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  • Unistalled C++ Redistributables on Windows Vista

    - by VusP
    Windows Vista Service Pack2 32 bit I uninstalled C++ re-distrubutables (was not aware they are necessary for some applications to run) and I am facing error Cannot start application because the side-by-side configuration is not correct when i start applications like Avast, Revo Uninstaller etc. I came across this page. But the downloaded vcredist_86.exe doesn't seem to do much. It extracts itself and that's it nothing after that. No error nothing. I just finished installing 300+ MB updates on my system, so i don't want to use the System Restore option [And, I don't know which Restore Point to revert to]. Any other way to get this done?

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • Flex builder3 is not generating html wrapper when targeting flex 4 sdk

    - by gonzohunter
    In Flex builder 3 when I create a new flex application targeting the flex 4 sdk, it wont generate a html wrapper file. I have hunted around the web for answers, but no success. I have made sure the box is checked in the project properties to generate html wrapper. The only workaround is to target an older version of the sdk (i.e. 3.2), which will cause the wrapper to be generated. Then I can revert the project to sdk 4. This then means I can never do a clean of my project because this will result in the wrapper being deleted. Has anyone else come across this? Is this just a bug with Flexbuilder3?

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  • Standalone GUI client for TFS 2010 Source Control

    - by Seth Reno
    I'm looking for a TFS 2010 GUI client that I can use outside of an IDE. I'm only looking to use the source control features in this case. I'm not talking about work items or build management. Ideally it would be a complete client that can be used on a machine where Visual Studio is not installed. Options I know about and why I'm not satisfied with them: TFS Power Tools - Windows Shell Extension Must have a working copy to use... see chicken or the egg Missing features: view history, branch / merge, revert SvnBridge TFS 2010 not yet supported Are there others that I don't know about?

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  • SharePoint 2010 FBA with custom form - 403 error

    - by Chris R Chapman
    I have a SharePoint 2010 site that is configured for Forms Based Auth using custom role, membership and profile providers. This works perfectly using the OOTB SharePoint 2010 FBA form (ie. under /_forms in the web app virtual directory). My problem is with a custom login form that is located in a separate folder, /Landing/Login/default.aspx. I've configured the web app to point to this form (contains an unmodified ASP.NET login control), which is rendered when the user hits the root URL. The problem comes when they submit their credentials and the form posts back for the redirection to /_layouts/Authenticate.aspx. It stops cold with a 403. If I revert back to the OOTB FBA form (using the same providers) everything works fine. Any suggestions on what could be going wrong?

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  • UITableView backgroundColor always gray on iPad

    - by rjobidon
    Hi, When I set the backgroundColor for my UITableView it works fine on iPhone (device and simulator) but NOT on the iPad simulator. Instead I get a light gray background for any color I set including groupTableViewBackgroundColor. Steps to reproduce: Create a new navigation-based project. Open RootViewController.xib and set the table view style to "Grouped". Add this responder to the RootViewController:- (void)viewDidLoad { [super viewDidLoad]; self.view.backgroundColor = [UIColor blackColor]; } Select Simulator SDK 3.2, build and run. You will get a black background (device and simulator). Select your target in the project tree. Click on Project : Upgrade Current Target for iPad. Build and run. You will get a light gray background. Revert the table view style to Plain and you will get a black background. Thanks for your help!

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  • display image and script for a set period of time

    - by Ryan Max
    This is very similar to a question I asked the other day but my page code has become significantly more complicated and I need to revisit it. I've been using the following code: $('#myLink').click(function() { $('#myImg').attr('src', 'newImg.jpg'); setTimeout(function() { $('#myImg').attr('src', 'oldImg.jpg'); }, 15000); }); To replace an image for a set period of time (15 seconds) when the link is clicked, then after 15 seconds, revert to the original image. However now, I'd like to run a snippet of javascript as well when the link is clicked (in addition to replacing the image), and only when the link is clicked (it's related to the 15 second image) and then have the js code disappear as well after the 15 seconds...however I'm not sure how to have jquery send js code into the page...Basically I just want jQuery to "echo" this code onto the page underneath the 15 second while I am there, but I don't know how jquery formats this "echo". Does this question make sense?

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  • IPC::Open3 Fails Running Under Apache

    - by rjray
    I have a module that uses IPC::Open3 (or IPC::Open2, both exhibit this problem) to call an external binary (bogofilter in this case) and feed it some input via the child-input filehandle, then reads the result from the child-output handle. The code works fine when run in most environments. However, the main use of this module is in a web service that runs under Apache 2.2.6. And under that environment, I get the error: Cannot fdopen STDOUT: Invalid argument This only happens when the code runs under Apache. Previously, the code constructed a horribly complex command, which included a here-document for the input, and ran it with back-ticks. THAT worked, but was very slow and prone to breaking in unique and perplexing ways. I would hate to have to revert to the old version, but I cannot crack this.

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  • Blank Pages with Zen Cart v1.3.8 and PHP 5.3

    - by Michael Soriano
    I am trying to run a live Zen Cart store (version 1.3.8) on a my local machine which is PHP 5.3. I am aware of the incompatibilities between both versions and have dealt with it by applying the patch found here: http://www.zen-cart.com/forum/showthread.php?t=140960 I am able to login the admin side no problem, but when i navigate to the store - all i see are blank pages. How can I fix this issue? I'm hoping there is a fix elsewhere. Trying not to revert to an older PHP installation.

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  • UITableView backgroundColor always grey on iPad

    - by rjobidon
    Hi, When I set the backgroundColor for my UITableView it works fine on iPhone (device and simulator) but NOT on the iPad simulator. Instead I get a light grey background for any color I set including groupTableViewBackgroundColor. Steps to reproduce: Create a new navigation-based project. Open RootViewController.xib and set the table view style to "Grouped". Add this responder to the RootViewController:- (void)viewDidLoad { [super viewDidLoad]; self.view.backgroundColor = [UIColor blackColor]; } Select Simulator SDK 3.2, build and run. You will get a black background (device and simulator). Select your target in the project tree. Click on Project : Upgrade Current Target for iPad. Build and run. You will get a light grey background. Revert the table view style to Plain and you will get a black background. Thanks for your help!

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  • Jquery droppable live disabling/enabling

    - by Cameron
    I have a some draggables in a list of droppables (1 draggable per droppable li). When I move a draggable from one droppable to another free droppable, I want to diable the receiving droppable, and enable the droppable it is leaving from. In firebug the droppable class gets removed – but the functionality of the droppable remains. I have a feeling I need to use live() somehow, but could use a leg-up. $(function() { $(".user").draggable({ revert : true, revertDuration : 200 }); $("li.droppable").droppable({ accept : ".user", hoverClass : "drophover", drop: function(event, ui) { var position = this.getAttribute("id").replace("position_", ""), user_id = ui.draggable.attr("id").replace("user_", ""); droppable = this parent = ui.draggable.parent() $.ajax({ url : "users/"+user_id+"", type : "POST", dataType: "JSON", data : ({ "position" : position, "_method" : "PUT" }), success : function() { $(ui.draggable).parent().addClass("droppable"); $(ui.draggable).appendTo(droppable); $(parent).removeClass("droppable"); } }); } }); });

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  • Git: can't undo local changes (error: path ... is unmerged)

    - by mklhmnn
    I have following working tree state $ git status foo/bar.txt # On branch master # Unmerged paths: # (use "git reset HEAD <file>..." to unstage) # (use "git add/rm <file>..." as appropriate to mark resolution) # # deleted by us: foo/bar.txt # no changes added to commit (use "git add" and/or "git commit -a") File foo/bar.txt is there and I want to get it to the "unchanged state" again (similar to 'svn revert'): $ git checkout HEAD foo/bar.txt error: path 'foo/bar.txt' is unmerged $ git reset HEAD foo/bar.txt Unstaged changes after reset: M foo/bar.txt Now it is getting confusing: $ git status foo/bar.txt # On branch master # Changes to be committed: # (use "git reset HEAD <file>..." to unstage) # # new file: foo/bar.txt # # Changed but not updated: # (use "git add <file>..." to update what will be committed) # (use "git checkout -- <file>..." to discard changes in working directory) # # modified: foo/bar.txt # The same file in both sections, new and modified? What should I do? Thanks in advance.

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  • Git - tidying up a repo

    - by Simon Woods
    Hi I have got my repo into a bit of a state and want to be able to work my way out of it The repo looks a bit like this (A1, B1, C1 etc are obviously commits) A1 ---- A2 ---- A3 ---- A4 ---- A5 ---- A6 ---- A7 ---- A8 / (from a remote repo) B1 ---- B2 --------------------------------- | \ \ C1 ---------------------------------C2 \ / D1 --- D2 --- D3 --- D4 --- D5 --- D6 Ideally I'd like to be able to remove all the revisions (with rebase?) on the B, C and D lines (I'm loathed to say branches simply because there are now no local branches on these lines except ref branches to the remote repo) and try to merge in the remote repo again, perhaps in a better way. I'd be grateful of any suggestions as to how to get rid of all these commits. Could I ask that any answers use revision SHA1s rather than branch names. I thought that somehow I'd be able to revert the merge into A7 but can't quite work out how to do it I hope that is sufficient information. Many thx Simon

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  • Is `hg pull --rebase` analogous to `svn update`?

    - by allyourcode
    This question assumes there's a "blessed" central repository that members of a team clone from push to when they have contributions that they want other team members to see pull from when they want to see other people's contributions. etc. If so, I would assume hg update is not analogous to svn update (why would there be two commands that do exactly the same thing?). From what I can gather, hg update more like svn revert. Is that correct? Update: My understanding of rebase is largely based on the "A common case" section on this page: http://mercurial.selenic.com/wiki/RebaseProject

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  • LaTeX at symbol

    - by secondbanana
    What does the @ symbol mean in LaTeX? I'm looking at the source of apa.cls, and there's a declaration: \newsavebox\gr@box and later on \sbox\gr@box{\includegraphics[width=\linewidth]{#2}}. It seems like @ isn't acting as a normal character, but I can't figure out exactly what it's doing, and couldn't find anything after bit of googling (how I would love a Google regex feature!) Thanks. EDIT: Thanks for the help; of the links I looked through I found http://www.tug.org/pipermail/tugindia/2002-January/000178.html to be very helpful and concise. To summarize, the @ character is not normally allowed in the names of macros, so as a hack for scoping, LaTeX packages declare it internally to be a valid name character and use it for their macros. You can use \makeatletter in a document to access these macros, but you obviously must be very careful since you have can now overwrite essential LaTeX kernel macros; use \makeatother to revert.

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  • How can I undo my last git add/commit ?

    - by dan
    I edited a file and did: git add file.py git commit -m 'fixed bug' I then edited another file and performed a minor bug fix. I don't want two commits, one after the other, showing 'bug fix'. I want one commit with 'bug fixes'. How can I undo the last add/commit and change the first commit message? I was looking at the git reset, git revert, git undo commands but I don't want to screw up my repo with a guess EDIT: Found out how to do it: http://www.gitready.com/advanced/2009/02/10/squashing-commits-with-rebase.html

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  • WPF Statusbar Updates - help, I seem to be going round in circles

    - by David Ward
    I seem to be going round in circles. I have a WPF application that has a main ribbon window with a status bar. When you navigate to a "view" a user control is displayed as the content of the main window. The view has a ViewModel which handles retrieving data from the database and the View's datacontext is set to the ViewModel. What I want is to have the lengthy operation (data retrieval) run on a background thread and whilst it is running the status in the main window to report appropriately. When the background task is complete, the status should revert back to "Ready" (much the same as Visual Studio). How should I wire this together so that I can have the data access code separated out in the ViewModel whilst keeping a responsive UI? I have tried using the BackgroundWorker is various places in the code and I still end up with an unresponsive UI.

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  • jquery ui get id of child element of dragged element, when dropped

    - by Catfish
    I've read through many of the drag and drop threads on SO and i haven't found one that tells me how to get the child element id of the dragged element, when the dragged element is dropped. For example if you have <div id='drag'> <img id="something"/>//how do i get this id when #drag is dropped? </div> <div id='drop'> </div> and the js $('#drag').draggable({ containment: '#content', scrollSensitivity: 60, revert: 'invalid', cursor: 'move' }); $('#drop').droppable({ accept: '#albumImgs li', activeClass: 'dropContainerOpen', drop: function(event, ui) { var fileName = $(ui.draggable.attr('alt')); console.log(fileName); } });

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  • Sinatra Gem install error

    - by lakshmanan
    I have been trying to install sinatra in a macbook running leopard system, and I am not able to do it. I get the following error. MacBook:rubygems-1.3.7 lakshmanan$ gem install sinatra WARNING: RubyGems 1.2+ index not found for: http://rubygems.org/ RubyGems will revert to legacy indexes degrading performance. Bulk updating Gem source index for: http://rubygems.org/ ERROR: While executing gem ... (NoMethodError) undefined method `gems' for #<Array:0x101901008> Please help. I reinstalled gems also. Still I get the same error.

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  • XCode 3.2 does not mark unit test assert failures in the editor

    - by Cliff
    I've been off in Java land for about a month or so and now, upon returning to XCode I feel lost. I've upgraded 1st to 3.1.2 then recently to 3.2 and also got a new Mac with Snow Leopard so I'm not exactly sure when the problem surfaced. I just know that I used to get little red bubbles in my unit test next to the failing asserts and that no longer seems to happen. Is there a way to restore this? I've been trying to use Apple's own SenTesting framework instead of GoogleTools for mac like I used to. Should I revert to Google Tools? Does anyone have an answer?

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  • Can you explain to me git reset in plain english?

    - by e-satis
    I have seen interesting posts explaining subtleties about git reset. Unfortunately, the more I read about it, the more it appear that I don't understand it fully. I come from a SVN background and git is a whole new paradigm. I got mercurial easily, but git is much more technical. I think git reset is close to hg revert, but it seems there are differences. So what exactly does git reset do? Please include detailed explanations about: the options --hard, --soft and --merge; the strange notation you use with HEAD such as HEAD^ and HEAD~1; concrete use cases and workflows; consequences on the working copy, the HEAD and your global stress level. I will put a bounty on this ASAP cause it's really important and I find the git doc cryptic. Holly blessing and tons of chocolate/beer/name_your_stuff to the guy who makes a no-brainer answer :-)

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  • Why am I getting 404 in Django?

    - by alex
    After installing this python Django module: http://code.google.com/p/django-compress/wiki/Installation I am getting 404's in my media static files. This Django module is supposed to "compress" the javascript/css files. That's why I'm getting 404 I guess. The problem is, I don't want this anymore. And when I installed this program, I did "python setup.py install" How do I install it? I just want to revert it back to normal so I don't get any 404 errors.

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  • AjaxControlToolkit 3.0.30930.0 vs System.web.extension

    - by John
    Hi, I recently started to use AjaxControlToolkit v3.0.30930.0 in my application together with System.Web.Extension 3.5. My development environment is Visual Studio 2005, .NET Framework 2.0 and the development language is C#. The Ajax control I used is the ModalPopupExtender. I also used the UpdatePanel and updateprogress controls. Everything is working fine on my development machine. But I got a problem after I deployed the application to a server which does not have System.Web.Extension 3.5 installed, which is understandable. My question is, can the ajax controls I used work without System.Web.Extension 3.5? Say I revert the ajaxcontroltoolkit back to version 1.0.61025.0? I don't have the option to install .NET 3.5 as yet. Thank you for your help. John

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  • dotnetnuke iis 6 problem

    - by user311166
    i went to the root dir of my website in iis 6. right clicked properties and went the documents tab. i wanted to add a document extension to the list. when i clicked apply i received an inheritance override (UNCPassword and DefaultDoc) pop up showing many dnn files. i clicked cancel in both pop ups and then okay to apply the new document extension. now all my pages only pull up the home page information in dotnetnuke. the url changes in the address bar but only home page information is displayed. what could i have done to break dotnetnuke? are there some inheritance parameters needed? if so can i revert? thanks in advance.

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  • Can I develop for .NET Framework 4 in Visual Studio 2008?

    - by Zack Peterson
    My ASP.NET application runs in IIS on my web server and uses Microsoft .NET Framework 4 Beta 2. (Its Application Pool is set to .NET Framework version .NET Framework v4.0.21006.) It gives this new error: A potentially dangerous Request.Form value was detected from the client... This is due to a breaking change in .NET 4. To revert to the behavior of the ASP.NET 2.0 request validation feature, I added the following setting in the Web.config file: <httpRuntime requestValidationMode="2.0" /> Now Visual Studio 2008 throws a compile-time error: The 'requestValidationMode' attribute is not declared. And I can no longer debug on my development machine using the ASP.NET Development Server that comes with Visual Studio. I need Visual Studio and its ASP.NET Development Server to recognize the new .NET Framework 4 requestValidationMode attribute. How can I debug my application in .NET 4? Must I switch from Visual Studio 2008 to Visual Studio 2010 Beta 2?

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