame:(CGRect)frame { if ((self = [super initWithFrame:frame])) { // Consists of both an "on" light and an "off" light. We flick between the two depending upon our state. self.onLight = [[[LoyaltyCardNumberView alloc] initWithFrame:frame] autorelease]; self.onLight.backgroundColor = [UIColor clearColor]; self.onLight.on = YES; [self addSubview:self.onLight]; self.offLight = [[[LoyaltyCardNumberView alloc] initWithFrame:frame] autorelease]; self.offLight.backgroundColor = [UIColor clearColor]; self.offLight.on = NO; [self addSubview:self.offLight]; self.on = NO; } return self; } When I run the code that displays this custom UIView, nothing shows up. But when I add a drawRect method... - (void)drawRect:(CGRect)rect { [self.onLight drawRect:rect]; [self.offLight drawRect:rect]; } ...the subviews display. (Clearly, this isn't the right way to be doing this, not only because it's contrary to what the docs say, but because it -always- displays both subviews, completely ignoring some other code in my UIView that sets the hidden property of one of the views, it ignores the z-ordering, etc.) Anyway, the main question: why don't my subviews display when I'm not overriding drawRect:? Thanks!

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  • How can I do vertical paging with UITableView?

    - by vodkhang
    Let me describe the situation I am trying to do: I have a list of Items. When I go into ItemDetailView, which is a UITableView. I want to do paging here like: When I scroll down out of the table view, I want to display the next item. Like in Good Reader: Currently, I am trying 2 approaches but both do not really work for me. 1st: I let my UITableView over my scroll view and I have a nice animation and works quite ok except sometimes, the UITableView will receive event instead of my scroll view. And because, a UITableView is already a UITableView, this approach seems not be a good idea. Here is some code: - (void)applicationDidFinishLaunching:(UIApplication *)application { // a page is the width of the scroll view scrollView.pagingEnabled = YES; scrollView.contentSize = CGSizeMake(scrollView.frame.size.width, scrollView.frame.size.height * kNumberOfPages); scrollView.showsHorizontalScrollIndicator = NO; scrollView.showsVerticalScrollIndicator = YES; scrollView.scrollsToTop = NO; scrollView.delegate = self; [self loadScrollViewWithPage:0]; } - (void)loadScrollViewWithPage:(int)page { if (page < 0) return; if (page >= kNumberOfPages) return; [self.currentViewController.view removeFromSuperview]; self.currentViewController = [[[MyNewTableView alloc]initWithPageNumber:page] autorelease]; if (nil == currentViewController.view.superview) { CGRect frame = scrollView.frame; [scrollView addSubview:currentViewController.view]; } } - (void)scrollViewDidScroll:(UIScrollView *)sender { if (pageControlUsed) { return; } CGFloat pageHeight = scrollView.frame.size.height; int page = floor((scrollView.contentOffset.y - pageHeight / 2) / pageHeight) + 1; [self loadScrollViewWithPage:page]; } - (IBAction)changePage:(id)sender { int page = pageControl.currentPage; [self loadScrollViewWithPage:page]; // update the scroll view to the appropriate page CGRect frame = scrollView.frame; [scrollView scrollRectToVisible:frame animated:YES]; pageControlUsed = YES; } My second approach is: using pop and push of navigationController to pop the current ItemDetail and push a new one on top of it. But this approach will not give me a nice animation of scrolling down like the first approach. So, the answer to how I can get it done with either approach will be appreciated

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  • log4net and .net Framework 4.0

    - by Aneef
    Hi Guys, I was having issues in log4net when i updated my solutions to .net 4.0 , and then i downloaded the source of it and built log4net and targeted it to .net 4.0 and used it in my projects. initially when i referred log4net that is targeted to run time 2.0 it complied and run the application but log did not work. now when i run my project with log4net targeted to .net 4.0 i get the error " The type initializer for 'Log4NetTest.TestLog' threw an exception." Any Idea how to solve this

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