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  • Boolean data type size and want to print its value?

    - by Vineet
    I want to know data data type of boolean , i used VSIZE() function but it is not working for boolean and Want to print and store boolean value into table. Please let me know how oracle store boolean value ,is there any other way to see data type and value for boolean variable. ERROR " expression is of wrong type" DECLARE a boolean; b number(7):=7; c number(2):=2; BEGIN a:=bc; select vsize(a) into b from dual; dbms_output.put_line(b); END;

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  • Python: re-initialize a function's default value for subsequent calls to the function.

    - by Peter Stewart
    I have a function that calls itself to increment and decrement a stack. I need to call it a number of times, and I'd like it to work the same way in subsequent calls but, as expected, it doesn't re-use the default value. I've read that this is a newbie trap and I've seen suggested solutions, but I haven't been able to make any solution work. It would be nice to be able to "fun.reset" def a(x, stack = [None]): print x,' ', stack if x > 5: temp = stack.pop() if x <=5: stack.append(1) if stack == []: return a(x + 1) print a(0) print a(2) #second call print a(3) #third call I expected this to work, but it doesn't. print a(0, [None]) print a(2, [None]) #second call print a(3, [None]) #third call Can I reset the function to it's initial state? Any help would be appreciated.

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  • Will a mulitouch touch screen equipped PC allow me to simulate real Android UI's without an Android device ?

    - by Scott Davies
    Hi, I have recently purchased a Samsung Galaxy Tab as an Android 2.x testbed (I am aware that 2.3 might not run on it, but it appears to be a good 1.x - 2.x device with a large enough screen to approximate the variety of screens on different phones). I would wait for Honeycomb equipped devices (such as the Motorola XOOM mentioned at CES 2011), but these are slated for some time in Q1 (likely end of Q1 for the Canadian market). If I get a multitouch capable PC and install the Android SDK and simulator, will I be able to use the multitouch functionality of the PC with the simulator to approximate a real device ? Does anyone use a multitouch touch screen PC for Android development ? I assume that this would work as the PC would recognize my fingers like the mouse, but I'd like to find out before purchasing the PC. Thanks for your help, Scott

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  • Making change recursively: How do I modify my algorithm to print all combinations?

    - by cb
    I have an algorithm that recursively makes change in the following manner: public static int makeChange(int amount, int currentCoin) { //if amount = zero, we are at the bottom of a successful recursion if (amount == 0){ //return 1 to add this successful solution return 1; //check to see if we went too far }else if(amount < 0){ //don't count this try if we went too far return 0; //if we have exhausted our list of coin values }else if(currentCoin < 0){ return 0; }else{ int firstWay = makeChange(amount, currentCoin-1); int secondWay = makeChange(amount - availableCoins[currentCoin], currentCoin); return firstWay + secondWay; } } However, I'd like to add the capability to store or print each combination as they successfully return. I'm having a bit of a hard time wrapping my head around how to do this. The original algorithm was pretty easy, but now I am frustrated. Any suggestions? CB

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  • How to make a table, which is wider than screen size, scrollable?

    - by understack
    I've a table with 2 columns and each column is 800px wide. I want to show this table in 800x50 window. So there should be horizontal and vertical scrollbar to view complete table. While I've found few related solutions (this and this) on SO, they only work if table width is smaller than screen size. In my case screen size is 1200px and total table width is 1600px. How could I do this? i want to achieve something like this.

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  • How do you print a limited number of characters?

    - by Mike Pateras
    Sorry to put a post up about something so simple, but I don't see what I'm doing wrong here. char data[1024]; DWORD numRead; ReadFile(handle, data, 1024, &numRead, NULL); if (numRead > 0) printf(data, "%.5s"); My intention with the above is to read data from a file, and then only print out 5 characters. However, it prints out all 1024 characters, which is contrary to what I'm reading here. The goal, of course, is to do something like: printf(data, "%.*s", numRead); What am I doing wrong here?

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  • python - sys.argv and flag identification

    - by tekknolagi
    when I accept arguments how do I check if two show up at the same time without having a compound conditional i.e. #!/usr/bin/python import random, string import mymodule import sys z = ' '.join(sys.argv[2:]) q = ''.join(sys.argv[3:]) a = ''.join(sys.argv[2:]) s = ' '.join(sys.argv[1:]) flags = sys.argv[1:5] commands = [["-r", "reverse string passed next with no quotes needed."], ["-j", "joins arguments passed into string. no quotes needed."], ["--palindrome", "tests whether arguments passed are palindrome or not. collective."],["--rand","passes random string of 10 digits/letters"]] try: if "-r" in flags: if "-j" in flags: print mymodule.reverse(q) if not "-j" in flags: print mymodule.reverse(z) if "-j" in flags: if not "-r" in flags: print a if "--palindrome" in flags: mymodule.ispalindrome(z) if (not "-r" or not "-j" or not "--palindrome") in flags: mymodule.say(s) if "--rand" in flags: print(''.join([random.choice(string.ascii_letters+"123456789") for f in range(10)])) if not sys.argv[1]: print mymodule.no_arg_error if "--help" in flags: print commands except: print mymodule.no_arg_error i just want to be able to say if "-r" and "-j" in flags in no particular order: do whatever

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  • Socket.recv works but not gets or read?

    - by Earlz
    Hello I've been messing around with Sockets in Ruby some and came across some example code that I tried modifying and broke. I want to know why it's broken. Server: require "socket" dts = TCPServer.new('127.0.0.1', 20000) loop do Thread.start(dts.accept) do |s| print(s, " is accepted\n") s.write(Time.now) print(s, " is gone\n") s.close end end Client that works: require 'socket' streamSock = TCPSocket.new( "127.0.0.1", 20000 ) streamSock.print( "Hello\n" ) str = streamSock.recv( 100 ) print str streamSock.close Client that is broken require 'socket' streamSock = TCPSocket.new( "127.0.0.1", 20000 ) streamSock.print( "Hello\n" ) str=streamSock.read #this line modified print str streamSock.close I know that the streamSock.print is unnecessary (as well as the naming scheme being non-ruby) but I don't understand why read doesn't work while recv does, Why is this?

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  • Porting a GUI from a pc to a wince device - issue is with the size of the screen

    - by ame
    I have to port a GUI that is currently running on a pc, to a wince device. I have already compiled the code on a win CE platform, the problem is now with the size of the screen of the device which is smaller than some of the dialog boxes of the GUI. I could resize some them in resource view of visual studio 2005. I am unable to proceed further as a lot of screens have bitmaps mapped to them and i cannot just resize the dialog boxes without changing the corresponding bitmaps. What is the best way to proceed- my last resort would be to disable the bitmaps and redraw them at a later stage. is there some method of automatically mapping the size of the screen to all the dialog boxes so that they would automatically resize (alongwith the assocaiated buttons etc)

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  • How do I make a full screen scrolling messagebox or window?

    - by chobo2
    Hi First let me start of saying I know absolutely nothing about c++ and I am really just more interested in getting this to work then learning c++(I got enough on my plate to learn). So basically I am trying to make a terms of service for my windows mobile 6 professional application but it seems I need to use c++ to do it. After hours of searching I found a solution but it developed for windows mobile standard. So they somehow used c++ to make a message box and on standard devices(ie non touch screen phones) the message box can have like scrolling. For some reason this is not the case with professional devices(touch screen devices). So my message box goes off the page and you can never accept or decline the terms. So your stuck and on the screen forever till you do some sort of soft restart. http://www.mobilepractices.com/2008/10/setupdll-sample-and-walkthrough-terms.html The above link is the tutorial but here is the actual file that seems to display the message. #include "stdafx.h" #include "ce_setup.h" // This is a variable containing the text to be displayed // in the Terms & Conditions dialog TCHAR Message[] = _T("TERMS & CONDITIONS\r\n ") _T("Selecting YES you're accepting our terms & conditions.\r\n") _T("This is just a sample application.\r\n") _T("From http://www.mobilepractices.com\r\n") _T("You can replace this text with your own.\r\n") _T("We're using a setup.dll to show this dialog.\r\n") _T("Extra line to force vertical scrollbar.\r\n") _T("Extra line to force vertical scrollbar.\r\n") _T("Extra line to force vertical scrollbar.\r\n") _T("Extra line to force vertical scrollbar.\r\n") _T("Extra line to force vertical scrollbar.\r\n") _T("Extra line to force vertical scrollbar.\r\n") _T("Last line.\r\n") ; // This function will be called when the user // tries to install the cab. According to its return // value the installation continues or is cancelled. // As this could be called more than once // (i.e. if there is not enough space on the target) // we should take care about fFirstCall parameter // to show the dialog only once. codeINSTALL_INIT Install_Init( HWND hwndParent, BOOL fFirstCall, BOOL fPreviouslyInstalled, LPCTSTR pszInstallDir ) { if (!fFirstCall || ::MessageBoxW(0, Message, _T("SplashScreenSample") , MB_YESNO) == IDYES) return codeINSTALL_INIT_CONTINUE; else return codeINSTALL_INIT_CANCEL; } So I want to change this to something that can scroll. Can I use like a panel control since I know what has scroll or something else? Thanks

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  • How to set a dialog themed activity width to screen width?

    - by Pentium10
    I am followin the method described here to create an EditText input activity. But the view doesn't fill the width of the screen. How can I tell to fit the screen width? <activity android:name="TextEntryActivity" android:label="My Activity" android:theme="@android:style/Theme.Dialog"/> - <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:orientation="vertical" android:gravity="right" android:layout_height="wrap_content"> <EditText android:text="@+id/txtValue" android:id="@+id/txtValue" android:layout_width="fill_parent" android:layout_height="wrap_content"></EditText> <Button android:text="Done" android:id="@+id/btnDone" android:layout_width="wrap_content" android:layout_height="wrap_content"></Button> </LinearLayout>

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  • How do you determine when an object is drawn on-screen in OpenGL?

    - by Harry
    I'm extremely new to OpenGL. I'm writing a program that displays flying text on screen. I need to know when certain text string appears (drawn) onto the screen and are visible to the user. The program needs to identify which text strings are displayed. At first, I started to think that I could use OpenGL's picking mechanism, but so far I've only seen examples where the selection area is focused on some sort of user interaction. I want to know what objects are displayed on the entire window area. This leads me to think I'm on the wrong track... Am I missing something? Any suggestions are welcome.

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  • how to use @ in python.. and the @property and the @classmethods

    - by zjm1126
    this is my code: def a(): print 'sss' @a() def b(): print 'aaa' b() and the Traceback is: sss Traceback (most recent call last): File "D:\zjm_code\a.py", line 8, in <module> @a() TypeError: 'NoneType' object is not callable so how to use the '@' thanks updated class a: @property def b(x): print 'sss' aa=a() print aa.b it print : sss None how to use @property thanks updated2 and the classmethods: class a: @classmethods def b(x): print 'sss' aa=a() print aa.b the Traceback is : Traceback (most recent call last): File "D:\zjm_code\a.py", line 5, in <module> class a: File "D:\zjm_code\a.py", line 6, in a @classmethods NameError: name 'classmethods' is not defined

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  • Using __str__ representation for printing objects in containers in Python

    - by BobDobbs
    I've noticed that when an instance with an overloaded str method is passed to the print() function as an argument, it prints as intended. However, when passing a container that contains one of those instances to print(), it uses the repr method instead. That is to say, print(x) displays the correct string representation of x, and print(x, y) works correctly, but print([x]) or print((x, y)) prints the repr representation instead. First off, why does this happen? Secondly, is there a way to correct that behavior of print() in this circumstance?

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • possible to get table columns to auto width to fill screen?

    - by Haroldo
    I'd like to have the width of my table 100% of screen width - so flexible to different screen sizes. is it possible to have my columns automatically resize proportionately? I've tried give the td's percentage widths but this doesnt seem to work, firebug shows that the tbody isnt filling the tables width? <table class=""> <tr class="headings"> <td class="entry"> </td> <td class="calendar">Availability Calendar </td> <td class="deals">Last Minute Deals </td> <td class="ann">Announcements </td> <td class="banners">Banners </td> </tr> </table>

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  • How to print the Control identifiers of a window to a document in Pywinauto.

    - by Swetha
    Hi All, I am trying to automate installation of an application using Pywinauto.During the installation the last window shows some warning or error messages in few cases and later the system begins to restart.My objective is to capture the the Warning messages which is possible by app.top_window_()._ctrl_identifiers() np.Notepad.Edit.TypeKeys(a,with_spaces=True, with_tabs=True, with_newlines=True) This is returning a list which contains all the messages of the screen. Second line is where i am trying to print the list object in the notepad.But its throwing some exceptions Traceback (most recent call last): File "", line 1, in np.Notepad.Edit.TypeKeys(a,with_spaces=True, with_tabs=True, with_newlines=True) File "C:\Python26\pywinauto\controls\HwndWrapper.py", line 950, in TypeKeys turn_off_numlock) File "C:\Python26\pywinauto\SendKeysCtypes.py", line 629, in SendKeys keys = parse_keys(keys, with_spaces, with_tabs, with_newlines) File "C:\Python26\pywinauto\SendKeysCtypes.py", line 538, in parse_keys c = string[index] KeyError: 0 Could anyone let me know how to do this or if there is other way in which this can be handled with an example. Thanks a lot in advance. Swetha

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  • Print new line in the source-code with jQuery.

    - by Kucebe
    I have a simple function in jQuery that creates new elements in the DOM. the problem is in the html source code, it append every element in the same line, and it's very bad to read. function _loadNewElements(elements){ for(var i=0; i<elements.length; i++){ var fixedElement = $('<img />') var position = elements[i].position; var cssMap = { 'position': 'fixed', 'top': position.top + "px", 'left': position.left + "px" }; fixedElement.css(cssMap); fixedElement.addClass("fixedTag"); fixedElement.attr('alt', elements[i].text); fixedElement.attr('src', "elements/" + elements[i].id + ".png"); fixedElement.appendTo($('#board')); //i'd like to print something here like ("\n"); } } I tried document.write("\n") but in this context it doesn't work. Any solution?

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  • Who will take benefit of graceful degradation? Desktop users, mobile users, screen reader users?

    - by metal-gear-solid
    How many percentage of desktop users? How many percentage of mobile, ipad, iphone users? and is there any other devices to access website which do not support JavaScript? Is JavaScript also a problem for screen reader users? Who will take benefit if we make things without JavaScript or we give non-JavaScript version? Who will take benefit of graceful degradation? Desktop users, mobile users, screen reader users? Is it worth to give time for graceful degradation? Is WCAG 2.0 do not prefer to use Javascript? Why anyone will like to surf net without JavaScript?

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  • How to print absolute line number in uncaught exception?

    - by DSblizzard
    When error occured Python prints something like this: Traceback (most recent call last): File "<stdin>", line 2, in <module> File "<stdin>", line 8, in m File "<stdin>", line 5, in exec_st File "<stdin>", line 9, in exec_assign File "<stdin>", line 48, in ref_by_id IndexError: list index out of range where 2, ... , 48 are relative line numbers which are not very convenient. How to print absolute line numbers in such error messages? EDIT: Maybe it's a dumb question, but answer will facilitate development a little. I'm printing text in several files. When done, press shortcut which runs python and copies contents of current file to console. Proposed solution forces to press excess keystrokes (Ctrl+S, Alt+Tab) and create additional files. I hope I have put it clear.

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  • SecurityError: Error #2152: Full screen mode is not allowed.

    - by meghana
    I have one flash player , which have full-screen functionality . which is not working in FF and MAC Chrome . and throws an error as below. SecurityError: Error #2152: Full screen mode is not allowed. at flash.display::Stage/set displayState() at com.IQMediaCorp.core::IQMediaCorpPlayer/ToggleFullScreen() I have googled about the issue and already verified some points below my player have allowfullscreen = true in html object / encode element. the methid ToggleFullScreen is an mouse click event below is code for ToggleFullScreen method public function ToggleFullScreen(e:MouseEvent) { if (stage.displayState == StageDisplayState.FULL_SCREEN_INTERACTIVE) { bKnob.alpha=0; bigScreen=true; stage.displayState=StageDisplayState.NORMAL; } else { bigScreen=false; stage.displayState=StageDisplayState.FULL_SCREEN_INTERACTIVE; bKnob.alpha=0; } } i don't get the reason why it is not working. can anybody help?? Thanks

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