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  • cons operator (::) in F#

    - by Max
    The :: operator in F# always prepends elements to the list. Is there an operator that appends to the list? I'm guessing that using @ operator [1; 2; 3] @ [4] would be less efficient, than appending one element.

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  • Qt4Dotnet on Mac OS X

    - by Tony
    Hello everyone. I'm using Qt4Dotnet project in order to port application originally written in C# on Linux and Mac. Port to Linux hasn't taken much efforts and works fine. But Mac (10.4 Tiger) is a bit more stubborn. The problem is: when I try to start my application it throws an exception. Exception states that com.trolltech.qt.QtJambi_LibraryInitializer is unable to find all necessary ibraries. QtJambi library initializer uses java.library.path VM environment variable. This variable includes current working directory. I put all necessary libraries in a working directory. When I try to run the application from MonoDevelop IDE, initializer is able to load one library, but the other libraries are 'missing': An exception was thrown by the type initializer for com.trolltech.qt.QtJambi_LibraryInitializer --- java.lang.RuntimeException: Loading library failed, progress so far: No 'qtjambi-deployment.xml' found in classpath, loading libraries via 'java.library.path' Loading library: 'libQtCore.4.dylib'... - using 'java.library.path' - ok, path was: /Users/chin/test/bin/Debug/libQtCore.4.dylib Loading library: 'libqtjambi.jnilib'... - using 'java.library.path' Both libQtCore.4.dylib and libqtjambi.jnilib are in the same directory. When I try to run it from the command prompt, the initializer is unable to load even libQtCore.4.dylib. I'm using Qt4Dotnet v4.5.0 (currently the latest) with QtJambi v4.5.2 libraries. This might be the source of the problem, but I'm neither able to compile Qt4Dotnet v4.5.2 by myself nor to find QtJambi v4.5.0 libraries. Project's page states that some sort of patch should be applied to QtJambi's source code in order to be compatible with Mono framework, but this patch hasn't been released yet. Without this patch application crashes in a strange manner (other than library seek fault). I must note that original QtJambi loads all necessary libraries perfectly, so it might be issues of IKVM compiler used to translate QtJambi into .Net library. Any suggestions how can I overcome this problem?

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  • Downloading a file from a PHP page in C#

    - by FoxyShadoww
    Okay, we have a PHP script that creates an download link from a file and we want to download that file via C#. This works fine with progress etc but when the PHP page gives an error the program downloads the error page and saves it as the requested file. Here is the code we have atm: PHP Code: <?php $path = 'upload/test.rar'; if (file_exists($path)) { $mm_type="application/octet-stream"; header("Pragma: public"); header("Expires: 0"); header("Cache-Control: must-revalidate, post-check=0, pre-check=0"); header("Cache-Control: public"); header("Content-Description: File Transfer"); header("Content-Type: " . $mm_type); header("Content-Length: " .(string)(filesize($path)) ); header('Content-Disposition: attachment; filename="'.basename($path).'"'); header("Content-Transfer-Encoding: binary\n"); readfile($path); exit(); } else { print 'Sorry, we could not find requested download file.'; } ?> C# Code: private void btnDownload_Click(object sender, EventArgs e) { string url = "http://***.com/download.php"; WebClient client = new WebClient(); client.DownloadFileCompleted += new AsyncCompletedEventHandler(client_DownloadFileCompleted); client.DownloadProgressChanged += new DownloadProgressChangedEventHandler(ProgressChanged); client.DownloadFileAsync(new Uri(url), @"c:\temp\test.rar"); } private void ProgressChanged(object sender, DownloadProgressChangedEventArgs e) { progressBar.Value = e.ProgressPercentage; } void client_DownloadFileCompleted(object sender, AsyncCompletedEventArgs e) { MessageBox.Show(print); }

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  • How do I ensure a Flex dataProvider processes the data synchronously?

    - by Matt Calthrop
    I am using an component, and currently have a dataProvider working that is an ArrayCollection (have a separate question about how to make this an XML file... but I digress). Variable declaration looks like this: [Bindable] private var _dpImageList : ArrayCollection = new ArrayCollection([ {"location" : "path/to/image1.jpg"}, {"location" : "path/to/image2.jpg"}, {"location" : "path/to/image3.jpg"} ]); I then refer to like this: <s:List id="lstImages" width="100%" dataProvider="{_dpImageList}" itemRenderer="path.to.render.ImageRenderer" skinClass="path.to.skins.ListSkin" > <s:layout> <s:HorizontalLayout gap="2" /> </s:layout> </s:List> Currently, it would appear that each item is processed asynchronously. However, I want them to be processed synchronously. Reason: I am displaying a list of images, and I want the leftmost one rendered first, followed by the one to its right, and so on. Edit: I just found this answer. Do you think that could be the same issue?

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  • Why do external Java libraries paths have to be refreshed in eclipse between starts?

    - by Jason
    For my school projects, I use the joda-time API for generating timestamps that are used for file names and logging. Getting eclipse to recognize the library is no problem. However, when I start eclipse between reboots, I get the red X in the project tree because the external API cannot be found, even though the file path has not changed. So each time, I have to go to the Libraries tab in Build Path to re-target the API. Frankly, this is getting to be a PIMA. So is there any way to have the path be permanent, so I don't have to do the Build Path rigmarole all the time?

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  • How to get collision between two meshes in j2me 3d game

    - by Rishabh
    Hi, I am making an application for 3d ball balancing game on j2me, I need to move my 3d ball on my ball path. I can get both ball and path object as a mesh from m3g file. How I will know that my ball is in the path or not ? Is there any notification I can get for interaction of two meshes ? Thanks in advance...

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  • Delphi trace tool

    - by Max
    I was wondering if there's a tool or a component for Delphi that can trace method execution line by line and create a log file. With this kind of tool it is easy to compare how method performs on two sets of input data by comparing two log files. EDIT: Let's say there is a function 10: function MyFunction(aInput: Integer): Integer; 11: begin 12: if aInput 10 then 13: Result := 10 14: else 15: Result := 0; 16: end; I'm looking for a tool that would give the log which whould be similar to the following: When aInput parameter is 1: Line 10: 'function MyFunction(aInput: Integer): Integer;' Line 11: 'begin' Line 12: 'if aInput 10 then' Line 15: 'Result := 0;' Line 16: 'end;' and when aInput parameter is 11: Line 10: 'function MyFunction(aInput: Integer): Integer;' Line 11: 'begin' Line 12: 'if aInput 10 then' Line 13: 'Result := 10;' Line 16: 'end;' The only information that should be required by the tool is the function name. It's like stepping through the method under debugger, but in an automatic manner with logging every line of code.

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  • how to get hidden folder from string array

    - by Amit Kr. Ghosh
    folderBrowserDialog1.Reset(); folderBrowserDialog1.ShowDialog(); if (folderBrowserDialog1.SelectedPath != "") { sourcetxt.Text = folderBrowserDialog1.SelectedPath; string[] path = Directory.GetDirectories(folderBrowserDialog1.SelectedPath); } i am write this code.i have get all folder with hidden folder of this array name of path .But i trying to get only hidden folder of this array (array name path).please please solve this problem any one. Thankig You.

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  • Why Is my json-object from AJAX not understood by javascript, even with 'json' dataType?

    - by pete
    My js code simply gets a json object from my server, but I think it should be automatically parsed and turned into an object with properties, yet it's not allowing access properly. $.ajax({ type: 'POST', url: '/misc/json-sample.js', data: {href: path}, // THIS IS THE POST DATA THAT IS PASSED IN TO THE DRUPAL MENU CALL TO GET THE MENU... dataType: 'json', success: function (datax) { if (datax.debug) { alert('Debug data: ' + datax.debug); } else { alert('No debug data: ' + datax.toSource() ) ; } The /misc/json-sample.js file is: [ { "path": "examplemodule/parent1/child1/grandchild1", "title": "First grandchild option", "children": false } ] (I have also been trying to return that object from drupal as follows, and the same results.) Drupal version of misc/json-sample.js: $items[] = array( 'path' = 'examplemodule/parent1/child1/grandchild1', 'title' = t('First grandchild option'), 'debug' = t('debug me!'), 'children' = FALSE ); print drupal_to_js($items); What happens (in FF, which has the toSource() capability) is the alert with 'No debug data: [ { "path": "examplemodule/parent1/child1/grandchild1", "title": "First grandchild option", "children": false } ] Thanks

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  • Box2d world width and height ratio with screen width and height

    - by Sujith
    I have view, for example GameView which extends SurfaceView . I have integrated Box2D physics in GameView. I have two widths , GameView width, height and Box2D physics world width ,height. I need to get the position of box2d world with the GameView co-ordinates. For example, Total width of screen = 240 Total height of screen = 320 Screen points needed to be mapped onto box2d co-ordinates (x,y) = 127, 139 For this i need to get the max width and height of the Box2d physics world. Is there is any way to get the max width and height of Box2d world. or Can i limit the width and height of box2d world within the screen resolution.

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  • Case Insensitive URLs with mod_rewrite

    - by Paul Tarjan
    I'd like for any url that doesn't hit an existing file, to do a lookup on the other possible cases and see if those files exist, and if so, 302 to them. If that's not possible, then I'm ok with these compromises: Only check the lowercase version Only check the first path portion For example http://example.com/CoOl/PaTH/CaMELcaSE should redirect to http://example.com/cool/path/camelCase (assuming the latter exists). but of course a full solution is much more useful to me and others

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  • Objects won't render when Texture Compression + Mipmapping is Enabled

    - by felipedrl
    I'm optimizing my game and I've just implemented compressed (DXTn) texture loading in OpenGL. I've worked my way removing bugs but I can't figure out this one: objects w/ DXTn + mipmapped textures are not being rendered. It's not like they are appearing with a flat color, they just don't appear at all. DXTn textured objs render and mipmapped non-compressed textures render just fine. The texture in question is 256x256 I generate the mips all the way down 4x4, i.e 1 block. I've checked on gDebugger and it display all the levels (7) just fine. I'm using GL_LINEAR_MIPMAP_NEAREST for min filter and GL_LINEAR for mag one. The texture is being compressed and mipmaps being created offline with Paint.NET tool using super sampling method. (I also tried bilinear just in case) Source follow: [SNIPPET 1: Loading DDS into sys memory + Initializing Object] // Read header DDSHeader header; file.read(reinterpret_cast<char*>(&header), sizeof(DDSHeader)); uint pos = static_cast<uint>(file.tellg()); file.seekg(0, std::ios_base::end); uint dataSizeInBytes = static_cast<uint>(file.tellg()) - pos; file.seekg(pos, std::ios_base::beg); // Read file data mData = new unsigned char[dataSizeInBytes]; file.read(reinterpret_cast<char*>(mData), dataSizeInBytes); file.close(); mMipmapCount = header.mipmapcount; mHeight = header.height; mWidth = header.width; mCompressionType = header.pf.fourCC; // Only support files divisible by 4 (for compression blocks algorithms) massert(mWidth % 4 == 0 && mHeight % 4 == 0); massert(mCompressionType == NO_COMPRESSION || mCompressionType == COMPRESSION_DXT1 || mCompressionType == COMPRESSION_DXT3 || mCompressionType == COMPRESSION_DXT5); // Allow textures up to 65536x65536 massert(header.mipmapcount <= MAX_MIPMAP_LEVELS); mTextureFilter = TextureFilter::LINEAR; if (mMipmapCount > 0) { mMipmapFilter = MipmapFilter::NEAREST; } else { mMipmapFilter = MipmapFilter::NO_MIPMAP; } mBitsPerPixel = header.pf.bitcount; if (mCompressionType == NO_COMPRESSION) { if (header.pf.flags & DDPF_ALPHAPIXELS) { // The only format supported w/ alpha is A8R8G8B8 massert(header.pf.amask == 0xFF000000 && header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGBA8; mFormat = GL_BGRA; mDataType = GL_UNSIGNED_BYTE; } else { massert(header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGB8; mFormat = GL_BGR; mDataType = GL_UNSIGNED_BYTE; } } else { uint blockSizeInBytes = 16; switch (mCompressionType) { case COMPRESSION_DXT1: blockSizeInBytes = 8; if (header.pf.flags & DDPF_ALPHAPIXELS) { mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; } else { mInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; } break; case COMPRESSION_DXT3: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; case COMPRESSION_DXT5: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; default: // Not Supported (DXT2, DXT4 or any compression format) massert(false); } } [SNIPPET 2: Uploading into video memory] massert(mData != NULL); glGenTextures(1, &mHandle); massert(mHandle!=0); glBindTexture(GL_TEXTURE_2D, mHandle); commitFiltering(); uint offset = 0; Renderer* renderer = Renderer::getInstance(); switch (mInternalFormat) { case GL_RGB: case GL_RGBA: case GL_RGB8: case GL_RGBA8: for (uint i = 0; i < mMipmapCount + 1; ++i) { uint width = std::max(1U, mWidth >> i); uint height = std::max(1U, mHeight >> i); glTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, mFormat, mDataType, &mData[offset]); offset += width * height * (mBitsPerPixel / 8); } break; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: { uint blockSize = 16; if (mInternalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || mInternalFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) { blockSize = 8; } uint width = mWidth; uint height = mHeight; for (uint i = 0; i < mMipmapCount + 1; ++i) { uint nBlocks = ((width + 3) / 4) * ((height + 3) / 4); // Only POT textures allowed for mipmapping massert(width % 4 == 0 && height % 4 == 0); glCompressedTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, nBlocks * blockSize, &mData[offset]); offset += nBlocks * blockSize; if (width <= 4 && height <= 4) { break; } width = std::max(4U, width / 2); height = std::max(4U, height / 2); } break; } default: // Not Supported massert(false); } Also I don't understand the "+3" in the block size computation but looking for a solution for my problema I've encountered people defining it as that. I guess it won't make a differente for POT textures but I put just in case. Thanks.

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  • 2D isometric picking

    - by Bikonja
    I'm trying to implement picking in my isometric 2D game, however, I am failing. First of all, I've searched for a solution and came to several, different equations and even a solution using matrices. I tried implementing every single one, but none of them seem to work for me. The idea is that I have an array of tiles, with each tile having it's x and y coordinates specified (in this simplified example it's by it's position in the array). I'm thinking that the tile (0, 0) should be on the left, (max, 0) on top, (0, max) on the bottom and (max, max) on the right. I came up with this loop for drawing, which googling seems to have verified as the correct solution, as has the rendered scene (ofcourse, it could still be wrong, also, forgive the messy names and stuff, it's just a WIP proof of concept code) // Draw code int col = 0; int row = 0; for (int i = 0; i < nrOfTiles; ++i) { // XOffset and YOffset are currently hardcoded values, but will represent camera offset combined with HUD offset Point tile = IsoToScreen(col, row, TileWidth / 2, TileHeight / 2, XOffset, YOffset); int x = tile.X; int y = tile.Y; spriteBatch.Draw(_tiles[i], new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); col++; if (col >= Columns) // Columns is the number of tiles in a single row { col = 0; row++; } } // Get selection overlay location (removed check if selection exists for simplicity sake) Point tile = IsoToScreen(_selectedTile.X, _selectedTile.Y, TileWidth / 2, TileHeight / 2, XOffset, YOffset); spriteBatch.Draw(_selectionTexture, new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); // End of draw code public Point IsoToScreen(int isoX, int isoY, int widthHalf, int heightHalf, int xOffset, int yOffset) { Point newPoint = new Point(); newPoint.X = widthHalf * (isoX + isoY) + xOffset; newPoint.Y = heightHalf * (-isoX + isoY) + yOffset; return newPoint; } This code draws the tiles correctly. Now I wanted to do picking to select the tiles. For this, I tried coming up with equations of my own (including reversing the drawing equation) and I tried multiple solutions I found on the internet and none of these solutions worked. Trying out lots of solutions, I came upon one that didn't work, but it seemed like an axis was just inverted. I fiddled around with the equations and somehow managed to get it to actually work (but have no idea why it works), but while it's close, it still doesn't work. I'm not really sure how to describe the behaviour, but it changes the selection at wrong places, while being fairly close (sometimes spot on, sometimes a tile off, I believe never more off than the adjacent tile). This is the code I have for getting which tile coordinates are selected: public Point? ScreenToIso(int screenX, int screenY, int tileHeight, int offsetX, int offsetY) { Point? newPoint = null; int nX = -1; int nY = -1; int tX = screenX - offsetX; int tY = screenY - offsetY; nX = -(tY - tX / 2) / tileHeight; nY = (tY + tX / 2) / tileHeight; newPoint = new Point(nX, nY); return newPoint; } I have no idea why this code is so close, especially considering it doesn't even use the tile width and all my attempts to write an equation myself or use a solution I googled failed. Also, I don't think this code accounts for the area outside the "tile" (the transparent part of the tile image), for which I intend to add a color map, but even if that's true, it's not the problem as the selection sometimes switches on approx 25% or 75% of width or height. I'm thinking I've stumbled upon a wrong path and need to backtrack, but at this point, I'm not sure what to do so I hope someone can shed some light on my error or point me to the right path. It may be worth mentioning that my goal is to not only pick the tile. Each main tile will be divided into 5x5 smaller tiles which won't be drawn seperately from the whole main tile, but they will need to be picked out. I think a color map of a main tile with different colors for different coordinates within the main tile should take care of that though, which would fall within using a color map for the main tile (for the transparent parts of the tile, meaning parts that possibly belong to other tiles).

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  • 2D SAT Collision Detection not working when using certain polygons (With example)

    - by sFuller
    My SAT algorithm falsely reports that collision is occurring when using certain polygons. I believe this happens when using a polygon that does not contain a right angle. Here is a simple diagram of what is going wrong: Here is the problematic code: std::vector<vec2> axesB = polygonB->GetAxes(); //loop over axes B for(int i = 0; i < axesB.size(); i++) { float minA,minB,maxA,maxB; polygonA->Project(axesB[i],&minA,&maxA); polygonB->Project(axesB[i],&minB,&maxB); float intervalDistance = polygonA->GetIntervalDistance(minA, maxA, minB, maxB); if(intervalDistance >= 0) return false; //Collision not occurring } This function retrieves axes from the polygon: std::vector<vec2> Polygon::GetAxes() { std::vector<vec2> axes; for(int i = 0; i < verts.size(); i++) { vec2 a = verts[i]; vec2 b = verts[(i+1)%verts.size()]; vec2 edge = b-a; axes.push_back(vec2(-edge.y,edge.x).GetNormailzed()); } return axes; } This function returns the normalized vector: vec2 vec2::GetNormailzed() { float mag = sqrt( x*x + y*y ); return *this/mag; } This function projects a polygon onto an axis: void Polygon::Project(vec2* axis, float* min, float* max) { float d = axis->DotProduct(&verts[0]); float _min = d; float _max = d; for(int i = 1; i < verts.size(); i++) { d = axis->DotProduct(&verts[i]); _min = std::min(_min,d); _max = std::max(_max,d); } *min = _min; *max = _max; } This function returns the dot product of the vector with another vector. float vec2::DotProduct(vec2* other) { return (x*other->x + y*other->y); } Could anyone give me a pointer in the right direction to what could be causing this bug? Edit: I forgot this function, which gives me the interval distance: float Polygon::GetIntervalDistance(float minA, float maxA, float minB, float maxB) { float intervalDistance; if (minA < minB) { intervalDistance = minB - maxA; } else { intervalDistance = minA - maxB; } return intervalDistance; //A positive value indicates this axis can be separated. } Edit 2: I have recreated the problem in HTML5/Javascript: Demo

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  • Magento setPath for category

    - by Alan Whitelaw
    I am using PHP to set up my categories in Magento 1.4.2 $categories[] = array('id' => '23', 'path' => '16'); $categories[] = array('id' => '24', 'path' => '16/23'); $categories[] = array('id' => '25', 'path' => '16/23/24'); foreach ($categories as $category) { $current_category = Mage::getModel('catalog/category') ->load($category['id']) ->setPath('1/2/'.$category['path']) ->save(); } However something has gone wrong The categories have been imported like this: root -23 -16 --24 and 25 is nowhere to be seen Have I got something wrong with my logic or how to use Mage::getModel('catalog/category') and ->setPath

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  • Batch command getting error

    - by alice7
    Hi Guys, I wrote a simple batch file which checks whether the c drive path exists then execute the exe in that path else try the d drive path and execute it. IF EXIST c:\program files\x goto a ELSE goto b :a cd c:\program files\x executable.exe c:\temp\col.zip :b cd d:\program files\x executable.exe c:\temp\col.zip Im getting this error: ----Error Ouput-- 'ELSE' is not recognized as an internal or external command, operable program or batch file. The system cannot find the path specified. 'executable.exe' is not recognized as an internal or external command, operable program or batch file. 'dellsysteminfo.exe' is not recognized as an internal or external command, operable program or batch file. I don't know why.

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  • When downloading a file using FileStream, why does page error message refers to aspx page name, not

    - by StuperUser
    After building a filepath (path, below) in a string (I am aware of Path in System.IO, but am using someone else's code and do not have the opportunity to refactor it to use Path). I am using a FileStream to deliver the file to the user (see below): FileStream myStream = new FileStream(path, FileMode.Open, FileAccess.Read); long fileSize = myStream.Length; byte[] Buffer = new byte[(int)fileSize + 1]; myStream.Read(Buffer, 0, (int)myStream.Length); myStream.Close(); Response.ContentType = "application/csv"; Response.AddHeader("content-disposition", "attachment; filename=" + filename); Response.BinaryWrite(Buffer); Response.Flush(); Response.End(); I have seen from: http://stackoverflow.com/questions/736301/asp-net-how-to-stream-file-to-user reasons to avoid use of Response.End() and Response.Close(). I have also seen several articles about different ways to transmit files and have diagnosed and found a solution to the problem (https and http headers) with a colleague. However, the error message that was being displayed was not about access to the file at path, but the aspx file. Edit: Error message is: Internet Explorer cannot download MyPage.aspx from server.domain.tld Internet Explorer was not able to open this Internet site. The requested site is either unavailable or cannot be found. Please try again later. (page name and address anonymised) Why is this? Is it due to the contents of the file coming from the HTTP response .Flush() method rather than a file being accessed at its address?

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  • Sql query - how to construct

    - by Max Malmgren
    Hi. I am working to implement a dataconnection between my C# application and an Sql Express database. Please bear in mind I have not worked with Sql queries before. I have the following relevant tables: ArticlesCommon ArticlesLocalized CategoryCommon CategoryLocalized where ArticlesCommon holds language independent information such as price, weight etc. This is the statement for now: SELECT * FROM ArticlesCommon INNER JOIN ArticlesLocalized ON ArticlesCommon.ID = ArticlesLocalized.ID WHERE ArticlesLocalized.Language = @language ORDER BY ArticlesCommon.DateAdded ArticlesCommon contains a category id for each row. Now, I want to use this to look up the localized information in CategoryLocalized and add it to the result, something like SELECT *, CategoryLocalized.Name as CategoryName. If I have gotten my point across, is this doable? Thank you.

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  • Flash builder 4 - change output filename using external build-config.xml (not Ant)

    - by Casey
    I'm trying to change the output filename with a config file loaded via the compiler option -load-config. It looks like this in my compiler arguments: -load-config+=build-config.xml. I've tried the following: <flex-config> <o>absolute/path/to/filename</o> </flex-config> and <flex-config> <output>absolute/path/to/filename</output> </flex-config> and <flex-config> <compiler> <o>absolute/path/to/filename</o> </compiler> </flex-config> and <flex-config> <compiler> <output>absolute/path/to/filename</output> </compiler> </flex-config> but none have worked. I'm on a PC using Flash Builder 4. Has anyone else done this? Also, ideally, I want to use a relative path instead of absolute. I can't get this to work either, even if I do so in the "additional compiler arguments" field of the Project configuration. Thanks in advance!

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  • Avoid existing files being overwritten when newer version is installed.

    - by constant learner
    Hello I have a VS2008 windows application project (WinProject) which is deployed by the installation project (InstallationProject) which inturn has the property RemovePreviousVersions set to True. In my app for each configuration made by an user, the winapp writes the configurations into an xml file (stored in C:\Application Name\Files\ folder) which also includes the path where the config was saved. Now when I build new versions of the installer,This folder and the files are overwritten since i the flag AlwaysCreate is set to True. My question is how can i avoid these older files from being overwritten and at the same time shall get the updated file from the installer. Ex: Contents of the file <PriceFiles> <Name>arr</Name> <Path>C:\NewTool\arr.xml</Path> <UserDefined>true</UserDefined> </PriceFiles> <ReferenceProjects> <Name>studio</Name> <Path>C:\NewTool\ReferenceProjects\6cd3a9e9-ad65-475e-953b-128915a496cd.xml</Path> <UserDefined>true</UserDefined> <CreatedBy>Admin</CreatedBy> </ReferenceProjects> Thanks in advance

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  • Why are my ActiveRecord class instance variables disappearing after the first request in development

    - by Paul C
    I have a class instance variable on one of my AR classes. I set its value at boot with an initializer and, after that, never touch it again except to read from it. In development mode, this value disappears after the first request to the web server. However, when running tests, using the console or running the production server this does not happen. # The AR class class Group < ActiveRecord::Base class << self attr_accessor :path end end # The initializer Group.path = File.join(RAILS_ROOT, "public", "etc") # First request in a view %p= Group.path #=> "/home/rails/app/public/etc" # Second request in a view %p= Group.path #=> nil Is there something about development mode that nukes instance variables from classes with each request? If so, is there a way to disable this for specific variables or classes?

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  • custom grid style in silverlight 4

    - by Archie
    Hello, I want to set background of a grid using a style. I style I'm setting the Background Property of the grid. But I have a border filled with LinearGradientFill and a Path which also has LinearGradientFill in it. But I'm not able to combine both. Below is sample code. I want to create it as a style. <Grid> <Border BorderBrush="Black" BorderThickness="2"> <Border.Background> <LinearGradientBrush EndPoint="1,0.5" StartPoint="0,0.5"> <GradientStop Color="Black" Offset="0.953" /> <GradientStop Color="White" Offset="0" /> </LinearGradientBrush> </Border.Background> </Border> <Path Data="M 0,0 C 0,620 10,10 560,0" Height="60" VerticalAlignment="Top"> <Path.Fill> <LinearGradientBrush EndPoint="1,0.5" StartPoint="0,0.5"> <GradientStop Color="Black" Offset="0" /> <GradientStop Color="White" Offset="0.779" /> </LinearGradientBrush> </Path.Fill> </Path> </Grid> It gives me an error as The Property 'Value' is set more than once. Can anyone help me with it? Thanks.

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