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  • PHP gallery, thumbnail listing

    - by Benjamin
    Hi everyone, I am planning a dynamic PHP photo gallery and having difficulty deciding on the best way to display the thumbnails after they have been retrieved via MySQL. I considered using an inline unordered list but this resulted in the thumbs being stacked one on top of the other (touching). Also tried a table but not sure how I would start the next row after x number of thumbnails. Any suggestions on page layout for this purpose? I will be using Lightbox to cycle through the photos themselves, that isn't the issue. Also, would a while() loop be best for fetching the list of thumbs and inserting the appropriate HTML? Thanks! -Ben

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  • Suggestions for debugging print stylesheets?

    - by Jim Puls
    I've recently been working on a print stylesheet for a website, and I realized that I was at a loss for effective ways to tweak it. It's one thing to have a reload cycle for working on the on-screen layout: change code command-tab reload but that whole process gets much more arduous when you're trying to print: change code command-tab reload print squint at print-preview image open PDF in Preview for further inspection Are there tools I'm missing out on here? Does WebKit's inspector have a "pretend this is paged media" checkbox? Is there some magic that Firebug (shudder) can do?

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  • How to make a DropDownList control display some items in bold ASP.Net

    - by james lewis
    I'm working with a custom DropDownList control in ASP.Net and there's been a request to display certain items in the list with a bold typeface (NOTE - the control inherits from CompositeDataBoundControl so it can be data bound... not DropDownListBox). The control is bound to a table and there's a column in the table named IsUsed - if this is set to true, the corresponding item in the list should be rendered bold. (It should be noted here that this will only ever be viewed in FireFox.) My experience is all in the middle \ backend tiers so the presentation layer is very new to me - can someone point me in the right direction? My initial thought was that somewhere in the custom control I would have access to all the rows that are returned from the data source which I could cycle through etc but I'm not sure if that's possible... There's also RenderContents which I can override... looks interesting! Any help appreciated - cheers. James

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  • Measuring Web Page Performance on Client vs. Server

    - by Yaakov Ellis
    I am working with a web page (ASP.net 3.5) that is very complicated and in certain circumstances has major performance issues. It uses Ajax (through the Telerik AjaxManager) for most of its functionality. I would like to be able to measure in some way the amounts of time for the following, for each request: On client submitting request to server Client-to-Server On server initializing request On server processing request Server-to-Client Client rendering, JavaScript processing I have monitored the database traffic and cannot find any obvious culprit. On the other hand, I have a suspicion that some of the Ajax interactions are causing performance issues. However, until I have a way to track the times involved, make a baseline measurement, and measure performance as I tweak, it will be hard to work on the issue. So what is the best way to measure all of these? Is there one tool that can do it? Combination of FireBug and logging inserted into different places in the page life-cycle?

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • Developer workload management software: recommendations?

    - by PaddyC
    In my place, we use two issue tracking tools, one for production bugs, and another for issues on projects in development. These tools are good for managers. However, at an individual level, other work can also arrive through desk visits, email, or the phone, and those allocating the work aren't always interested in issue tracking systems. I've recently rolled off an 18-month project where I got into a cycle of overtime, and I found that I didn't always have good visibility of all work assigned to me. As a result, I was always very busy, and felt constantly laden down with work, but didn't have the clear data to show my manager (or, ironically, the time to stop and gather the information!). A handwritten list, updated at the end of each day, is a good start, but can anyone recommend better tools to help me get a clear view of my own workload? Ideally, I'm thinking of software tools for developers, which could incorporate estimates, but all suggestions welcome. Thanks, Paddy

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  • 256 colors, foreground and background

    - by push.cx
    This is a tale of two scripts and is related to a previous question. The two scripts are at http://gist.github.com/50692. The ansi.rb script displays all 256 colors on all 256 background colors. The ncurses.rb script displays all 256 foreground colors but the background displays the basic 16 and then seems to cycle through various attributes like blinking and reverse video. So what gives? Is this the bug in ncurses that it uses a signed integer for color pairs? (ie 'tput colors' says 256 but 'tput pairs' says 32767 instead 65536) It seems like if that were the case the first half of the colors pairs would display properly but the second half would repeat or get into the attributes as the int wraps.

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  • Image Gallery with JQuery Lightbox

    - by Michael
    Hi there, I've used the JQuery lightbox on a couple of websites, by having a gallery of thumbnails and the thumbnails as links to the bigger photos, such as: <a href="Images/Gallery/1.jpg" class="lightbox"> <img src="Images/Gallery/Thumbnails/1T.jpg" width="136" height="97" /> </a> My question is, using lightbox - can I make it so that I have a thumbnail image that when clicked takes you to a folder with a few pictures to cycle through, rather than just linking to one photo like in the example above? I've tried with one link like above and in the Gallery folder having more than one image, but I don't get any navigation buttons, just the one image that is linked to.

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  • Measuring Programmers' Productivity. Bad, good or invasive?

    - by Fraga
    A client needs my company to develop an app that will be able to measure the programmer productivity, by getting information from VS, IE, SSMS, profiler and VMware. For example: Lines, Methods, Classes (Added, Deleted, Modified) How many time spent in certain file, class, method, specific task, etc. How many time in different stages of the development cycle (Design, Coding, Debugging, Compiling, Testing) Real lines of code. Etc They told me they want to implement PSP. Would you resign if a company wants to measure this way? OR Would you install this kind of software for self improvement?

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  • Bitbanging a PIO on Coldfire/ucLinux

    - by G Forty
    Here's the problem: I need to program some hardware via 2 pins of the PIO (1 clock, 1 data). Timing constraints are tight - 10ms clock cycle time. All this, of course, whilst I maintain very high level services (CAN bus, TCP/IP). The downstream unit also ACKS by asserting a PIO pin, configured as an input, high. So this loop has to both read and write. I need to send 16 bits in the serial stream. Is there an established way to do this sort of thing or should I simply get the hardware guys to add a PIC or somesuch. I'd much prefer to avoid exotics like RTAI extensions at this stage. I did once see a reference to user-mode IO which implied a possible interrupt driven driver but lost track of it. Any pointers welcomed.

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  • Making hovor state of hidden list visible when page is active

    - by Joel
    Hi guys, One day I hope to not be such a newbie on this stuff, but some of this feels so insurmountable sometimes! OK. I have a nav bar with hidden li items that are visible when hovered over. Here's the live site: http://www.rattletree.com Here's the code for the nav: <ul id="navbar"> <li id="iex"><a href="index.php">About Rattletree</a></li> <li id="upcomgshows"><a href="upcomingshows.php">Calendar</a></li> <li id="sods"><a href="#">Sights &amp; Sounds</a> <ul class="innerlist"> <li class="innerlist"><img class="arrowAdjust" src="images/curved_arrow.png" alt="" /></li> <li class="innerlist"><a href="/playlist.m3u" target="_blank" onclick="javascript:BatmoAudioPop('Rattletree Marimba',this.href,'1'); return false">Listen</a></li> <li class="innerlist"><a href="/new_pictures.php">Photos</a></li> <li class="innerlist"><a href="/video.php">Video</a></li> <li class="innerlist"><a href="/press.php">Press</a></li> </ul> </li> <li id="bookin"><a href="#">Contact</a> <ul class="innerlist"> <li class="innerlist"><img class="arrowAdjust" src="images/curved_arrow.png" alt="" /></li> <li class="innerlist"><a href="/booking.php">Booking Info</a></li> <li class="innerlist"><a href="/media.php">Media Inquiries</a></li> </ul> </li> <li id="ste"> <a href="/sounds.php">Store</a></li> <li id="instrumes"><a href="/instruments.php">The Instruments</a></li> <li id="classe"><a href="classes.php">Workshops</a></li> </ul> css: div#navbar2 { background-color:#546F8B; border-bottom:1px solid #546F8B; border-top:1px solid #000000; display:inline-block; position:relative; width:100%; } div#navbar2 ul#navbar { color:#FFFFFF; font-family:Arial,Helvetica,sans-serif; font-size:16px; letter-spacing:1px; margin:10px 0; padding:0; white-space:nowrap; } div#navbar2 ul#navbar li ul.innerlist { color:#000000; display:none; position:relative; z-index:20; } div#navbar2 ul#navbar li { display:inline; list-style-type:none; margin:0; padding:0; position:relative; } Now it's a bit tricky what I want to do: If a user navigates to one of the innerlist pages, I'd like that innerlist ul to remain visible (with the specific li displaying the hovered state). Now I think I could figure that out on my own, but you can see on the live page that if the user is on a page from the innerlist and that list was visible, then if they hovered over the other nav tab, then those innerlists would overlap. This is a problem. Hopefully that last sentence makes sense! In short: I need to keep the inner list of the active page displaying, BUT if the user hovers over another nav button WITH it's own inner list, then the live innerlist needs to disappear. Clear as mud?

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  • Add Web Reference prompts for credentials with "Discovery Credential" dialog but won't accept valid

    - by Eden
    I'm attempting to add a web reference to my ASP.Net 3.0 project. This is a reference to the SQL Server Reporting Services web service. I have verified the service is up and running, but when I try to add the web reference in my project, I am prompted for my credentials, which I enter, and then prompted again and again and again. I have to hit cancel to stop the vicious cycle. When I do that the service definition comes up in the window, but the "Add Reference" button is disabled so I can't add the reference to my project. I have limited knowledge of SQL Reporting Services configurations. If anyone knows how to resolve this problem I'd really appreicate it.

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  • Building Asp.net Page code behind correctly

    - by Hagai
    Hi everyone, I need some guidelines about building the code behind of my pages correctly. I mean, I'm building in asp.net for a year now, and mostly using the Page_Load event. (and ofcourse "event handling" the events triggered by the user's actions). I know about the page life cycle and the order of events that happens when a page is requested etc.. . Is it normal that, generally, in a data-driven page, for example, I'm not using any of the "pre_render", "page_unload", "pre_init" etc.. event handlers? or am I missing something here? any guidelines would help me a lot, including links or whatever you think that would instruct me well. thanks.

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  • iPhone In-App Purchase Store Kit error -1003 "Cannot connect to iTunes Store"

    - by Rei
    Hi all- I've been working on adding in-app purchases and was able to create and test in-app purchases using Store Kit (yay!). During testing, I exercised my app in a way which caused the app to crash mid purchase (so I guess the normal cycle of receiving paymentQueue:updatedTransactions and calling finishTransaction was interrupted). Now I am unable to successfully complete any transactions and instead am getting only transactions with transactionState SKPaymentTransactionStateFailed when paymentQueue:updatedTransactions is called. The transaction.error.code is -1003 and the transaction.error.localizedDescription is "Cannot connect to iTunes Store"! I have tried removing all products from iTunesConnect, and rebuilt them using different identifiers but that did not help. I have also tried using the App Store app to really connect to the real App Store and download some apps so I do have connectivity. Finally, I have visited the Settings:Store app to make sure I am signed out of my normal app store account. Any ideas? -Rei

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  • linux thread synchronization

    - by johnnycrash
    I am new to linux and linux threads. I have spent some time googling to try to understand the differences between all the functions available for thread synchronization. I still have some questions. I have found all of these different types of synchronizations, each with a number of functions for locking, unlocking, testing the lock, etc. gcc atomic operations futexes mutexes spinlocks seqlocks rculocks conditions semaphores My current (but probably flawed) understanding is this: semaphores are process wide, involve the filesystem (virtually I assume), and are probably the slowest. Futexes might be the base locking mechanism used by mutexes, spinlocks, seqlocks, and rculocks. Futexes might be faster than the locking mechanisms that are based on them. Spinlocks dont block and thus avoid context swtiches. However they avoid the context switch at the expense of consuming all the cycles on a CPU until the lock is released (spinning). They should only should be used on multi processor systems for obvious reasons. Never sleep in a spinlock. The seq lock just tells you when you finished your work if a writer changed the data the work was based on. You have to go back and repeat the work in this case. Atomic operations are the fastest synch call, and probably are used in all the above locking mechanisms. You do not want to use atomic operations on all the fields in your shared data. You want to use a lock (mutex, futex, spin, seq, rcu) or a single atomic opertation on a lock flag when you are accessing multiple data fields. My questions go like this: Am I right so far with my assumptions? Does anyone know the cpu cycle cost of the various options? I am adding parallelism to the app so we can get better wall time response at the expense of running fewer app instances per box. Performances is the utmost consideration. I don't want to consume cpu with context switching, spinning, or lots of extra cpu cycles to read and write shared memory. I am absolutely concerned with number of cpu cycles consumed. Which (if any) of the locks prevent interruption of a thread by the scheduler or interrupt...or am I just an idiot and all synchonization mechanisms do this. What kinds of interruption are prevented? Can I block all threads or threads just on the locking thread's CPU? This question stems from my fear of interrupting a thread holding a lock for a very commonly used function. I expect that the scheduler might schedule any number of other workers who will likely run into this function and then block because it was locked. A lot of context switching would be wasted until the thread with the lock gets rescheduled and finishes. I can re-write this function to minimize lock time, but still it is so commonly called I would like to use a lock that prevents interruption...across all processors. I am writing user code...so I get software interrupts, not hardware ones...right? I should stay away from any functions (spin/seq locks) that have the word "irq" in them. Which locks are for writing kernel or driver code and which are meant for user mode? Does anyone think using an atomic operation to have multiple threads move through a linked list is nuts? I am thinking to atomicly change the current item pointer to the next item in the list. If the attempt works, then the thread can safely use the data the current item pointed to before it was moved. Other threads would now be moved along the list. futexes? Any reason to use them instead of mutexes? Is there a better way than using a condition to sleep a thread when there is no work? When using gcc atomic ops, specifically the test_and_set, can I get a performance increase by doing a non atomic test first and then using test_and_set to confirm? *I know this will be case specific, so here is the case. There is a large collection of work items, say thousands. Each work item has a flag that is initialized to 0. When a thread has exclusive access to the work item, the flag will be one. There will be lots of worker threads. Any time a thread is looking for work, they can non atomicly test for 1. If they read a 1, we know for certain that the work is unavailable. If they read a zero, they need to perform the atomic test_and_set to confirm. So if the atomic test_and_set is 500 cpu cycles because it is disabling pipelining, causes cpu's to communicate and L2 caches to flush/fill .... and a simple test is 1 cycle .... then as long as I had a better ratio of 500 to 1 when it came to stumbling upon already completed work items....this would be a win.* I hope to use mutexes or spinlocks to sparilngly protect sections of code that I want only one thread on the SYSTEM (not jsut the CPU) to access at a time. I hope to sparingly use gcc atomic ops to select work and minimize use of mutexes and spinlocks. For instance: a flag in a work item can be checked to see if a thread has worked it (0=no, 1=yes or in progress). A simple test_and_set tells the thread if it has work or needs to move on. I hope to use conditions to wake up threads when there is work. Thanks!

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  • Simple reduction (NP completeness)

    - by Allen
    hey guys I'm looking for a means to prove that the bicriteria shortest path problem is np complete. That is, given a graph with lengths and weights, I need to know if a there exists a path in the graph from s to t with total length <= L and weight <= W. I know that i must take an NP complete problem and reduce it to this one. We have at our disposal the following problems to choose from: 3-SAT, independent set, vertex cover, hamiltonian cycle, and 3-dimensional matching. Any ideas on which may be viable? thanks

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  • UIButton that cycles through images when clicked

    - by dot
    I have three images that I want to cycle through when clicking on a UIButton. How would I go about doing this? This is what I have so far, but it's not really working. //the images NSString* imageNames[] = {"MyFirstImage", "AnotherImage", whatever else}; int currentImageIndex = 0; and - (IBAction)change{ UIImage* imageToShow = [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource: imageNames[currentImageIndex] ofType:@"png"]; if( currentImageIndex++ == sizeof(imageNames)/sizeof(NSString)) //check to see if you hit the last image { currentImageIndex = 0; //start over } } Ideas? Any help will be greatly appreciated! Thanks!

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  • How to optimize Dijkstra algorithm for a single shortest path between 2 nodes?

    - by Nazgulled
    Hi, I was trying to understand this implementation in C of the Dijkstra algorithm and at the same time modify it so that only the shortest path between 2 specific nodes (source and destination) is found. However, I don't know exactly what do to. The way I see it, there's nothing much to do, I can't seem to change d[] or prev[] cause those arrays aggregate some important data for the shortest path calculation. The only thing I can think of is stopping the algorithm when the path is found, that is, break the cycle when mini = destination when it's being marked as visited. Is there anything else I could do to make it better or is that enough? P.S: I just noticed that the for loops start at 1 until <=, why can't it start at 0 and go until <?

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  • Custom Grails Environments?

    - by tinny
    I have been developing several Grails applications over the past couple of years. I am increasingly finding that the three grails environments (dev, test, prod) aren't enough to satisfy my needs. The more "enterprisey" your application gets, the more environments you tend to have. I tend to use 6 environments for my development cycle... DEVA //My dev DEVB //Team mates dev CI_TEST //CI like Hudson QA_TEST //Testing team environment UAT_TEST //Customers testing environment PROD //Production Im wondering if there is a way to define custom Grails environments? I dont think there is, but the feature could be handy. The way I am getting around this right now is by externalising the config to a properties file. Id imagine that this is a pretty common requirement, so how have you been dealing with your environments?

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  • Can I get a dump of all my databases *except one* using mysqldump?

    - by Daniel Magliola
    I'm currently using mySQLdump to backup my dev machine and servers. There is one project I just started, however, that has a HUUUUUGE database that I don't really need backed up, and i'll be a big problem to add it to the rest of the backup cycle. I'm currently doing this: "c:\Program Files\mysql\MySQL Server 5.1\bin\mysqldump" -u root -pxxxxxx --all-databases g:\backups\MySQL\mysqlbackup.sql Is it possible to somehow specify "except this database(s)"? I wouldn't like to have to specify the list of DBs manually, since that would mean that I'd have to remember updating my backup batch file every time I create a new DB, and I know that's not gonna happen. EDIT: As you probably guessed from my command line above, i'm doing this on Windows, so I can't do any kind of fancy bash stuff, only wimpy .bat things. Alternatively, if you have other ideas to solve this same issue, they are more than welcome, of course! Thanks Daniel

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  • Implementing Read Only view in Winform App

    - by Refracted Paladin
    I have an in house winform app for viewing, editing, and inserting member data. There are about 40 sepertate form pages that they use to manipulate different portions of the data. My question is this; What is the best way of implementing a read only view for a form page? My thoughts were to cycle through the controls setting Enabled = False or leave them be but not allow any data changes(no Save Button etc) unless it is "unlocked". I am curious how others handle this with WinForm apps?

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  • Increment global variable on click in flash, actionscript 3

    - by msandbot
    Hi, Making a flash page that can cycle through these three images on mouseclick. For some reason the local changes to count are not reflected on the global one. I tried _global but the syntax was odd and gave me errors. How should I implement this? import flash.events.Event; var images:Array = ["images/image.jpg", "images/image2.jpg", "images/image3.jpg"]; var count:int = 0; forward.addEventListener(MouseEvent.CLICK, loadPhoto); function loadPhoto(evt:Event){ if(count>2){ count==0; } trace(count); imageFrame.source = images[count]; count++; }

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  • Windbg pseudoregister expansion

    - by Giuseppe Guerrini
    Hi, I am trying to automate a device driver's debug session in Windows XP with Windbg. My device has an "index" register and a "data" register, both memory mapped. The index register must be filled with the internal register's index, and the value can be read from the data register. So, the followind Windbg command prints correctly the value of the internel register 0x4C: !ed [uc] 0xfa000000 0x4c; !dd [uc] 0xfa000004 L1 Now I would like to dump a range of internal registers, but it seems that the alias expansion doesn't work as expected in the !ed command. I am trying this cycle: .for (r $t0=0; @$t0<0x100; r $t0=@$t0+1) { !ed [uc] 0xfa000000 @$t0; !dd [uc] 0xfa000004 L1 } but it seems that the !ed command is ignored, as if @$t0 was expanded in an empty string. Tried "$t0", "@$t0", "${t0}" and "@${t0}", but without success. What am I doing wrong? Thank you in advance

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  • What is your opinion of the Telerik Extensions for MVC?

    - by Chad
    I've started digging around with using the Telerik Extensions for MVC. They don't integrate seemlessly into my current project, but I could reorganize things to fit it in. But, I'm wondering if it would be worth it in the end. I've been searching for reviews on the extensions, I haven't seen too many. So I'm asking here. On their website they claim: You can achieve unprecedented performance for your web application with the lightweight, semantically rendered Extensions that completely leverage the ASP.NET MVC model of no postbacks, no ViewState, and no page life cycle. So I'm curious, What is your opinion of the Telerik Extensions for MVC?

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  • Speeding up CakePHP

    - by DavidYell
    I've been a keen fan and user of CakePHP for about 2.5 years now, but the main bugbear that most fellow developers level at the framework is that it's slow, and the dispatch cycle takes too long to make it a viable solution for production environments. I'm hoping that this question will inspire people to share their tips, tricks and hacks for speeding up CakePHP performance. The blog post I most often refer to is here, http://www.pseudocoder.com/archives/8-ways-to-speed-up-cakephp-apps Which has great tips, but there must be more out there! So please feel free to share your thoughts on making this excellent framework that much more nimble!

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