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  • Out of memory while iterating through rowset

    - by Phliplip
    Hi All, I have a "small" table of 60400 rows with zipcode data. I wan't to iterate through them all, update a column value, and then save it. The following is part of my Zipcodes model which extends My_Db_Table that a totalRows function that - you guessed it.. returns the total number of rows in the table (60400 rows) public function normalizeTable() { $this->getAdapter()->setProfiler(false); $totalRows = $this->totalRows(); $rowsPerQuery = 5; for($i = 0; $i < $totalRows; $i = $i + $rowsPerQuery) { $select = $this->select()->limit($i, $rowsPerQuery); $rowset = $this->fetchAll($select); foreach ($rowset as $row) { $row->{self::$normalCityColumn} = $row->normalize($row->{self::$cityColumn}); $row->save(); } unset($rowset); } } My rowClass contains a normalize function (basicly a metaphone wrapper doing some extra magic). At first i tried a plain old $this-fetchAll(), but got a out of memory (128MB) right away. Then i tried splitting the rowset into chunks, only difference is that some rows actually gets updated. Any ideas on how i can acomplish this, or should i fallback to ye'olde mysql_query()

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  • jquery script that used to work is not working with jquery 1.4.2

    - by Zayatzz
    ... and i cant figure out why. The script is following: <script type="text/javascript" src="http://path/to/js/jquery-1.4.2.min.js"></script> <script type="text/javascript"> function openMediaPlayer() { $('#flashMovie').animate({'height':'333px'}); } function closeMediaPlayer() { $('#flashMovie').animate({'height':'80px'}); } jQuery(function($){ $('#videoholder').bind('mouseenter', function(){ openMediaPlayer(); }); $('#videoholder').bind('mouseleave', function(){ closeMediaPlayer(); }); }); </script> <div id="videoholder" style="height:80px;width:412px;"> <object width="412" height="80" type="application/x-shockwave-flash" id="flashMovie" name="flashMovie" style="height: 80px;" data="http://path/to/Player.swf"><param name="menu" value="false"><param name="bgcolor" value="#666666"><param name="allowFullscreen" value="true"><param name="flashvars" value="playlistURL=http://path/to/Player/data/playlist.xml"></object> </div> pure and simple resizing flash object. It worked with older(1.3.2) jquery verision. The animate just does not work. Can anyone tell me what i should change to get it working again? Alan.

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  • Javascript tr click event with newly created rows

    - by yalechen
    I am very new to web development. I am currently using tablesorter jquery plugin to create a dynamic table, where the user can add and delete rows. I am having trouble with changing the background color of newly created rows upon clicking. It works fine with rows that are hard coded in html. Here is the relevant code: $(document).ready( function() { $('table.tablesorter td').click( function (event) { $(this).parent('tr').toggleClass('rowclick'); $(this).parent('tr').siblings().removeClass('rowclick'); }); } ) rowclick is a css class here: table.tablesorter tbody tr.rowclick td { background-color: #8dbdd8; } I have tried adding the following to my javascript function that adds a new row: var createClickHandler = function(newrow) { return function(event) { //alert(newrow.cells[0].childNodes[0].data); newrow.toggleClass('rowclick'); newrow.siblings().removeClass('rowclick'); }; } row.onclick = createClickHandler(row); The alert correctly displays the text in the first column of the row when I click the new row. However, my new rows do not respond to the css class. Anyone have any ideas? Thanks in advance.

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  • How to correctly size containing views

    - by Gerry
    I have an Activity that will display a custom view made up of 2 parts. I want one part to be 1/3 of visible screen height, the other part to be 2/3. I can override onMeasure and use display metrics to find the height of the display, but this does not account for the battery bar or view title sizes. DisplayMetrics dm = new DisplayMetrics(); ((WindowManager)contxt.getSystemService(Context.WINDOW_SERVICE)).getDefaultDisplay().getMetrics(dm); int height = dm.heightPixels; How can I tell the height of the displayable area? I'm prepared to override the layout or whatever. What is the Android best practices? I've seen other questions along this line, but they are inconclusive.

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  • Using javascript to call controller methond in mvc

    - by Christian Thoresson Dahl
    Im trying to make a table row work as a link to another view in my mvc website. Instead of using the standard "Details" link provided by the auto generated table list, I would like to use the table row as a link to the "Details" view instead. So somehow I need to make the row work as a link. Each rom has a unique id that I need to pass on to the controller method. I have tried different solutions but noting happens when I press on the table row... So far this is what I have: <script type="text/javascript"> $(document).ready(function(){ $('#customers tr').click(function () { var id = $(this).attr('id'); $.ajax({ url: "Customer/Details" + id, succes: function () { } }); }) }) </script> My controller method: public ActionResult Details(int id) { Customer model = new Customer(); model = this.dbEntities.Customers.Where(c => c.Customer_ID == id).Single(); return View(model); }

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  • reRendering is not happening in jsf using data table

    - by palakolanusrinu
    HI, Rerendering is not working in my code please help in this <rich:dataTable id="bookIncome" value="#{myBean.ftBoookIncomelst}" var="item" rowKeyVar="row" first="0" width="100%"> <rich:subTable id="subBookIncome"value="#{item.txIncome}" var="income" rowKeyVar="row"> <rich:column id="descrtiptionColumn" width="30%"> <h:outputText value="#{income.descriptionCell.value}" rendered="#{!item.editableRow}" style="#{income.descriptionCell.boldClass}"> </h:outputText> <rich:inplaceInput layout="block" value="#{income.descriptionCell.value}" required="true" rendered="#{item.editableRow}" requiredMessage="Description at row #{row+1} wasn't filled." changedHoverClass="hover" viewHoverClass="hover" viewClass="inplace" changedClass="inplace" selectOnEdit="true" editEvent="onclick"> </rich:inplaceInput> In the above code i have proper id for datatable and i'm calling my ajax call using But its not showing any response but its hitting the server and its calling proper method and updating the required list also..Please help in this why its not rendering its not showing any exception on console also...

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  • Is adding a bit mask to all tables in a database useful?

    - by Tom
    A colleague is adding a bit mask to all our database tables. In theory this is so we can track certain properties of each row across the entire system. For example... Is the row shipped with the system or added by the client once they've started using the system Has the row been deleted from the table (soft deletes) Is the row a default value within a set of rows Is this a good idea? Are there other uses where this approach would be beneficial? My preference is these properties are obviously important, and having a dedicated column for each property is justified to make what is happening clearer to fellow developers.

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  • Jquery hover function doesn't work for a table...

    - by chandru_cp
    I dynamically added rows to a table but it doesn't seem to take hover effects given in jquery... Here is my code, <table id="chkbox" cellpadding="0" cellspacing="2" width="100%" class="table_Style_Border"> <tr> <td style="width:150px" class="grid_header" align="center">RackName</td> <td style="width:150px" class="grid_header" align="center">LibraryName</td> <td style="width:200px" class="grid_header" align="center">LibrarianName</td> <td style="width:200px" class="grid_header" align="center">Location</td> <td style="width:1%" class="grid_header"></td> </tr> <? if(isset($comment)) { echo '<tr><td class=table_label colspan=5>'.$comment.'</td></tr>'; } ?> <?php foreach($rackData as $key => $row) { ?> <?php printf('<tr class="%s">', ($key % 2) ? 'rowcolor' : 'alternaterowcolor'); ?> <td align="left" class="table_label"> <?=$row['rack_name']?> </td> <td align="left" class="table_label"> <?=$row['library_name']?> </td> <td align="center" class="table_label"> <?=$row['librarian']?> </td> <td align="center" class="table_label"> <?=$row['location']?> </td> <td align="center"> <input type="checkbox" name="group" id="group" value="<?=$row['rack_id']?>" onclick="display(this);" > </td> </tr> <? } ?> </table><div align="right" class="pagination"> <?php /*?><?php echo $links;?><?php */?></div> <script type="text/javascript"> $("#chkbox").hover(function() { $(this).addClass("resultshover"); }, function() { $(this).removeClass("resultshover"); }); </script>

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  • first Occurrence Of Non Blank Cell vba

    - by Madhu Kiran
    Hi, I am trying to write VBA code which works on my Excel sheet. Range("A65536").End(xlUp).Row gives me the row number of the last non blank cell. similarly i am trying to get the row number of the first non blank cell in that particular column. Thanks in advance. madhu

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  • Resize AIR app window while dragging

    - by matt lohkamp
    So I've noticed Windows 7 has a disturbing tendency to prevent you from dragging the title bar of windows off the top of the screen. If you try - in this case, using an air app with a draggable area at the bottom of the window, allowing you to push the top of the window up past the screen - it just kicks the window back down far enough that the title bar is at the top of what it considers the 'visible area.' One solution would be to resize the app window as it moves, so that the title bar is always where windows wants it. How would you resize the window while you're dragging it, though? Would you do it like this? dragHitArea.addEventListener(MouseEvent.MOUSE_DOWN, function(e:MouseEvent):void{ stage.nativeWindow.height += 50; stage.nativeWindow.startMove(); stage.nativeWindow.height -= 50; }); see what's going on there? When I click, I'm doing startMove(), which is hooking into the OS' function for dragging a window around. I'm also increasing and decreasing the height of the window by 50 pixels - which should give me no net increase, right? Wrong - the first '.height +=' gets executed, but the '.height -=' after the .startMove() never runs. Why? update - If you're curious, I'm programming an air widget with fly-out menus which expand rightwards and upwards - and since those element can only be displayed within the boundaries of the application window itself (even though the window is set to be chromeless and transparent) I have to expand the application's borders to include the area that the menu 'pops up' into. In the extreme case, with the widget positioned bottom left, and the menus expanded completely across to the right side and top edge of the screen, the application area could very well cover the entire desktop. The problem is, when it's expanded like this, if the user drags it up and to the right, it causes the 'title bar' area of the application window to move above the top edge of the desktop area, where it would normally be unreachable; and Windows automatically re-positions the window back below that edge once the .startMove() operation is completed. So what I want to do is continually resize the height of the application so that the visual effect will be the same for the user, but for the benefit of the operating system the window's title bar will never be above that top boundary of the desktop area.

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  • jquery script that used to work is not working with jquery 1.4.2

    - by Zayatzz
    ... and i cant figure out why. The script is following: <script type="text/javascript" src="http://path/to/js/jquery-1.4.2.min.js"></script> <script type="text/javascript"> function openMediaPlayer() { $('#flashMovie').animate({'height':'333px'}); } function closeMediaPlayer() { $('#flashMovie').animate({'height':'80px'}); } jQuery(function($){ $('#videoholder').bind('mouseenter', function(){ openMediaPlayer(); }); $('#videoholder').bind('mouseleave', function(){ closeMediaPlayer(); }); }); </script> <div id="videoholder" style="height:80px;width:412px;"> <object width="412" height="80" type="application/x-shockwave-flash" id="flashMovie" name="flashMovie" style="height: 80px;" data="http://path/to/Player.swf"><param name="menu" value="false"><param name="bgcolor" value="#666666"><param name="allowFullscreen" value="true"><param name="flashvars" value="playlistURL=http://path/to/Player/data/playlist.xml"></object> </div> pure and simple resizing flash object. It worked with older(1.3.2) jquery verision. The animate just does not work. Can anyone tell me what i should change to get it working again? Alan.

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  • jquery tabs changing on change?

    - by Steven
    Hello, I have two tabs each with different styles and different text. One recent posts and one recent comments the css for each are below with the ones I need to have when they are selected. So pretty much when a user selects the recent comments it will change the entire block to the second one (2). Pretty much changing width, and swapping the css for both tabs. I am currently using idtabs http://www.sunsean.com/idTabs/ My question: How can I have it change the tab css and width for both when the right tab is selected and then back again when the left tab is selected. CSS sideboxtopleft { float: left; width: 121px; height:20px; background-image: url(images/categorysplitter.gif); background-position:top right; background-repeat:no-repeat; text-align: center; padding-top: 10px; margin: 0; } sideboxtopleft2 { float: left; width: 173px; height:20px; background-image: url(images/categorysplitter.gif); background-position:top right; background-repeat:no-repeat; text-align: center; padding-top: 10px; margin: 0; } sideboxtopright { float: right; width: 173px; height: 20px; background-image:url(images/categorybg.gif); text-align: center; padding-top: 10px; margin: 0; } sideboxtopright2 { float: right; width: 121px; height: 20px; background-image:url(images/categorybg.gif); text-align: center; padding-top: 10px; margin: 0; } HTML <div id="sidebox" style="padding: 0px; width:294px;"> <div class="idTabs"> <div id="sideboxtopleft"> <a href="#post"><h3>RECENT POSTS <img src="images/arrow.gif" width="9" height="5" alt="v" border="0" /></h3></a> </div> <div id="sideboxtopright"> <a href="#comments"><h3>RECENT COMMENTS <img src="images/arrow2.gif" width="6" height="9" alt=">" border="0" /></h3></a> </div> </div> <div style="padding: 10px;"> <div id="post"> SUP? </div> <div id="comments"> SUP?>>!?>!! </div> </div> </div> <div id="sidebox" style="padding: 0px; width:294px;"> <div class="idTabs"> <div id="sideboxtopleft2"> <a href="#post2"><h3>RECENT COMMENTS <img src="images/arrow.gif" width="9" height="5" alt="v" border="0" /></h3></a> </div> <div id="sideboxtopright2"> <a href="#comments2"><h3>RECENT POSTS <img src="images/arrow2.gif" width="6" height="9" alt=">" border="0" /></h3></a> </div> </div> <div style="padding: 10px;"> <div id="post2"> SUP? </div> <div id="comments2"> SUP?>>!?>!! </div> </div> </div>

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  • PHP Export to CSV

    - by Ali Hamra
    I'm not really familiar with PHP exporting to excel or csv, but I'm using PHP MySQL for a local point of sale. According to the code below, this actually works..But not in the way it should be ! All records are placed as 1 row inside the csv file, how can i fix that ? Also, How would I stop overwriting the same file...I mean When I click on a Button to export the csv, it should check if there is an existing csv file, If there is--Create new one ! Thank You require_once('connect_db.php'); $items_array = array(); $result = mysql_query("SELECT * FROM sold_items"); while($row = mysql_fetch_array($result)) { $items_array[] = $row['item_no']; $items_array[] = $row['qty']; } $f = fopen('C:/mycsv.csv', 'w'); fputcsv($f, $items_array); fclose($f);

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  • scrollLeft works but scrollTop doesn't work

    - by Xiao Jia
    I have the following HTML with CSS .container { overflow: scroll; } etc. <body> <div class="container"> <div id="markers"></div> <img id="map" src="/img/map.jpg"/> </div> </body> map.jpg is very large and I want to scroll to a fixed position like this: $(function(){ console.log($('.container').scrollTop()); $('.container').scrollTop(1000); console.log($('.container').scrollTop()); console.log($('.container').scrollLeft()); $('.container').scrollLeft(1750); console.log($('.container').scrollLeft()); }); scrollLeft works fine but scrollTop doesn't. Below is the console output. 0 0 0 1750 I've been searching for half an hour but still don't know how to fix it... UPDATE: CSS about .container #markers and #map .container { overflow: scroll; width: 100%; max-width: 100%; height: 100%; max-height: 100%; margin: 0; padding: 0; } #map { width: 5000px; max-width: 5000px; height: 2907px; max-height: 2907px; cursor: crosshair; } #markers { position: relative; top: 0; left: 0; width: 0; height: 0; margin: 0; padding: 0; }

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  • Javascript onclick() event bubbling - working or not?

    - by user1071914
    I have a table in which the table row tag is decorated with an onclick() handler. If the row is clicked anywhere, it will load another page. In one of the elements on the row, is an anchor tag which also leads to another page. The desired behavior is that if they click on the link, "delete.html" is loaded. If they click anywhere else in the row, "edit.html" is loaded. The problem is that sometimes (according to users) both the link and the onclick() are fired at once, leading to a problem in the back end code. They swear they are not double-clicking. I don't know enough about Javascript event bubbling, handling and whatever to even know where to start with this bizarre problem, so I'm asking for help. Here's a fragment of the rendered page, showing the row with the embedded link and associated script tag. Any suggestions are welcomed: <tr id="tableRow_3339_0" class="odd"> <td class="l"></td> <td>PENDING</td> <td>Yabba Dabba Doo</td> <td>Fred Flintstone</td> <td> <a href="/delete.html?requestId=3339"> <div class="deleteButtonIcon"></div> </a> </td> <td class="r"></td> </tr> <script type="text/javascript">document.getElementById("tableRow_3339_0").onclick = function(event) { window.location = '//edit.html?requestId=3339'; };</script>

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  • Splitcontainer, Make a fixed panel

    - by Marcx
    I have a splitcontainer with horizontal orientation. I want a fixed height for panel2 only during form resize, and let splitter resize panel2 Now I'm doing it this way, but I'm not satisfy because user notice the panel resize. Private Sub Form1_ResizeBegin(ByVal sender As Object, ByVal e As System.EventArgs) _ Handles Me.ResizeBegin spil = SplitContainer1.Height - SplitContainer1.SplitterDistance End Sub Private Sub Form1_ResizeEnd(ByVal sender As Object, ByVal e As System.EventArgs) _ Handles Me.ResizeEnd SplitContainer1.SplitterDistance = SplitContainer1.Height - spil End Sub Any ideas?

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  • ListView slow performance

    - by Mohamed Hemdan
    I've created a list of recipes using Listview/customcursoradapter. A custom layout includes a photo for the recipe , Now I've some problems with the performance of viewing and scrolling the Listview although it has only 10 records (Target is 150). sometimes i get this error java.lang.OutOfMemoryError: bitmap size exceeds VM budget , I've tried to implement the Async task but i failed to do it. Is there any way i can overcome this problem? Your help is highly appreciated !! Here is my GetView method public View getView(int position, View convertView, ViewGroup parent) { View row = super.getView(position, convertView, parent); Cursor cursbbn = getCursor(); if (row == null) { LayoutInflater inflater = (LayoutInflater) localContext.getSystemService(Context.LAYOUT_INFLATER_SERVICE); row = inflater.inflate(R.layout.listtype, null); } String Title = cursbbn.getString(2); String SandID=cursbbn.getString(1); String Readyin = cursbbn.getString(4); String Faovoites=cursbbn.getString(8); TextView titler=(TextView)row.findViewById(R.id.listmaintitle); TextView readyinr=(TextView)row.findViewById(R.id.listreadyin); int colorPos = position % colors.length; row.setBackgroundColor(colors[colorPos]); titler.setText(Title); readyinr.setText(Readyin); ImageView picture = (ImageView) row.findViewById(R.id.imageView1); Bitmap bitImg1 = BitmapFactory.decodeResource(localContext.getResources(), R.drawable.rec0001); Bitmap bitImg2 = BitmapFactory.decodeResource(localContext.getResources(), R.drawable.rec0002); Bitmap bitImg3 = BitmapFactory.decodeResource(localContext.getResources(), R.drawable.rec0003); Bitmap bitImg4 = BitmapFactory.decodeResource(localContext.getResources(), R.drawable.rec0004); Bitmap bitImg5 = BitmapFactory.decodeResource(localContext.getResources(), R.drawable.rec0005); Bitmap bitImg6 = BitmapFactory.decodeResource(localContext.getResources(), R.drawable.rec0006); Bitmap bitImg7 = BitmapFactory.decodeResource(localContext.getResources(), R.drawable.rec0007); Bitmap bitImg8 = BitmapFactory.decodeResource(localContext.getResources(), R.drawable.rec0008); Bitmap bitImg9 = BitmapFactory.decodeResource(localContext.getResources(), R.drawable.rec0009); Bitmap bitImg10 = BitmapFactory.decodeResource(localContext.getResources(), R.drawable.rec0010); if(SandID.contentEquals("0001")) picture.setImageBitmap(getRoundedCornerImage(bitImg1)); if(SandID.contentEquals("0002")) picture.setImageBitmap(getRoundedCornerImage(bitImg2)); if(SandID.contentEquals("0003")) picture.setImageBitmap(getRoundedCornerImage(bitImg3)); if(SandID.contentEquals("0004")) picture.setImageBitmap(getRoundedCornerImage(bitImg4)); if(SandID.contentEquals("0005")) picture.setImageBitmap(getRoundedCornerImage(bitImg5)); if(SandID.contentEquals("0006")) picture.setImageBitmap(getRoundedCornerImage(bitImg6)); if(SandID.contentEquals("0007")) picture.setImageBitmap(getRoundedCornerImage(bitImg7)); if(SandID.contentEquals("0008")) picture.setImageBitmap(getRoundedCornerImage(bitImg8)); if(SandID.contentEquals("0009")) picture.setImageBitmap(getRoundedCornerImage(bitImg9)); if(SandID.contentEquals("0010")) picture.setImageBitmap(getRoundedCornerImage(bitImg10)); return row; } And This is the error : 05-02 03:11:55.898: E/AndroidRuntime(376): FATAL EXCEPTION: main 05-02 03:11:55.898: E/AndroidRuntime(376): java.lang.OutOfMemoryError: bitmap size exceeds VM budget 05-02 03:11:55.898: E/AndroidRuntime(376): at android.graphics.BitmapFactory.nativeDecodeAsset(Native Method) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:460) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.graphics.BitmapFactory.decodeResourceStream(BitmapFactory.java:336) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.graphics.BitmapFactory.decodeResource(BitmapFactory.java:359) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.graphics.BitmapFactory.decodeResource(BitmapFactory.java:385) 05-02 03:11:55.898: E/AndroidRuntime(376): at master.chef.mediamaster.AlternateRowCursorAdapter.getView(AlternateRowCursorAdapter.java:83) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.widget.AbsListView.obtainView(AbsListView.java:1409) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.widget.ListView.makeAndAddView(ListView.java:1745) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.widget.ListView.fillUp(ListView.java:700) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.widget.ListView.fillGap(ListView.java:646) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.widget.AbsListView.trackMotionScroll(AbsListView.java:3399) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.widget.AbsListView.onTouchEvent(AbsListView.java:2233) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.widget.ListView.onTouchEvent(ListView.java:3446) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.View.dispatchTouchEvent(View.java:3885) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:903) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:942) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:942) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:942) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:942) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:942) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:942) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:942) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:942) 05-02 03:11:55.898: E/AndroidRuntime(376): at com.android.internal.policy.impl.PhoneWindow$DecorView.superDispatchTouchEvent(PhoneWindow.java:1691) 05-02 03:11:55.898: E/AndroidRuntime(376): at com.android.internal.policy.impl.PhoneWindow.superDispatchTouchEvent(PhoneWindow.java:1125) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.app.Activity.dispatchTouchEvent(Activity.java:2096) 05-02 03:11:55.898: E/AndroidRuntime(376): at com.android.internal.policy.impl.PhoneWindow$DecorView.dispatchTouchEvent(PhoneWindow.java:1675) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewRoot.deliverPointerEvent(ViewRoot.java:2194) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewRoot.handleMessage(ViewRoot.java:1878) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.os.Handler.dispatchMessage(Handler.java:99) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.os.Looper.loop(Looper.java:123) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.app.ActivityThread.main(ActivityThread.java:3683) 05-02 03:11:55.898: E/AndroidRuntime(376): at java.lang.reflect.Method.invokeNative(Native Method) 05-02 03:11:55.898: E/AndroidRuntime(376): at java.lang.reflect.Method.invoke(Method.java:507) 05-02 03:11:55.898: E/AndroidRuntime(376): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:839) 05-02 03:11:55.898: E/AndroidRuntime(376): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:597) 05-02 03:11:55.898: E/AndroidRuntime(376): at dalvik.system.NativeStart.main(Native Method)

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  • Cant display button on specific rows of UITableView properly for iPhone

    - by varunwg
    Hi, I am trying to have a button for selected rows of my table. Here is the example code I am using: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *ControlRowIdentifier = @"ControlRowIdentifier"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:ControlRowIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:ControlRowIdentifier] autorelease]; } if ([indexPath row] > 5) { UIImage *buttonUpImage = [UIImage imageNamed:@"button_up.png"]; UIImage *buttonDownImage = [UIImage imageNamed:@"button_down.png"]; UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom]; button.frame = CGRectMake(0.0, 0.0, buttonUpImage.size.width, buttonUpImage.size.height); [button setBackgroundImage:buttonUpImage forState:UIControlStateNormal]; [button setBackgroundImage:buttonDownImage forState:UIControlStateHighlighted]; [button setTitle:@"Tap" forState:UIControlStateNormal]; [button addTarget:self action:@selector(buttonTapped:) forControlEvents:UIControlEventTouchUpInside]; cell.accessoryView = button; } NSUInteger row = [indexPath row]; NSString *rowTitle = [list objectAtIndex:row]; cell.textLabel.text = rowTitle; return cell; } This code works absolutely fine when loaded for 1st time. So, as per the logic it shows 'Tap' button for all rows greater than 5. Problem occurs when I scroll up and down. Once I do that it just starts putting that button at any random row. I dont understand why it does that and it'll be really helpful if someone can give some tips on this. Thanks.

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • JQuery: animate() doesn't work as expected in IE...

    - by swalkner
    Hi, I'm getting crazy with this IE 7... == hhttp://neu.emergent-innovation.com/ Why does following function not work in IE 7, but perfectly with Firefox? Is there a bug in the animate-function? function accordion_starting_page(){ // hide all elements except the first one $('#FCE-Inhalt02-ContentWrapper .FCE-Fade:not(:first)').css("height", "0").hide(); $('#FCE-Inhalt02-ContentWrapper .FCE-Fade:first').addClass("isVisible"); $('div.FCE-Title').click(function(){ // if user clicks on an already opened element => do nothing if (parseFloat($(this).next('.FCE-Fade').css("height")) > 0) { return false; } var toHide = $(this).siblings('.FCE-Fade.isVisible'); toHide.removeClass("isVisible"); // close all opened siblings toHide.animate({"height": "0", "display": "none"}, 1000); $(this).next('.FCE-Fade').addClass("isVisible").animate({"height" : "200"}, 1000); return false; }); } Thank you very much for your help...

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  • JQuery,ajax problem?

    - by user303832
    Hello,I have one table,and when I click on row,it load some content in another table,problem is,when I first time click on row it loads just one time(message 'Some msg' and message 'Some other msg' is showen one time),when I click on other row,it loads twice(messages is shown twice),third time when I click on row it loads three times,ets.Here is my code. $.ajax({ url:'<?php echo $full_path_ajax_php; ?>', data:{'what':'2','mypath':'12345678'}, dataType:'json', type: 'GET', beforeSend:function(){alert('Some msg')}, success: function(){alert('Some other msg')} }); return false; Can someone help me please to understand this.Tnx in advance.

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  • When do I need to use, or not use, .datum when appending an svg element

    - by Bobby Gifford
    svg = d3.select("#viz").append("svg").datum(data) //I often see .datum when an area chart is used. Are there any rules of thumb for when .datum is needed? var area = d3.svg.area() .x(function(d) { return x(d.x); }) .y0(height) .y1(function(d) { return y(d.y); }); var svg = d3.select("body").append("svg") .attr("width", width) .attr("height", height); svg.append("path") .datum(data) .attr("d", area);

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  • How to cleverly stop "while loop" (php)

    - by user3735697
    I'm having trouble with creating code that echoes a bunch of stuff that is corresponding to the mysql database row. It needs to keep creating the content until all rows are used and then stop. But for some reason the php file causes the browser to keep loading (it never ends). Any help would be appreciated! Thanks! <?php mysql_connect ("localhost", "root", "") or die ("We couldn't connect!"); mysql_select_db ("dr"); mysql_query ("SELECT * FROM songs"); $result = mysql_query ("SELECT * FROM songs"); while ($row=mysql_fetch_array($result)) { $name = $row ['songname']; $genres = $row ['songgenres']; $mediafire = $row ['mediafirelink']; $dropbox = $row ['dropboxlink']; $source = $row ['audiosource']; echo " <div class='playing'> <!-- ======== Song Name ======== --> <li class='songnameli' id='$source'> <span class='info'>$name</span> <audio> <source src='music/singles/$source.mp3'> <source src='music/singles/$source.ogg'> </audio> </li> <!-- ======== Playlist ======== --> <li class='playlistli'> <img src='icons/addtoplaylist.png' title='Add tot the playlist!' /> </li> <!-- ======== Genres ======== --> <li class='genresli'> <img src='icons/genres.png' title='Related genres' /> <span class='addedtext genres'>$genres</span> </li> <!-- ======== Social Media links ======== --> <li> <span> <img src='icons/share.png' alt='Share this with your friends!' title='Share this!'> <!-- /// facebook /// --> <a href='http://www.facebook.com/sharer.php?u=http://www.declassified-recordings.com' class='addedtext nlink' target='blank_' onclick='popup (this.href, 800, 500); return false'>Facebook </a> <span>/</span> <!-- /// Twitter /// --> <a href='http://twitter.com/share? text=Thank%20you%20For%20Sharing!%20It%20means%20the%20world%20to%20us!%40Declassifi3d%20 &url=http://www.declassified-recordings.com' class='twitterlink nlink' target='blank_' onclick='popup (this.href, 800, 500); return false'>Twitter</a> </span> </li> <!-- ======== Download links ======== --> <li> <img src='icons/download.png' title='Download!' /> <span> <!-- /// Mediafire /// --> <a href='$mediafire' class='addedtext nlink' target='_blank'>Mediafire</a> <span class='genres'>/</span> <!-- /// Dropbox /// --> <a href='$mediafire' class='twitterlink nlink' target='_blank'>Dropbox</a> </span> </li> </div>"; } mysql_close (); ?>

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