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  • CoreData Model Objects for API

    - by theiOSguy
    I am using CoreData in my application. I want to abstract out all the CoreData related stuff as an API so that the consume can use the API instead of directly using CoreData and its generated model objects. CoreData generates the managed objects model as following @interface Person : NSManagedObject @end I want to define my API for example MyAPI and it has a function called as createPerson:(Person*)p; So the consumer of this createPerson API needs to create a Person data object (like POJO in java world) and invoke this API. But I cannot create Person object using Person *p = [Person alloc] init] because the designated initializer for this Person model created by CoreData does not allow this type of creation. So should I define corresponding user facing data object may be PersonDO and this API should take that instead to carry the data into the API implementation? Is my approach right? Any expert advise if design the API this way is a good design pattern?

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  • Creating a button on a View from a second View

    - by BigJoke
    Hi, I have this app I'm working on, which on a second view asks (textfield) the name for a button to be created on first view. After specifying the name and pressing OK button, the first view pops up (as demanded) but there's no new button, although created indeed. Can I use the following code in a second view method, to "refresh" the first view before presenting itself. What's wrong with this code? Any other approach? Thank you. -(void)initWithView:(View1Controller *)aSuperview { theSuperview = aSuperview; } - (IBAction)itemNameButton { ... CGRect rectang; rectang = CGRectMake(0, 0, 320, 460);// just in case [theSuperview.view setNeedsDisplayInRect:rectang]; ... }

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  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

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  • iPhone - Dismiss modal view by a UITabBarController

    - by ncohen
    Hi everyone, I've got into a very strange problem. I created my own UITabBarController to customize it and it works pretty well... except for the modal views. When I dismiss the modal view (present/dismiss from the UITabBarController) with an animation, it waits until the animation did finished and goes to the first controller of the tab bar! Why does the controller change? and how can I fix it? Thanks PS: My UITabBarController view is on the main window and has a UITabBar on it. The controllers (which are managed by the tab bar) are on the main window over the tab bar controller view with a shorter height. When I present the modal view, I bring the tab bar controller view to front.

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  • WPF USer Control viewmodel binding

    - by Senthilkumar
    HI Can any one suggest me how bind viewmodel to a usercontrol.. Also please share different way of doing that.. I have added viewmodel and view into my xaml file in namespace and in the user control resource tag.. i have defined a data template with data type as the viewmodel wh i have wrote.. inside that i have added my view (i mean the same usercontrol ih which im editing now is it possible -- please let me know).. I have used content control with content={Binding}.. and contenttemplate as a datatemplate.. in that i have reffered the property which i want to bind from viewmodel).. but its not binding as such.. My query is different ways of binding viewmodel to view in UserControlLibrary Project ?

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  • MVC keeping the PartialView in its own context - ignore the main view holding the partial view

    - by Mike
    I'm looking at the partialview components of the MVC Framework. i want my partial view to be handled in its own action and for the rest of the view to handle itself, but i'm getting an exception because the main page is not getting its view fired. Am i going around this the wrong way? My Main View (Jobs/Index.aspx): <%@ Page Title="" Language="C#" MasterPageFile="~/Views/Shared/Site.Master" Inherits="System.Web.Mvc.ViewPage<MvcApplication3.Models.JobViewModel>" %> <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server"> <% Html.RenderPartial("JobListing", Model.Jobs); %> </asp:Content> The partialview (Jobs/JobListing.ascx): <%@ Control Language="C#" Inherits="System.Web.Mvc.ViewUserControl<List<MvcApplication3.Models.Job>>" %> <table> <tr> <td> Job Title </td> <td> Job Location</td> </tr> <% foreach (var job in Model) { %> <tr> <td> <%= job.Title %> </td> <td> <%= job.Location %> </td> </tr> <% } %> <% Html.BeginForm("DoSomeStuff", "Job", null, FormMethod.Post); %> <%= Html.TextBox("SomeInfo") %> <button type="submit" id="submit" /> <% Html.EndForm(); %> The main controller for both the main view (Index) and the partialview (DoSomeStuff()) public class JobController : Controller { public ActionResult Index() { JobProvider provider = new JobProvider(Session); JobViewModel vm = new JobViewModel(); vm.Jobs = provider.GetJobs(); return View(vm); } public PartialViewResult DoSomeStuff() { return PartialView("JobListing"); } } As you can see in the partial view, it has its own form that posts to the Action called DoSomeStuff(). i want this action to handle any data submitted from that form. but when the form is submitted the main action (Index) does not fire and then i get an exception as the Model (.Models.JobViewModel) is not passed to the view that the partialview (JobListings) lives in. basically what im saying is, if i have a myview.aspx with lots of html.RenderPartialView('apartialview') that have forms in them, can i get it so these forms post to their own actions and the main view (with what ever model it inherits) is handled as well. Rather then having all the form submitting code in the main action for the view. am i do this wrong?

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  • OpenTK C# Loading Model (3DS?) for display and animation

    - by Randomman159
    For the last few days i have been searching for a model importer that support skeletal movement using OpenTK (C#, OpenGL). I am avoiding writing it myself because firstly i am only just learning OpenGL, but also because i don't see why there's a necessity in recreating the wheel. What do you guys use to import your models? I find it interesting that 90% of OpenTK users will import models for various projects, yet i havn't found a single working importer. Could any of you share your code or point me in the direction of a good loader? 3DS files would be best, but anything that can be exported from an autodesk program would be fine, as long as it uses skeleton animation. Thanks for any help :)

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  • ASP.NET MVC Html.ValidationSummary(true) does not display model errors

    - by msi
    I have some problem with Html.ValidationSummary. I don't want to display property errors in ValidationSummary. And when I set Html.ValidationSummary(true) it does not display error messages from ModelState. When there is some Exception in controller action on string MembersManager.RegisterMember(member); catch section adds an error to the ModelState: ModelState.AddModelError("error", ex.Message); But ValidationSummary does not display this error message. When I set Html.ValidationSummary(false) all messages are displaying, but I don't want to display property errors. How can I fix this problem? Here is the code I'm using: Model: public class Member { [Required(ErrorMessage = "*")] [DisplayName("Login:")] public string Login { get; set; } [Required(ErrorMessage = "*")] [DataType(DataType.Password)] [DisplayName("Password:")] public string Password { get; set; } [Required(ErrorMessage = "*")] [DataType(DataType.Password)] [DisplayName("Confirm Password:")] public string ConfirmPassword { get; set; } } Controller: [HttpPost] public ActionResult Register(Member member) { try { if (!ModelState.IsValid) return View(); MembersManager.RegisterMember(member); } catch (Exception ex) { ModelState.AddModelError("error", ex.Message); return View(member); } } View: <% using (Html.BeginForm("Register", "Members", FormMethod.Post, new { enctype = "multipart/form-data" })) {%> <p> <%= Html.LabelFor(model => model.Login)%> <%= Html.TextBoxFor(model => model.Login)%> <%= Html.ValidationMessageFor(model => model.Login)%> </p> <p> <%= Html.LabelFor(model => model.Password)%> <%= Html.PasswordFor(model => model.Password)%> <%= Html.ValidationMessageFor(model => model.Password)%> </p> <p> <%= Html.LabelFor(model => model.ConfirmPassword)%> <%= Html.PasswordFor(model => model.ConfirmPassword)%> <%= Html.ValidationMessageFor(model => model.ConfirmPassword)%> </p> <div> <input type="submit" value="Create" /> </div> <%= Html.ValidationSummary(true)%> <% } %>

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  • ASP.NET MVC how to bind custom model to view

    - by Smallville
    I would like bind an array data to view in ASP.NET MVC, how can I do that? sorry for not clear about my question. Right now, I creat a custom object(not array), I tried to pass it to View, but the error shows "The model item passed into the dictionary is of type 'ContactView' but this dictionary requires a model item of type 'System.Collections.Generic.IEnumerable"

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  • I keep on getting "save operation failure" after any change on my XCode Data Model

    - by Philip Schoch
    I started using Core Data for iPhone development. I started out by creating a very simple entity (called Evaluation) with just one string property (called evaluationTopic). I had following code for inserting a fresh string: - (void)insertNewObject { // Create a new instance of the entity managed by the fetched results controller. NSManagedObjectContext *context = [fetchedResultsController managedObjectContext]; NSEntityDescription *entity = [[fetchedResultsController fetchRequest] entity]; NSManagedObject *newManagedObject = [NSEntityDescription insertNewObjectForEntityForName:[entity name] inManagedObjectContext:context]; // If appropriate, configure the new managed object. [newManagedObject setValue:@"My Repeating String" forKey:@"evaluationTopic"]; // Save the context. NSError *error; if (![context save:&error]) { // Handle the error... } [self.tableView reloadData]; } This worked perfectly fine and by pushing the +button a new "My Repeating String" would be added to the table view and be in persistent store. I then pressed "Design - Add Model Version" in XCode. I added three entities to the existing entity and also added new properties to the existing "Evaluation" entity. Then, I created new files off the entities by pressing "File - New File - Managed Object Classes" and created a new .h and .m file for my four entities, including the "Evaluation" entity with Evaluation.h and Evaluation.m. Now I changed the model version by setting "Design - Data Model - Set Current Version". After having done all this, I changed my insertMethod: - (void)insertNewObject { // Create a new instance of the entity managed by the fetched results controller. NSManagedObjectContext *context = [fetchedResultsController managedObjectContext]; NSEntityDescription *entity = [[fetchedResultsController fetchRequest] entity]; Evaluation *evaluation = (Evaluation *) [NSEntityDescription insertNewObjectForEntityForName:[entity name] inManagedObjectContext:context]; // If appropriate, configure the new managed object. [evaluation setValue:@"My even new string" forKey:@"evaluationSpeechTopic"]; // Save the context. NSError *error; if (![context save:&error]) { // Handle the error... } [self.tableView reloadData]; } This does not work though! Every time I want to add a row the simulator crashes and I get the following: "NSInternalInconsistencyException', reason: 'This NSPersistentStoreCoordinator has no persistent stores. It cannot perform a save operation.'" I had this error before I knew about creating new version after changing anything on the datamodel, but why is this still coming up? Do I need to do any mapping (even though I just added entities and properties that did not exist before?). In the Apple Dev tutorial it sounds very easy but I have been struggling with this for long time, never worked after changing model version.

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  • Entitiy Framework: "Update Database from Model" instead of "Generate Database from Model"

    - by David
    Hey everyone, I have created a Entity Framework 4 model with Visual Studio 2010 and generated a database from it. Now I found myself adding new properties (with default values), changing documentation of columns, changing names of columns, changing types of columns several times. All tasks that do not require much "extra work" in order not to be possible to be achieved automatically (in my humble opinion). Everytime I did "Generate Database from Model" and lost of course the table data. Is there a way just to update the database's architecture so to say - leaving the table data untouched? Maybe with some user interaction especially when changing types etc.? Or would this functionality be simply too difficult to be realized to work in a reliable way? Thanks in advance! Cheers, David

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  • Spring.NET and ADO.NET Entity Data Model

    - by Jason
    Having defined an ADO.NET Entity Data Model, I can then instantiate it in a Repository class to query against the database. using (ApplicationEntities ctx = new ApplicationEntities()) { // query, CRUD, etc } However, that particular line of code becomes boilerplate in most of the methods in the repository class. Is it possible to just use Spring.NET to inject the Entity Data Model, either in the class or, even better, in an abstract parent class that all the repositories inherit from?

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  • Dynamic Typed Table/Model in J2EE?

    - by Viele
    Hi, Usually with J2EE when we create Model, we define the fields and types of fields through XML or annotation before compilation time. Is there a way to change those in runtime? or better, is it possible to create a new Model based on the user's input during the runtime? such that the number of columns and types of fields are dynamic (determined at runtime)? Help is much appreciated. Thank you.

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  • What is the "box model?"

    - by Chris
    During a recent interview for a front-end developer position I was asked what the box model was. I thought the interviewer was referring to testing (i.e. white box testing, black box testing). I was wrong. What is the box model, in reference to front-end development?

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  • route view for new IPs?

    - by Clear.Cache
    The route view method is not working for me telnet route-views.routeviews.org (logged in with user "rviews") route-viewsshow ip bgp 173.244.44.0 | inc 10464 route-viewsshow ip bgp 173.244.44.0 % Network not in table route-views Am I doing something wrong?

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  • Can I use a specific model from within a behavior in CakePHP?

    - by Paul Willy
    I'm trying to write a behavior that will give my models access to a simple workflow engine I've devised. The workflow engine itself works as a CakePHP model, with workflow data stored in the database just as any other model data is stored. Basically what I want to do is have the behavior use the workflow model whenever an action is called on the base model. For example, if the edit() action is executed for Posts, then the Post (with the behavior attached) will trigger the workflow behavior with its own model name, action, and id as arguments (e.g. [Post, edit, 1]). Then the behavior will invoke the functionality of the Workflow model, which has a record for what to do when edit is run on Posts (e.g. send e-mail to users who are subscribed to that post) and will carry that out. My question is, what is the proper way to invoke model/controller methods from within the behavior? The model to be used from within the behavior will always be Workflow, but the behavior should be usable from basically any model (aside from Workflow itself). I know I could run SQL queries directly from the behavior, but of course this is not the Cake way :-) Or, am I going about this in the wrong way? I want to store a certain amount of logic in the database so that it is easily configurable by different users, and not have endless configuration checks within the model/controller logic itself so that workflow steps can be easily added/changed/removed in the future.

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  • Hiding a button on pushed view and showing it when back to list view

    - by torr
    When I load my list view it has several blog posts and a refresh button on the top left. If I tap on a list item a view is pushed with the contents of that specific post. When this view is pushed in, the refresh button is hidden. But when I tap 'Back' to the parent list view, I'd like the refresh button to show (un-hide) - but it remains hidden. Any idea how to make this work? This is my View: Ext.require(['Ext.data.Store', 'MyApp.model.StreamModel'], function() { Ext.define('MyApp.view.HomeView', { extend: 'Ext.navigation.View', xtype: 'homepanel', requires: [ 'Ext.dataview.List', ], config: { title: 'Home', iconCls: 'home', styleHtmlContent: true, navigationBar: { items: [ { xtype: 'button', iconMask: true, iconCls: 'refresh', align: 'left', action: 'refreshButton', id: 'refreshButtonId' } ] }, items: { title: 'My', xtype: 'list', itemTpl: [ '<div class="post">', ... '</div>' ].join(''), store: new Ext.data.Store({ model: 'MyApp.model.StreamModel', autoLoad: true, storeId: 'stream' }), } } }); }); and my Controller: Ext.define('MyApp.controller.SingleController', { extend: 'Ext.app.Controller', config: { refs: { stream: 'homepanel' }, control: { 'homepanel list': { itemtap: 'showPost' } } }, showPost: function(list, index, element, record) { this.getStream().push({ xtype: 'panel', html: [ '<div class="post">', '</div>' ].join(''), scrollable: 'vertical', styleHtmlContent: true, }); Ext.getCmp('refreshButtonId').hide(); } });

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  • Cocoa - calling a VIEW method from the CONTROLLER

    - by eemerge
    Hello everyone, Got a little problem i asked about it before but maybe i didnt ask properly. I have a cocoa application, which amongst other things, must do the following task: - load some images from the disk, store them in an array and display them in a custom view. In the Interface Builder i have a CustomView and an OBJECT that points to TexturesController.h The custom view is a custom class, TextureBrowser. Below is the code for the controller and view: TexturesController #import <Cocoa/Cocoa.h> @class TextureBrowser; @interface TexturesController : NSObject { IBOutlet NSTextField *logWindow; IBOutlet TextureBrowser *textureView; NSMutableArray *textureList; } @property textureView; -(IBAction)loadTextures:(id)sender; -(IBAction)showTexturesInfo:(id)sender; @end TextureBrowser @interface TextureBrowser : NSView { NSMutableArray *textures; } @property NSMutableArray *textures; -(void)loadTextureList:(NSMutableArray *)source; @end These are just the headers. Now , what i need to do is: when loadTextures from the TexturesController is called, after i load the images i want to send this data to the view (TextureBrowser), for example, store it in the NSMutableArray *textures. I tried using the -(void)loadTextureList:(NSMutableArray*)source method from the view, but in the TextureController.m i get a warning : No -loadTextureList method found This is how i call the method : [textureView loadTextureList: textureList]; And even if i run it with the warning left there, the array in the view class doesnt get initialised. Maybe im missing something...maybe someone can give a simple example of what i need to do and how to do it (code). Thanks in advance.

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  • Is there an industry standard for systems registered user permissions in terms of database model?

    - by EASI
    I developed many applications with registered user access for my enterprise clients. In many years I have changed my way of doing it, specially because I used many programming languages and database types along time. Some of them not very simple as view, create and/or edit permissions for each module in the application, or light as access or can't access certain module. But now that I am developing a very extensive application with many modules and many kinds of users to access them, I was wondering if there is an standard model for doing it, because I already see that's the simple or the light way won't be enough.

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  • Keep icons for shortcuts in thumbnail view?

    - by buzter
    I want to keep icons for shortcuts in thumbnail view. eg: my pics folder is in thumbnail, but I want to easily see my familiar icons for shortcuts to various outside folders I drag the pics into, amongst the hundreds of pics and subfolders within my pics (which display the same as shortcuts at a glance) I had it like this on my last machine but I can't remember what I had to do. Reg tweak for filetype I think. (Using XPpro) Any clues? Thanks

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  • iPhone scrolling the view up when keyboard is open

    - by Rob
    I understand that this problem is incredibly common and I have read through quite a few answers but am having trouble understanding how the code works. This works: -(void)textFieldDidBeginEditing:(UITextField *)sender { if ([sender isEqual:txtLeaveAddyLine1]) { //move the main view, so that the keyboard does not hide it. if (self.view.frame.origin.y >= 0) { [self setViewMovedUp:YES]; } } } In this example, txtLeaveAddy is the very first UITextField that is hidden by the keyboard and it works like a charm. As I cycle through the text fields on the screen it scrolls up when the user enters into that txtLeaveAddyLine1 field. However, when I try to add the fields below the txtLeaveAddyLine1 field - nothing happens. For example: -(void)textFieldDidBeginEditing:(UITextField *)sender { if ([sender isEqual:txtLeaveAddyLine1]) { //move the main view, so that the keyboard does not hide it. if (self.view.frame.origin.y >= 0) { [self setViewMovedUp:YES]; } } if ([sender isEqual:txtLeaveAddyLine2]) { //move the main view, so that the keyboard does not hide it. if (self.view.frame.origin.y >= 0) { [self setViewMovedUp:YES]; } } } Am I not using this function correctly?

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  • MVC alternatives: examples of MVA & AVC?

    - by Phillip Oldham
    I'm interested in learning about the alternative patterns to Model-View-Controller, specifically the Model-View-Adapter and Application-View-Controller patterns. Google results tend to be either a high-level overview or Java-based. Can anyone either provide, or point me to, an example of these patterns in either PHP, Python or JavaScript?

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