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  • Php plugin to replace '->' with '.' as the member access operator ? Or even better: alternative synt

    - by Gigi
    Present day usable solution: Note that if you use an ide or an advanced editor, you could make a code template, or record a macro that inserts '->' when you press Ctrl and '.' or something. Netbeans has macros, and I have recorded a macro for this, and I like it a lot :) (just click the red circle toolbar button (start record macro),then type -> into the editor (thats all the macro will do, insert the arrow into the editor), then click the gray square (stop record macro) and assign the 'Ctrl dot' shortcut to it, or whatever shortcut you like) The php plugin: The php plugin, would also have to have a different string concatenation operator than the dot. Maybe a double dot ? Yea... why not. All it has to do is set an activation tag so that it doesnt replace / interpreter '.' as '->' for old scripts and scripts that dont intent do use this. Something like this: <php+ $obj.i = 5 ?> (notice the modified '<?php' tag to '<?php+' ) This way it wouldnt break old code. (and you can just add the '<?php+' code template to your editor and then type 'php tab' (for netbeans) and it would insert '<?php+' ) With the alternative syntax method you could even have old and new syntax cohabitating on the same page like this (I am illustrating this to show the great compatibility of this method, not because you would want to do this): <?php+ $obj.i = 5; ?> <?php $obj->str = 'a' . 'b'; ?> You could change the tag to something more explanatory, in case somebody who doesnt know about the plugin reads the script and thinks its a syntax error <?php-dot.com $obj.i = 5; ?> This is easy because most editors have code templates, so its easy to assign a shortcut to it. And whoever doesnt want the dot replacement, doesnt have to use it. These are NOT ultimate solutions, they are ONLY examples to show that solutions exist, and that arguments against replacing '->' with '.' are only excuses. (Just admit you like the arrow, its ok : ) With this potential method, nobody who doesnt want to use it would have to use it, and it wouldnt break old code. And if other problems (ahem... excuses) arise, they could be fixed too. So who can, and who will do such a thing ?

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  • jquery ui is not scaling text properly!

    - by Stephen Belanger
    I'm trying use jquery ui to scale a div that I'm dragging around to make it easier to see what's behind it, but any text inside it is scaling strangely. The text itself becomes smaller, but it seems to have a bunch of padding around it and is floating now. The text extends past the bottom of the div even though it should be contained properly by the div. I put a red border around the lines of text and the borders are the same size as the original text. I'm not really sure what to do to get this to work... HTML: <div class="item draggable" id="item-1'"> <div class="image-block"> <a class="delete-button" title="delete me!" href="/remove/1" onclick="return $(this).confirm(\'Really remove this image?\');">X</a> <a class="image" href="/edit/1"><img src="/someimage.jpg" /></a> <div class="clear-block"></div> </div> <h3>Some title</h3> </div> CSS: div.image-list div.item { float:left; background:#fff; width:150px; padding:5px; margin:4px; border:1px solid #d3d5d6; } div.image-list div.item h3 { margin:0; padding:0; border:solid 1px #F00; } div.image-list div.item div.image-block a.delete-button { float:right; position:relative; background:#fff; display:none; top:0.8em; margin-bottom:-20.0em; width:3em; height:1.8em; padding:0.2em 1em; } div.image-list div.item div.image-block a.image { float:left; display:block; } .clear-block { clear:both; } jquery: $(".draggable").draggable({ helper: 'clone', start: function(ev, ui) { $(ui.helper).effect( "scale", { percent: 50 }, 200 ); } });

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  • Define Javascript slider hit/rollover area

    - by Rob
    Hey, Im having an issue defining the hit area for a javascript sliding element. See example: http://www.warface.co.uk/clients/warface.co.uk/ Please slide over the grey box on the right side to reveal the button, although this works I would only like for the slider to only be triggered by rolling over the red block. CSS .slidingtwitter { /* -- This is the hit area -- */ background: #ccc; width:255px; height:55px; overflow: hidden; top:50%; right: 0px; /* -- This is the sliding start point -- */ position: fixed; font-family: Gotham, Sans-Serif; z-index: 50; } .slidingtwitter.right { right:0px; } .slidingtwitter .caption { /* -- This is the sliding area -- */ background: #fff; position: absolute; width:260px; height:55px; right: -205px; /* -- This is the sliding start point -- */ } .slidingtwitter a { color: #484848; font-size: 20px; text-transform: uppercase; } .slidingtwitter a:hover { color: black; } .slidingtwitter .smaller { font-size: 12px; font-family: Gotham Medium; } .twitterblock { background: #f35555 url("styles/images/button_twitter.png") no-repeat 14px 15px ; width:35px; height:35px; padding:10px; float:left; display:block; } .slidingtwitter .followme { background: url("styles/images/button_arrowheadthin.jpg")no-repeat right 0; height:35px; display:block; float:left; line-height:14px; width:140px; margin:10px 0px 0px 14px; padding-top:6px; padding-right: 40px; } JS $('.slidingtwitter').hover(function(){ $(".slide", this).stop().animate({right:'0px'},{queue:false,duration:400}); //Position on rollover },function() { $(".slide", this).stop().animate({right:'-205px'},{queue:false,duration:400}); //Position on rollout }); Any suggestions would be much appreciated.

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  • php database image show problem

    - by Termedi
    here is the code <?php session_start(); if(!isset($_SESSION['user_name'])) { header('Location: login.php'); } $conn = mysql_connect("localhost", "root", "") or die("Can no connect to Database Server"); ?> <html> <head> </head> <body> <center> <div id="ser"> <form action="" method="post"> <label for="file">Card No:</label> <input type="text" name="card_no" id="card_no" class="fil" onKeyUp="CardNoLength()" onKeyDown="CardNoLength()" onKeyPress="CardNoLength()"/> <input type="submit" name="search" value="Search" class="btn" onClick="return CardNoLengthMIN()"/> </form> </div> </center> <br/><hr style="border: 1px solid #606060 ;" /> <center><a href="index.php">Home</a></center> <br/> <center> <?php if(isset($_POST['card_no'])) { if($conn) { if(mysql_select_db("img_mgmt", $conn)) { $sql = "select * from temp_images where card_no='".trim($_POST['card_no'])."'"; $result = mysql_query($sql); $image = mysql_fetch_array($result); if(isset($image['card_no'])) { //echo "<img src=\"".$image['file_path']."\" alt=\"".$image['card_no']."\" width=\"250\" height=\"280\"/>"; header("Content-type: image/jpeg"); echo $image['img_content']; } else { echo "<p style=\"color:red;\">Sorry, Your search came with no results ! <br/> Try with different card number"; } } else { echo "Database selection error: ".mysql_error(); } } else { echo "Could not connect: ".mysql_error(); } } ?> </center> </body> </html> But it after executing the script it shows: Cannot modify header information - headers already sent by (output started at C:\xampp\htdocs\img\search.php:61) in C:\xampp\htdocs\img\search.php on line 77

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  • Visual studio 2010 colourizers, intellisense and the rest. Where to start!!

    - by Owen
    Ok, before I begin I realize that there is a lot of documentation on this subject but I have thus far failed to get even basic colourization working for VS2010. My goal is to simply get to a point where I can open a document and everything is coloured red, from here I can implement the relevant parsing logic. Here's what I have tried/found: 1) Downloaded all the relevent SDK's and such- Found the ook sample (http://code.msdn.microsoft.com/ookLanguage) - didn't build, didn't work. 2) Knowing almost nothing about MEF read through "Implementing a Language Service By Using the Managed Package Framework" - http://msdn.microsoft.com/en-us/library/bb166533(v=VS.100).aspx This was pretty much a copy and paste of all the basic stuff here, and also updating some references which were out of date with the sample see: http://social.msdn.microsoft.com/Forums/en-US/vsx/thread/a310fe67-afd2-4592-b295-3fc86fec7996 Now, I have got to a point where when running the package MEF appears to have hooked up correctly (I know this because with the debugger open I can see that the packages initialize and FDoIdle methods are being hit). When I open a file of the extension I have registered with the ProvideLanguageExtensionAttribute everything dies as if in an endless loop, yet no debug symbols hit (though they are loaded). Looking at the ook sample and the MEF examples they seem to be totally different approaches to the same problem. In the ook sample there are notions of Clasifications and Completion controllers which aren't mentioned in the MEF example. Also, they don't seem to create a Package or Language service, so I have no idea how it should work? With the MEF example, my assumption is that I need to hook into the "IScanner.ScanTokenAndProvideInfoAboutIt" to provide syntax highlighting? Which would be fine if I could ever hit this method. So my first question I guess is which approach should I be taking here? Or do they both somehow tie together? My second questions is, where can I find a basic fully working project that implements bog standard basic syntax highlighting and intellisense or VS2010? Thirdly, in the MEF example when I created a Package there were a bunch of test projects created for me. I appears that the integration tests launch the VS2010 test rig somehow, but the test fails. It would be good to write my service with tests but I have no idea what/how I can test each interaction so any references to testing Language services would be helpful. Finally, please throw any resource/book links my way that I may find useful. Cheers, Chris. N.B. Sorry I realize this is part question part rant, but I have never been so confused.

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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  • Very simple test view in MonoTouch draws a line using Core Graphics but view content is not shown

    - by Krumelur
    Hi, I give up now on this very simple test I've been trying to run. I want to add a subview to my window which does nothing but draw a line from one corner of the iPhone's screen to the other and then, using touchesMoved() it is supposed to draw a line from the last to the current point. The issues: 1. Already the initial line is not visible. 2. When using Interface Builder, the initial line is visible, but drawRect() is never called, even if I call SetNeedsDisplay(). It can't be that hard...can somebody fix the code below to make it work? In main.cs in FinishedLaunching(): oView = new TestView(); oView.AutoresizingMask = UIViewAutoresizing.FlexibleWidth | UIViewAutoresizing.FlexibleHeight; oView.Frame = new System.Drawing.RectangleF(0, 0, 320, 480); window.AddSubview(oView); window.MakeKeyAndVisible (); The TestView.cs: using System; using MonoTouch.UIKit; using MonoTouch.CoreGraphics; using System.Drawing; using MonoTouch.CoreAnimation; using MonoTouch.Foundation; namespace Test { public class TestView : UIView { public TestView () : base() { } public override void DrawRect (RectangleF area, UIViewPrintFormatter formatter) { CGContext oContext = UIGraphics.GetCurrentContext(); oContext.SetStrokeColor(UIColor.Red.CGColor.Components); oContext.SetLineWidth(3.0f); this.oLastPoint.Y = UIScreen.MainScreen.ApplicationFrame.Size.Height - this.oLastPoint.Y; this.oCurrentPoint.Y = UIScreen.MainScreen.ApplicationFrame.Size.Height - this.oCurrentPoint.Y; oContext.StrokeLineSegments(new PointF[] {this.oLastPoint, this.oCurrentPoint }); oContext.Flush(); oContext.RestoreState(); Console.Out.WriteLine("Current X: {0}, Y: {1}", oCurrentPoint.X.ToString(), oCurrentPoint.Y.ToString()); Console.Out.WriteLine("Last X: {0}, Y: {1}", oLastPoint.X.ToString(), oLastPoint.Y.ToString()); } private PointF oCurrentPoint = new PointF(0, 0); private PointF oLastPoint = new PointF(320, 480); public override void TouchesMoved (MonoTouch.Foundation.NSSet touches, UIEvent evt) { base.TouchesMoved (touches, evt); UITouch oTouch = (UITouch)touches.AnyObject; this.oCurrentPoint = oTouch.LocationInView(this); this.oLastPoint = oTouch.PreviousLocationInView(this); this.SetNeedsDisplay(); } } }

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  • How to Integrate C++ compiler in Visual Studio 2008

    - by Kasun
    Hi Can someone help me with this issue? I currently working on my project for final year of my honors degree. And we are developing a application to evaluate programming assignments of student ( for 1st year student level) I just want to know how to integrate C++ compiler using C# code to compile C++ code. In our case we are loading a student C++ code into text area, then with a click on button we want to compile the code. And if there any compilation errors it will be displayed on text area nearby. (Interface is attached herewith.) And finally it able to execute the code if there aren't any compilation errors. And results will be displayed in console. We were able to do this with a C#(C# code will be loaded to text area intead of C++ code) code using inbuilt compiler. But still not able to do for C# code. Can anyone suggest a method to do this? It is possible to integrate external compiler to VS C# code? If possible how to achieve it? Very grateful if anyone will contributing to solve this matter? This is code for Build button which we proceed with C# code compiling CodeDomProvider codeProvider = CodeDomProvider.CreateProvider("csharp"); string Output = "Out.exe"; Button ButtonObject = (Button)sender; rtbresult.Text = ""; System.CodeDom.Compiler.CompilerParameters parameters = new CompilerParameters(); //Make sure we generate an EXE, not a DLL parameters.GenerateExecutable = true; parameters.OutputAssembly = Output; CompilerResults results = codeProvider.CompileAssemblyFromSource(parameters, rtbcode.Text); if (results.Errors.Count > 0) { rtbresult.ForeColor = Color.Red; foreach (CompilerError CompErr in results.Errors) { rtbresult.Text = rtbresult.Text + "Line number " + CompErr.Line + ", Error Number: " + CompErr.ErrorNumber + ", '" + CompErr.ErrorText + ";" + Environment.NewLine + Environment.NewLine; } } else { //Successful Compile rtbresult.ForeColor = Color.Blue; rtbresult.Text = "Success!"; //If we clicked run then launch our EXE if (ButtonObject.Text == "Run") Process.Start(Output); // Run button }

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  • Jquery draggable + toggleClass problem..

    - by vrynxzent
    the problem here is that the toggleClass position top:0px; left:0px will not trigger.. only the width and height and background-color will activate.. it will work if i will not drag the div(draggable).. if i start to drag the element, the toggled class positioning will not effect.. i dont know if there's such a function in jquery to help this.. <html> <head> <title></title> <script type="text/javascript" src="jquery-1.4.2.js"></script> <script type="text/javascript" src="jquery.ui.core.js"></script> <script type="text/javascript" src="jquery.ui.widget.js"></script> <script type="text/javascript" src="jquery.ui.mouse.js"></script> <script type="text/javascript" src="jquery.ui.resizable.js"></script> <script type="text/javascript" src="jquery.ui.draggable.js"></script> <script type="text/javascript"> $(document).ready(function(){ $("#x").draggable().dblclick(function(){ $(this).toggleClass("hi"); }); }); </script> <style> .hello { background:red; width:200px; height:200px; position:relative; top:100px; left:100px; } .hi { background:yellow; position:relative; width:300px; height:300px; top:0px; left:0px; } </style> </head> <body> <div id="x" class="hello"> </div> </body> </html>

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  • exclude private property from print_r or object?

    - by Hailwood
    Basically I am using Code Igniter, and the Code Igniter base class is huge, when I print_r some of my objects they have the base class embedded inside them. this makes it a pain to get the information I actually wanted (the rest of the properties). So, I am wondering if there is a way I can hide, or remove the base class object? I have tried clone $object; unset($object->ci); print_r($object); but of course the ci property is private. the actual function I am using for dumping is: /** * Outputs the given variables with formatting and location. Huge props * out to Phil Sturgeon for this one (http://philsturgeon.co.uk/blog/2010/09/power-dump-php-applications). * To use, pass in any number of variables as arguments. * Optional pass in "true" as final argument to kill script after dump * * @return void */ function dump() { list($callee) = debug_backtrace(); $arguments = func_get_args(); $total_arguments = count($arguments); if (end($arguments) === true) $total_arguments--; echo '<fieldset style="background: #fefefe !important; border:2px red solid; padding:5px">'; echo '<legend style="background:lightgrey; padding:5px;">' . $callee['file'] . ' @ line: ' . $callee['line'] . '</legend><pre>'; $i = 0; foreach ($arguments as $argument) { //if the last argument is true we don't want to display it. if ($i == ($total_arguments) && $argument === true) break; echo '<br/><strong>Debug #' . (++$i) . ' of ' . $total_arguments . '</strong>: '; if ((is_array($argument) || is_object($argument)) && count($argument)) { print_r($argument); } else { var_dump($argument); } } echo '</pre>' . PHP_EOL; echo '</fieldset>' . PHP_EOL; //if the very last argument is "true" then die if (end($arguments) === true) die('Killing Script'); }

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  • What is wrong with this C++ Code ?

    - by mr.bio
    Hi .. i am a beginner and i have a problem : this code doesnt compile : main.cpp: #include <stdlib.h> #include "readdir.h" #include "mysql.h" #include "readimage.h" int main(int argc, char** argv) { if (argc>1){ readdir(argv[1]); // test(); return (EXIT_SUCCESS); } std::cout << "Bitte Pfad angeben !" << std::endl ; return (EXIT_FAILURE); } readimage.cpp #include <Magick++.h> #include <iostream> #include <vector> using namespace Magick; using namespace std; void readImage(std::vector<string> &filenames) { for (unsigned int i = 0; i < filenames.size(); ++i) { try { Image img("binary/" + filenames.at(i)); for (unsigned int y = 1; y < img.rows(); y++) { for (unsigned int x = 1; x < img.columns(); x++) { ColorRGB rgb(img.pixelColor(x, y)); // cout << "x: " << x << " y: " << y << " : " << rgb.red() << endl; } } cout << "done " << i << endl; } catch (Magick::Exception & error) { cerr << "Caught Magick++ exception: " << error.what() << endl; } } } readimage.h #ifndef _READIMAGE_H #define _READIMAGE_H #include <Magick++.h> #include <iostream> #include <vector> #include <string> using namespace Magick; using namespace std; void readImage(vector<string> &filenames) #endif /* _READIMAGE_H */ If want to compile it with this code : g++ main.cpp Magick++-config --cflags --cppflags --ldflags --libs readimage.cpp i get this error message : main.cpp:5: error: expected initializer before ‘int’ i have no clue , why ? :( Can somebody help me ? :)

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  • MySQL search for user and their roles

    - by Jenkz
    I am re-writing the SQL which lets a user search for any other user on our site and also shows their roles. An an example, roles can be "Writer", "Editor", "Publisher". Each role links a User to a Publication. Users can take multiple roles within multiple publications. Example table setup: "users" : user_id, firstname, lastname "publications" : publication_id, name "link_writers" : user_id, publication_id "link_editors" : user_id, publication_id Current psuedo SQL: SELECT * FROM ( (SELECT user_id FROM users WHERE firstname LIKE '%Jenkz%') UNION (SELECT user_id FROM users WHERE lastname LIKE '%Jenkz%') ) AS dt JOIN (ROLES STATEMENT) AS roles ON roles.user_id = dt.user_id At the moment my roles statement is: SELECT dt2.user_id, dt2.publication_id, dt.role FROM ( (SELECT 'writer' AS role, link_writers.user_id, link_writers.publication_id FROM link_writers) UNION (SELECT 'editor' AS role, link_editors.user_id, link_editors.publication_id FROM link_editors) ) AS dt2 The reason for wrapping the roles statement in UNION clauses is that some roles are more complex and require a table join to find the publication_id and user_id. As an example "publishers" might be linked accross two tables "link_publishers": user_id, publisher_group_id "link_publisher_groups": publisher_group_id, publication_id So in that instance, the query forming part of my UNION would be: SELECT 'publisher' AS role, link_publishers.user_id, link_publisher_groups.publication_id FROM link_publishers JOIN link_publisher_groups ON lpg.group_id = lp.group_id I'm pretty confident that my table setup is good (I was warned off the one-table-for-all system when researching the layout). My problem is that there are now 100,000 rows in the users table and upto 70,000 rows in each of the link tables. Initial lookup in the users table is fast, but the joining really slows things down. How can I only join on the relevant roles? -------------------------- EDIT ---------------------------------- Explain above (open in a new window to see full resolution). The bottom bit in red, is the "WHERE firstname LIKE '%Jenkz%'" the third row searches WHERE CONCAT(firstname, ' ', lastname) LIKE '%Jenkz%'. Hence the large row count, but I think this is unavoidable, unless there is a way to put an index accross concatenated fields? The green bit at the top just shows the total rows scanned from the ROLES STATEMENT. You can then see each individual UNION clause (#6 - #12) which all show a large number of rows. Some of the indexes are normal, some are unique. It seems that MySQL isn't optimizing to use the dt.user_id as a comparison for the internal of the UNION statements. Is there any way to force this behaviour? Please note that my real setup is not publications and writers but "webmasters", "players", "teams" etc.

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  • Get content in iframe to use as much space as it needs

    - by Mark
    I'm trying to write a simple JavaScript based modal dialog. The JavaScript function takes the content, puts it in a new iframe and adds the iframe to the page. Works great so far, the only problem is that the content of the dialog (e.g. a table) gets wrapped, although plenty of space is available on the page. I'd like the content of the dialog, a table in my case, to use as much space as it needs, without wrapping any lines. I tried lots of combinations of setting width/style.width on the iframe and the table. Nothing did the trick. Here the code to show the iframe dialog: function SimpleDialog() { this.domElement = document.createElement('iframe'); this.domElement.setAttribute('style', 'border: 1px solid red; z-index: 201; position: absolute; top: 0px; left: 0px;'); this.showWithContent = function(content) { document.getElementsByTagName('body')[0].appendChild(this.domElement); this.domElement.contentDocument.body.appendChild(content); var contentBody = this.domElement.contentDocument.body; contentBody.style.padding = '0px'; contentBody.style.margin = '0px'; // Set the iframe size to the size of content. // However, content got wrapped already. this.domElement.style.height = content.offsetHeight + 'px'; this.domElement.style.width = content.offsetWidth + 'px'; this._centerOnScreen(); }; this._centerOnScreen = function() { this.domElement.style.left = window.pageXOffset + (window.innerWidth / 2) - (this.domElement.offsetWidth / 2) + 'px'; this.domElement.style.top = window.pageYOffset + (window.innerHeight / 2) - (this.domElement.offsetHeight / 2) + 'px'; }; } Here the test code: var table = document.createElement('table'); table.setAttribute('style', 'border: 1px solid black; width: 100%;'); table.innerHTML = "<tr><td style='font-size:40px;'>Hello world in big letters</td></tr><tr><td>second row</td></tr>"; var dialog = new SimpleDialog(); dialog.showWithContent(table); The table shows up nicely centered on the page, but the words in the first cell are wrapped to two lines. How do I get the table to use as much space as it needs (without using white-space: nowrap ;) Thanks in advance for any suggestions! -Mark

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  • remove/ignore float from outer div

    - by acidzombie24
    This may sound weird but i have some css which aligns mys divs. In one place i also use http://www.brunildo.org/test/img_center.html which centers images. Now i want my divs inside a larger div to go to another line if this one gets full. float: left seems to be the answer. The problem is it ruins my formatting. Including solution in the above link. I have this test code. If i remove the width and float it looks fine except it may take up too much space and not go to another line. I was thinking i could use float on an outerdiv and center the image within. However float: left is still breaking it. I am hoping there is a way to remove the float so each div does go left but the div inside centers correctly not breaking my formatting. <style type="text/css"> .wraptocenter { display: table-cell; text-align: center; vertical-align: middle; width: 200px; height: 200px; background: blue; } .wraptocenter * { vertical-align: middle; } /*\*//*/ .wraptocenter { display: block; } .wraptocenter span { display: inline-block; height: 100%; width: 1px; } /**/ div.c { background: red; overflow: hidden; min-width: 400px; max-width: 400px; } div.c div { float: left; } </style> <!--[if lt IE 8]><style> .wraptocenter span { display: inline-block; height: 100%; } </style><![endif]--> <div class="c"> <div> <div> <div class="wraptocenter"><span></span><img src="a.jpg" alt="/a.jpg"></div> <div class="wraptocenter"><span></span><img src="a.jpg" alt="/a.jpg"></div> <div class="wraptocenter"><span></span><img src="a.jpg" alt="/a.jpg"></div> </div></div></div>

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  • 2 Shaders using the same vertex data

    - by Fonix
    So im having problems rendering using 2 different shaders. Im currently rendering shapes that represent dice, what i want is if the dice is selected by the user, it draws an outline by drawing the dice completely red and slightly scaled up, then render the proper dice over it. At the moment some of the dice, for some reason, render the wrong dice for the outline, but the right one for the proper foreground dice. Im wondering if they aren't getting their vertex data mixed up somehow. Im not sure if doing something like this is even allowed in openGL: glGenBuffers(1, &_vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); glBufferData(GL_ARRAY_BUFFER, numVertices*sizeof(GLfloat), vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(effect->vertCoord); glVertexAttribPointer(effect->vertCoord, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(effect->toon_vertCoord); glVertexAttribPointer(effect->toon_vertCoord, 3, GL_FLOAT, GL_FALSE, 0, 0); im trying to bind the vertex data to 2 different shaders here when i load my first shader i have: vertCoord = glGetAttribLocation(TexAndLighting, "position"); and the other shader has: toon_vertCoord = glGetAttribLocation(Toon, "position"); if I use the shaders independently of each other they work fine, but when i try to render both one on top of the other they get the model mixed up some times. here is how my draw function looks: - (void) draw { [EAGLContext setCurrentContext:context]; glBindVertexArrayOES(_vertexArray); effect->modelViewMatrix = mvm; effect->numberColour = GLKVector4Make(numbers[colorSelected].r, numbers[colorSelected].g, numbers[colorSelected].b, 1); effect->faceColour = GLKVector4Make(faceColors[colorSelected].r, faceColors[colorSelected].g, faceColors[colorSelected].b, 1); if(selected){ [effect drawOutline]; //this function prepares the shader glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, 0); } [effect prepareToDraw]; //same with this one glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, 0); } this is what it looks like, as you can see most of the outlines are using the wrong dice, or none at all: links to full code: http://pastebin.com/yDKb3wrD Dice.mm //rendering stuff http://pastebin.com/eBK0pzrK Effects.mm //shader stuff http://pastebin.com/5LtDAk8J //my shaders, shouldn't be anything to do with them though TL;DR: trying to use 2 different shaders that use the same vertex data, but its getting the models mixed up when rendering using both at the same time, well thats what i think is going wrong, quite stumped actually.

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  • Returning the Name of a column header

    - by Jason Kelly
    I need your help, Given the html table below, how can I create a javascript function that will, at the click of a mouse, alert me the name of the column header? Ie. if I click on the COLORS header, a javascript box will popup and alert("COLORS")? <html> <head> </head> <body> <table border="1" cellspacing="1" width="500"> <tr> <td>FRUITS</td> <td>COLORS</td> <td>VEGGIES</td> <td>NUMBERS</td> </tr> <tr> <td>apples</td> <td>red</td> <td>carrots</td> <td>123</td> </tr> <tr> <td>oranges</td> <td>blue</td> <td>celery</td> <td>456</td> </tr> <tr> <td>pears</td> <td>green</td> <td>brocoli</td> <td>789</td> </tr> <tr> <td>mangos</td> <td>yellow</td> <td>lettuce</td> <td>098</td> </tr> </table> </body> </html>

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  • Why won't my images align properly?

    I'm trying to make a dynamically sizable title banner, using fairly simple image tricks. I place the banner image in a table cell, and set the background-image of the table row to a one-pixel-wide repeat of the banner's right-most pixel column. Thus, the banner image appears to stretch to fit the screen width without stretching the logo. The code below is my entire page so far, and the problem is shown in a red circle in the screenshot. This is the transition where the main image ends and the one-pixel-wide background image begins. It appears that the one-pixel-wide bar at the end is compressed by one pixel - making the tops align properly, while the bottoms are one pixel off. I should add that I have checked the images more than once to make cure they the image data is correct. They are %100 accurate as far as MSPaint is concerned. <%@ Page Language="C#" AutoEventWireup="true" CodeFile="Default.aspx.cs" Inherits="_Default" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server"> <title></title> </head> <body bgcolor="#000000"> <form id="form1" runat="server"> <div> <table style="width:100%; "> <tr style="background-image: url('Images/Banners/WebBannerWideBar.png')"> <!--WebBannerWideBar is 1x100 px--> <td> <img alt="Angry Octopus" src="Images/Banners/WebBannerWide.png" /> <!--WebBannerWide is 760x100 px--> </td> </tr> </table> </div> </form> </body> </html>

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  • Execution plan issue requires reset on SQL Server 2005, how to determine cause?

    - by Tony Brandner
    We have a web application that delivers training to thousands of corporate students running on top of SQL Server 2005. Recently, we started seeing that a single specific query in the application went from 1 second to about 30 seconds in terms of execution time. The application started throwing timeouts in that area. Our first thought was that we may have incorrect indexes, so we reviewed the tables and indexes. However, similar queries elsewhere in the application also run quickly. Reviewing the indexes showed us that they were configured as expected. We were able to narrow it down to a single query, not a stored procedure. Running this query in SQL Studio also runs quickly. We tried running the application in a different server environment. So a different web server with the same query, parameters and database. The query still ran slow. The query is a fairly large one related to determining a student's current list of training. It includes joins and left joins on a dozen tables and subqueries. A few of the tables are fairly large (hundreds of thousands of rows) and some of the other tables are small lookup tables. The query uses a grouping clause and a few where conditions. A few of the tables are quite active and the contents change often but the volume of added rows doesn't seem extreme. These symptoms led us to consider the execution plan. First off, as soon as we reset the execution plan cache with the SQL command 'DBCC FREEPROCCACHE', the problem went away. Unfortunately, the problem started to reoccur within a few days. The problem has continued to plague us for awhile now. It's usually the same query, but we did appear to see the problem occur in another single query recently. It happens enough to be a nuisance. We're having a heck of a time trying to fix it since we can't reproduce it in any other environment other than production. I have downloaded the High Availability guide from Red Gate and I read up more on execution plans. I hope to run the profiler on the live server, but I'm a bit concerned about impact. I would like to ask - what is the best way to figure out what is triggering this problem? Has anyone else seen this same issue?

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  • CSS: right wrapper dropping off the end of the page

    - by user310606
    I have an issue with a site I am working on where the right wrapper keeps dropping down below the site. Obviously I want it to stay on the right hand side. I've coded up a test case which shows my issue (I think) and I'm wondering if there is a better way to do things. The website url is http://www.musicworkshop.co.nz/ Below is the test case which (I think) is the cause of my issue, however it may not be. The pink box drops down if it does not fit within the page width. Is there a better way to do this? John <html> <head> <title> Test page </title> <link rel="stylesheet" href="test.css" type="text/css" /> </head> <body> <div id="superbox"> <div id="box1"> </div> <div id="box2"> </div> <div id="box3"> </div> <div id="box4"> </div> <div id="box5"> </div> <div id="box6"> </div> </div> </body> </html> #outsidebox{ width: 100%; } #superbox{ width: 1000px; height: 100px; margin: 0 auto; } #box1{ height: 100px; width: 200px; background: red; float: left; } #box2{ height: 100px; width: 200px; background: yellow; float: left; } #box3{ height: 100px; width: 200px; background: blue; float: left; } #box4{ height: 100px; width: 200px; background: green; float: left; } #box5{ height: 100px; width: 200px; background: grey; float: left; } #box6{ height: 100px; width: 200px; background: pink; float: left; }

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  • PHP - not sure how to ask - regarding variables and $_POST

    - by Phil
    I have a PHP form. The form works but I'm trying to test to see if a value other than the first item has been selected. I can't figure out how to write the If statement. $products = array( '' => 1, 'Item 2' => 2, 'Item 3' => 3, 'Item 4' => 4, 'Item 5' => 5, 'Item 6' => 6 ); $html = generateSelect('products', $products); function generateSelect($name = '', $options = array()) { $html = '<select name="'.$name.'">'; foreach ($options as $option => $value) { $html .= '<option value='.$value.'>'.$option.'</option>'; } $html .= '</select>'; return $html; } In my table, the drop down box is displayed: <tr> <td style="width:{$left_col_width}; text-align:left; vertical-align:center; padding:{$cell_padding}; font-weight:bold; {$product[3]}">{$product[0]}</td> <td style="text-align:left; vertical-align:top; padding:{$cell_padding};"><select name="{$product[1]}"> <option value="1"></option> <option value="2">Item 2</option> <option value="3">Item 3</option> <option value="4">Item 4</option> <option value="5">Item 5</option> <option value="6">Item 6</option> </select></td> </tr> I use the following if statement to check to see if someone has entered a phone number. if they have not entered a phone number, then the "Phone:" text turns red. How do I do an if statement similar to this to verify that someone has selected a product option from the drop down box? if(!empty($_POST['phone'])) { $phone[2] = clean_var($_POST['phone']); if (function_exists('htmlspecialchars')) $phone[2] = htmlspecialchars($phone[2], ENT_QUOTES); } else { $error = 1; $phone[3] = 'color:#d20128;'; } it seems simple but I can't figure it out.

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  • Can first descendent be selected directly?

    - by Ben Huh
    I am currently using find() and first() method to select the first descendent element from each of the <div> elements that contains the parent class. But I find this quite cumbersome since find() method would produce a set of matched elements before the first element is being picked. The following is the skeleton of my code: HTML <div class=parent> <ul> <li>random characters</li> <li>random characters</li> <li>random characters</li> <li>random characters</li> </ul> </div> <div class=parent> <ul> <li>random characters</li> <li>random characters</li> <li>random characters</li> <li>random characters</li> </ul> </div> <div class=non-parent> <ul> <li>random characters</li> <li>random characters</li> <li>random characters</li> <li>random characters</li> </ul> </div> <div class=parent> <ul> <li>random characters</li> <li>random characters</li> <li>random characters</li> <li>random characters</li> </ul> </div> // .....the list continues Javascript $('.parent').each(function() { $(this).find('ul li').first().css('color', 'red'); // do other stuff within each loop }); I have seen people using $(".parent li:first") selector. But, because I am doing it in a loop, I am not sure how or whether if this could be done and would like some advice. Thanks.

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  • Javascript auto calculating with (+) and (-)

    - by Josh
    I need some help finding the error in my javascript calculation. I need to calculate the sum of my input boxes automatically and have my user be able to edit the calculation using + or - buttons. The code I have already does the calculation automatically if you manually enter the numbers, but pressing the + or - does not change the calculation. Here is the code: <html> <head> <script language="javascript"> function Calc(className){ var elements = document.getElementsByClassName(className); var total = 0; for(var i = 0; i < elements.length; ++i){ total += parseInt(elements[i].value); } document.form0.total.value = total; } function addone(field) { field.value = Number(field.value) + 1; } function subtractone(field) { field.value = Number(field.value) - 1; } </script> </head> <body> <form name="form0" id="form0"> 1: <input type="text" name="box1" id="box1" class="add" value="0" onKeyUp="Calc('add')" onChange="updatesum()" onClick="this.focus();this.select();" /> <input type="button" value=" + " onclick="addone(box1);"> <input type="button" value=" - " onclick="subtractone(box1);"> <br /> 2: <input type="text" name="box2" id="box2" class="add" value="0" onKeyUp="Calc('add')" onClick="this.focus();this.select();" /> <input type="button" value=" + " onclick="addone(box2);"> <input type="button" value=" - " onclick="subtractone(box2);"> <br /> 3: <input type="text" name="box3" id="box3" class="add" value="0" onKeyUp="Calc('add')" onClick="this.focus();this.select();" /> <input type="button" value=" + " onclick="addone(box3);"> <input type="button" value=" - " onclick="subtractone(box3);"> <br /> <br /> Total: <input readonly style="border:0px; font-size:14; color:red;" id="total" name="total"> </form> </body></html> Im sure the issue must be small, I just cant put my finger on it.

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  • Property trigger in XAML for IsMouseOver fails to set Border.Background

    - by Mal Ross
    I'm currently trying to create a ControlTemplate for the Button class in WPF, replacing the usual visual tree with something that makes the button look similar to the little (X) close icon on Google Chrome's tabs. I decided to use a Path object in XAML to achieve the effect. Using a property trigger, the control responds to a change in the IsMouseOver property by setting the icon's red background. Here's the XAML from a test app: <Window x:Class="Widgets.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="Window1" Height="300" Width="300"> <Window.Resources> <Style x:Key="borderStyle" TargetType="Border"> <Style.Triggers> <Trigger Property="IsMouseOver" Value="True"> <Setter Property="Background"> <Setter.Value> <SolidColorBrush Color="#CC0000"/> </Setter.Value> </Setter> </Trigger> </Style.Triggers> </Style> <ControlTemplate x:Key="closeButtonTemplate" TargetType="Button"> <Border Width="12" Height="12" CornerRadius="6" BorderBrush="#AAAAAA" Background="Transparent" Style="{StaticResource borderStyle}" ToolTip="Close"> <Viewbox Margin="2.75"> <Path Data="M 0,0 L 10,10 M 0,10 L 10,0" Stroke="{Binding BorderBrush, RelativeSource={RelativeSource FindAncestor, AncestorType=Border, AncestorLevel=1}}" StrokeThickness="1.8"/> </Viewbox> </Border> </ControlTemplate> </Window.Resources> <Grid Background="White"> <Button Template="{StaticResource closeButtonTemplate}"/> </Grid> </Window> Note that the circular background is always there - it's just transparent when the mouse isn't over it. The problem with this is that the trigger just isn't working. Nothing changes in the button's appearance. However, if I remove the Background="Transparent" value from the Border object in the ControlTemplate, the trigger does work (albeit only when over the 'X'). I really can't explain this. Setters for any other properties placed in the borderStyle resource work fine, but the Background setter fails as soon as the default background is specified in the ControlTemplate. Any ideas why it's happening and how I can fix it? I know I could easily replace this code with, for example, a .PNG-based image, but I want to understand why the current implementation isn't working. Thanks! :)

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  • refactoring this function in Java

    - by Joel
    Hi folks, I'm learning Java, and I know one of the big complaints about newbie programmers is that we make really long and involved methods that should be broken into several. Well here is one I wrote and is a perfect example. :-D. public void buildBall(){ /* sets the x and y value for the center of the canvas */ double i = ((getWidth() / 2)); double j = ((getHeight() / 2)); /* randomizes the start speed of the ball */ vy = 3.0; vx = rgen.nextDouble(1.0, 3.0); if (rgen.nextBoolean(.05)) vx = -vx; /* creates the ball */ GOval ball = new GOval(i,j,(2 *BALL_RADIUS),(2 * BALL_RADIUS)); ball.setFilled(true); ball.setFillColor(Color.RED); add(ball); /* animates the ball */ while(true){ i = (i + (vx* 2)); j = (j + (vy* 2)); if (i > APPLICATION_WIDTH-(2 * BALL_RADIUS)){ vx = -vx; } if (j > APPLICATION_HEIGHT-(2 * BALL_RADIUS)){ vy = -vy; } if (i < 0){ vx = -vx; } if (j < 0){ vy = -vy; } ball.move(vx + vx, vy + vy); pause(10); /* checks the edges of the ball to see if it hits an object */ colider = getElementAt(i, j); if (colider == null){ colider = getElementAt(i + (2*BALL_RADIUS), j); } if (colider == null){ colider = getElementAt(i + (2*BALL_RADIUS), j + (2*BALL_RADIUS)); } if (colider == null){ colider = getElementAt(i, j + (2*BALL_RADIUS)); } /* If the ball hits an object it reverses direction */ if (colider != null){ vy = -vy; /* removes bricks when hit but not the paddle */ if (j < (getHeight() -(PADDLE_Y_OFFSET + PADDLE_HEIGHT))){ remove(colider); } } } You can see from the title of the method that I started with good intentions of "building the ball". There are a few issues I ran up against: The problem is that then I needed to move the ball, so I created that while loop. I don't see any other way to do that other than just keep it "true", so that means any other code I create below this loop won't happen. I didn't make the while loop a different function because I was using those variables i and j. So I don't see how I can refactor beyond this loop. So my main question is: How would I pass the values of i and j to a new method: "animateBall" and how would I use ball.move(vx + vx, vy + vy); in that new method if ball has been declared in the buildBall method? I understand this is probably a simple thing of better understanding variable scope and passing arguments, but I'm not quite there yet...

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  • No more memory available in Mathematica, Fit the parameters of system of differential equation

    - by user1058051
    I encountered a memory problem in Mathematica, when I tried to process my experimental data. It's a system of two differential equations and I need to find most suitable parameters. Unfortunately I am not a Pro in Mathematica, so the program used a lot of memory, when the parameter epsilon is more than 0.4. When it less than 0.4, the program work properly. The command 'historylength = 0' and attempts to reduce the Accuracy Goal and WorkingPrecision didn`t help. I can't use ' clear Cache ', because there isnt a circle. I'm trying to understand what mistakes I made, and how I may limit the memory usage. I have already bought extra-RAM, now its 4GB, and now I haven't free memory-slots in motherboard Remove["Global`*"]; T=13200; L = 0.085; e = 0.41; v = 0.000557197; q = 0.1618; C0 = 0.0256; R = 0.00075; data = {{L,600,0.141124587},{L,1200,0.254134509},{L,1800,0.342888644}, {L,2400,0.424476295},{L,3600,0.562844542},{L,4800,0.657111356}, {L,6000,0.75137817},{L,7200,0.815876516},{L,8430,0.879823594}, {L,9000,0.900771775},{L,13200,1}}; model[(De_)?NumberQ, (Kf_)?NumberQ, (Y_)?NumberQ] := model[De, Kf, Y] = yeld /.Last[Last[ NDSolve[{ v (Ci^(1,0))[z,t]+(Ci^(0,1))[z,t]== -((3 (1-e) Kf (Ci[z,t]-C0))/ (R e (1-(R Kf (1-R/r[z,t]))/De))), (r^(0,1))[z,t]== (R^2 Kf (Ci[z,t]-C0))/ (q r[z,t]^2 (1-(R Kf (1-R/r[z,t]))/De)), (yeld^(0,1))[z,t]== Y*(v e Ci[z,t])/(L q (1-e)), r[z,0]==R, Ci[z,0]==0, Ci[0,t]==0, yeld[z,0]==0}, {r[z,t],Ci[z,t],yeld},{z,0,L},{t,0,T}]]] fit = FindFit[data, {model[De, Kf, Y][z, t], {Y > 0.97, Y < 1.03, Kf > 10^-6, Kf < 10^-4, De > 10^-13, De < 10^-9}}, {{De,7*10^-13}, {Kf, 10^-5}, {Y, 1}}, {z, t}, Method -> NMinimize] data = {{600,0.141124587},{1200,0.254134509},{1800,0.342888644}, {2400,0.424476295},{3600,0.562844542},{4800,0.657111356}, {6000,0.75137817},{7200,0.815876516},{8430,0.879823594}, {9000,0.900771775},{13200,1}}; YYY = model[ De /. fit[[1]], Kf /. fit[[2]], Y /. fit[[3]]]; Show[Plot[Evaluate[YYY[L,t]],{t,0,T},PlotRange->All], ListPlot[data,PlotStyle->Directive[PointSize[Medium],Red]]] the link on the .nb file http://www.4shared.com/folder/249TSjlz/_online.html

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