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  • Treeview - Hierarchical Data Template - Binding does not update on source change?

    - by ClearsTheScreen
    Greetings! I ran into this problem in my project (Silverlight 3 with C#): I have a TreeView which is data bound to, well, a tree. This TreeView has a HierarchicalDataTamplate in a resource dictionary, that defines various controls. Now I want to hide (Visibility.Collapse) some items depending on wether a node has children or not. Other items shall be visible under the same condition. It works like charm when I first bind the source tree to the TreeView, but when I change the source tree, the visibility in the treeview does not change. XAML - page: <controls:TreeView x:Name="SankeyTreeView" ItemContainerStyle="{StaticResource expandedTreeViewItemStyle}" ItemTemplate="{StaticResource SankeyTreeTemplate}"> <controls:TreeViewItem IsExpanded="True"> <controls:TreeViewItem.HeaderTemplate> <DataTemplate> <TextBlock Text="This is just for loading and will be replaced directly after the data becomes available..."/> </DataTemplate> </controls:TreeViewItem.HeaderTemplate> </controls:TreeViewItem> </controls:TreeView> XAML - ResourceDictionary <!-- Each node in the tree is structurally identical, hence only one Hierarchical Data Template that'll use itself on the children. --> <Data:HierarchicalDataTemplate x:Key="SankeyTreeTemplate" ItemsSource="{Binding Children}"> <Grid Height="24"> <TextBlock x:Name="TextBlockName" Text="{Binding Path=Value.name, Mode=TwoWay}" VerticalAlignment="Center" Foreground="Black"/> <TextBox x:Name="TextBoxFlow" Text="{Binding Path=Value.flow, Mode=TwoWay}" Grid.Column="1" Visibility="{Binding Children, Converter={StaticResource BoxConverter}, ConverterParameter=\{box\}}"/> <TextBlock x:Name="TextBlockThroughput" Text="{Binding Path=Value.throughput, Mode=TwoWay}" Grid.Column="1" Visibility="{Binding Children, Converter={StaticResource BoxConverter}, ConverterParameter=\{block\}}"/> <Button x:Name="ButtonAddNode"/> <Button x:Name="ButtonDeleteNode"/> <Button x:Name="ButtonEditNode"/> </Grid> </Data:HierarchicalDataTemplate> Now, as you can see, the TextBoxFlow and the TextBlockThroughput share the same space. What I aim at: The "Throughput" value of a node is how much of something 'flows' through this node from its children. It can't be changed directly, so I want to display a text block. Only leaf nodes have a TextBox to let someone enter the 'flow' that is generated in this leaf node. (I.E.: Node.Throughput = Node.Flow + Sum(Children.Throughput), where Node.Flow = 0 for each non-leaf.) What the BoxConverter (silly name -.-) does: public object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { if ((value as NodeList<TreeItem>).Count > 1) // Node has Children? { if ((parameter as String) == "{box}") { return Visibility.Collapsed; } else ((parameter as String) == "{block}") { return Visibility.Visible; } } else { /* * As above, just with Collapsed and Visible switched */ } } The structure of the tree that is bound to the TreeView is essentially stolen from Dan Vanderboom (a bit too much to dump the whole code here), except that I here of course use an ObservableCollection for the children and the value items implement INotifyPropertyChanged. I would be very grateful if someone could explain to me, why inserting items into the underlying tree does not update the visibility for box and block. Thank you in advance!

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  • How can I get Firefox to update background-color on a:hover *before* a javascript routine is run?

    - by Rob
    I'm having a Firefox-specific issue with a script I wrote to create 3d layouts. The correct behavior is that the script pulls the background-color from an element and then uses that color to draw on the canvas. When a user mouses over a link and the background-color changes to the :hover rule, the color being drawn changes on the canvas changes as well. When the user mouses out, the color should revert back to non-hover color. This works as expected in Webkit browsers and Opera, but it seems like Firefox doesn't update the background-color in CSS immediately after a mouseout event occurs, so the current background-color doesn't get drawn if a mouseout occurs and it isn't followed up by another event that calls the draw() routine. It works just fine in Opera, Chrome, and Safari. How can I get Firefox to cooperate? I'm including the code that I believe is most relevant to my problem. Any advice on how I fix this problem and get a consistent effect would be very helpful. function drawFace(coord, mid, popColor,gs,x1,x2,side) { /*Gradients in our case run either up/down or left right. We have two algorithms depending on whether or not it's a sideways facing piece. Rather than parse the "rgb(r,g,b)" string(popColor) retrieved from elsewhere, it is simply offset with the gs variable to give the illusion that it starts at a darker color.*/ var canvas = document.getElementById('depth'); //This is for excanvas.js var G_vmlCanvasManager; if (G_vmlCanvasManager != undefined) { // ie IE G_vmlCanvasManager.initElement(canvas); } //Init canvas if (canvas.getContext) { var ctx = canvas.getContext('2d'); if (side) var lineargradient=ctx.createLinearGradient(coord[x1][0]+gs,mid[1],mid[0],mid[1]); else var lineargradient=ctx.createLinearGradient(coord[0][0],coord[2][1]+gs,coord[0][0],mid[1]); lineargradient.addColorStop(0,popColor); lineargradient.addColorStop(1,'black'); ctx.fillStyle=lineargradient; ctx.beginPath(); //Draw from one corner to the midpoint, then to the other corner, //and apply a stroke and a fill. ctx.moveTo(coord[x1][0],coord[x1][1]); ctx.lineTo(mid[0],mid[1]); ctx.lineTo(coord[x2][0],coord[x2][1]); ctx.stroke(); ctx.fill(); } } function draw(e) { var arr = new Array() var i = 0; var mid = new Array(2); $(".pop").each(function() { mid[0]=Math.round($(document).width()/2); mid[1]=Math.round($(document).height()/2); arr[arr.length++]=new getElemProperties(this,mid); i++; }); arr.sort(sortByDistance); clearCanvas(); for (a=0;a<i;a++) { /*In the following conditional statements, we're testing to see which direction faces should be drawn, based on a 1-point perspective drawn from the midpoint. In the first statement, we're testing to see if the lower-left hand corner coord[3] is higher on the screen than the midpoint. If so, we set it's gradient starting position to start at a point in space 60pixels higher(-60) than the actual side, and we also declare which corners make up our face, in this case the lower two corners, coord[3], and coord[2].*/ if (arr[a].bottomFace) drawFace(arr[a].coord,mid,arr[a].popColor,-60,3,2); if (arr[a].topFace) drawFace(arr[a].coord,mid,arr[a].popColor,60,0,1); if (arr[a].leftFace) drawFace(arr[a].coord,mid,arr[a].popColor,60,0,3,true); if (arr[a].rightFace) drawFace(arr[a].coord,mid,arr[a].popColor,-60,1,2,true); } } $("a.pop").bind("mouseenter mouseleave focusin focusout",draw); If you need to see the effect in action, or if you want the full javascript code, you can check it out here: http://www.robnixondesigns.com/strangematter/

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  • Update to Easy Slider 1.7 made all my JQuery code stop working.

    - by Anders H
    I'm pretty novice as a JQuery user goes. I've got some experience implementing different plugins but would be lost trying to customize my own. I can't share the exact site details with you due to a NDA, so I hope someone can give me a little help. I've got a project due today (Just HTML/CSS/JQuery). It has a lightbox, show/hide login menu and a slider is Easy Slider 1.5. Everything was working together, until I attempted to update to Easy Slider 1.7 (see link on same page, I'm too new to post more than 1 link). When I did so, JQuery stopped working for all the plugins. I've attempted to revert back to the original state, by undoing my work (didn't do much), ad JQuery remains broken. Firebug Error Console shared no errors. I can't find anything in the code no matter how hard I look at it. Can anyone help me troubleshoot this JQuery problem? Delivery is supposed to be tonight for the project. EDIT: Generic header info: <!-- Global Style Sheet --> <link rel="stylesheet" href="style.css" media="screen" type="text/css" /> <!-- Cufon --> <script src="cufon/cufon.js" type="text/javascript"></script> <script src="cufon/gotham_325-gotham_350.font.js" type="text/javascript"></script> <!-- jQuery Javascript --> <script type="text/javascript" language="javascript" src="js/jquery-1.3.2.min.js"></script> <script type="text/javascript" language="javascript" src="js/jquery-ui-1.7.1.custom.min.js"></script> <script type="text/javascript" language="javascript" src="js/jquery.colorbox.js"></script> <script type="text/javascript" language="javascript" src="js/global.js"></script> <script type="text/javascript" language="javascript" src="js/home.js"></script> <script type="text/javascript"> $(document).ready(function() { $(".signin").click(function(e) { e.preventDefault(); $("fieldset#signin_menu").toggle(); $(".signin").toggleClass("menu-open"); }); $("fieldset#signin_menu").mouseup(function() { return false }); $(document).mouseup(function(e) { if($(e.target).parent("a.signin").length==0) { $(".signin").removeClass("menu-open"); $("fieldset#signin_menu").hide(); } }); }); </script> <script src="javascripts/jquery.tipsy.js" type="text/javascript"></script> <script type='text/javascript'> $(function() { $('#forgot_username_link').tipsy({gravity: 'w'}); }); </script> <script type="text/javascript" language="javascript" src="js/easySlider1.5.js"></script> <script type="text/javascript"> $(document).ready(function(){ $("#slider").easySlider(); }); </script> <script type="text/javascript"> $(document).ready(function(){ $(".regbox").colorbox({iframe:true, innerWidth:270, innerHeight:270}); }); </script>

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • PUT-ing a form to update a row, but I can't find the id. Where is it?

    - by montooner
    How should I be passing in the ID? Error: Couldn't find Product without an ID Form: <% form_for :product, @product, :url => { :action => :update } do |f| %> <%= f.error_messages %> <p> <%= f.label :names %><br /> <%= f.text_field :names %> </p> <p> <%= f.submit 'Update' %> </p> <% end %> Controller (for /products/edit/1 view): def edit @product = Product.find(params[:id]) end Controller (to change the db): def update @product = Product.find(params[:id]) respond_to do |format| if @product.update_attributes(params[:product]) format.html { redirect_to(@product, :notice => 'Product was successfully updated.') } format.xml { head :ok } else format.html { render :action => "edit" } format.xml { render :xml => @product.errors, :status => :unprocessable_entity } end end end

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  • How do I update mysql database when posting form without using hidden inputs?

    - by user1322707
    I have a "members" table in mysql which has approximately 200 field names. Each user is given up to 7 website templates with 26 different values they can insert unique data into for each template. Each time they create a template, they post the form with the 26 associated values. These 26 field names are the same for each template, but are differentiated by an integer at the end, ie _1, _2, ... _7. In the form submitting the template, I have a variable called $pid_sum which is inserted at the end of each field name to identify which template they are creating. For instance: <form method='post' action='create.template.php'> <input type='hidden' name='address_1' value='address_1'> <input type='hidden' name='city_1' value='city_1'> <input type='hidden' name='state_1' value='state_1'> etc... <input type='hidden' name='address_1' value='address_2'> <input type='hidden' name='city_1' value='city_2'> <input type='hidden' name='state_1' value='state_2'> etc... <input type='hidden' name='address_2' value='address_3'> <input type='hidden' name='city_2' value='city_3'> <input type='hidden' name='state_2' value='state_3'> etc... <input type='hidden' name='address_2' value='address_4'> <input type='hidden' name='city_2' value='city_4'> <input type='hidden' name='state_2' value='state_4'> etc... <input type='hidden' name='address_2' value='address_5'> <input type='hidden' name='city_2' value='city_5'> <input type='hidden' name='state_2' value='state_5'> etc... <input type='hidden' name='address_2' value='address_6'> <input type='hidden' name='city_2' value='city_6'> <input type='hidden' name='state_2' value='state_6'> etc... <input type='hidden' name='address_2' value='address_7'> <input type='hidden' name='city_2' value='city_7'> <input type='hidden' name='state_2' value='state_7'> etc... // Visible form user fills out in creating their template ($pid_sum converts // into an integer 1-7, depending on what template they are filling out) <input type='' name='address_$pid_sum'> <input type='' name='city_$pid_sum'> <input type='' name='state_$pid_sum'> etc... <input type='submit' name='save_button' id='save_button' value='Save Settings'> <form> Each of these need updated in a hidden input tag with each form post, or the values in the database table (which aren't submitted with the form) get deleted. So I am forced to insert approximately 175 hidden input tags with every creation of 26 new values for one of the 7 templates. Is there a PHP function or command that would enable me to update all these values without inserting 175 hidden input tags within each form post? Here is the create.template.php file which the form action calls: <?php $q=new Cdb; $t->set_file("content", "create_template.html"); $q2=new CDB; $query="SELECT menu_category FROM menus WHERE link='create.template.ag.php'"; $q2->query($query); $toall=0; if ($q2->nf()<1) { $toall=1; } while ($q2->next_record()) { if ($q2->f('menu_category')=="main") { $toall=1; } } if ($toall==0) { get_logged_info(); $q2=new CDB; $query="SELECT id FROM menus WHERE link='create_template.php'"; $q2->query($query); $q2->next_record(); $query="SELECT membership_id FROM menu_permissions WHERE menu_item='".$q2->f("id")."'"; $q2->query($query); while ($q2->next_record()) { $permissions[]=$q2->f("membership_id"); } if (count($permissions)>0) { $error='<center><font color="red"><b>You do not have access to this area!<br><br>Upgrade your membership level!</b></font></center>'; foreach ($permissions as $value) { if ($value==$q->f("membership_id")) { $error=''; break; } } if ($error!="") { die("$error"); } } } $member_id=$q->f("id"); $pid=$q->f("pid"); $pid_sum = $pid +1; $first_name=$q->f("first_name"); $last_name=$q->f("last_name"); $email=$q->f("email"); echo " // THIS IS WHERE THE HTML FORM GOES "; replace_tags_t($q->f("id"), $t); ?>

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  • WhatsApp &amp; Tasker for Android &ndash; Read &amp; Write messages

    - by Shaurya Anand
    So, I finally gave up on all my previous the Microsoft Mobile/Phone OS devices and made my switch to Android this year. I am using my Samsung Galaxy Note GT-N7000 with CyanogenMod 9.1.0 (http://get.cm/get/jenkins/7086/cm-9.1.0-n7000.zip) and ClockworkMod 6.0.1.2 (http://download2.clockworkmod.com/recoveries/recovery-clockwork-6.0.1.2-n7000.zip) since August this year and I am so happy with the performance and the flexibility it offers me. As a software developer by profession, I would expect most of my gadget to be highly customizable and programmable (one time or at intervals) to suit my needs as close as it can. I was introduced to Automation for Android – Tasker (https://play.google.com/store/apps/details?id=net.dinglisch.android.taskerm&hl=en) via reddit (http://www.reddit.com/r/tasker) and the word ‘automation’ was enough for me to dive right into this app. Only automation that I did earlier was switching profiles depending on location on there phones. And now, just imagine a complete set of possibilities that can be automate on the phone or via the phone. I did my research and found a couple of other tools that do the same/as close as what Tasker can do and few of them are even free. There’s one even by Microsoft called on{X} (https://play.google.com/store/apps/details?id=com.microsoft.onx.app&hl=en). Microsoft’s on{X} really caught my eye. You can write code for your phone on the web application by them, deploy it on your phone and even trace the flow all using your PC. Really brilliant, I love the fact that it’s all JavaScript. Here comes the but, it is still very very young and it’s policy of accessing my News Feed on Facebook is not something that I can not digest. On{X} is good, but as I said earlier, the API is not very mature and hence, I gave up on it. I bought Tasker, the best 5,00 € I spent in ages and I want to talk about it in this post. I am still a “noob” while operating this tool, but I tried my shot at automating WhatsApp (https://play.google.com/store/apps/details?id=com.whatsapp&hl=en), a popular messenger for various platform. The requirement for the automation is that, if I send a WhatsApp ‘wru’ message to the phone, it should respond back giving the location and battery level of my phone. It could be useful, if you like to locate your misplaced phone or automatically reply to your partner/friend, honestly, I don’t know what you will use it - through this post, I am just introducing automating WhatsApp using Tasker. Before we begin, the following script only works when your phone is rooted as we will be accessing the WhatsApp database and type some special characters like ‘:’. Let’s follow the code line by line: Profile:         Location request from XYZ. (12) // Name of your profile. Event:         Notification [ Owner Application:WhatsApp Title:* ] // When a new notification comes from WhatsApp, this event is fired. Read the end note, if you face problems with Chrome app after enabling Tasker accessibility. Enter:         A1: Run Shell [ Command:sqlite3 // We will access the WhatsApp database and check if the message comes from designated phone number or not. We mustn’t reply to every message.                 /data/data/com.whatsapp/databases/msgstore.db "SELECT _id, data FROM                  messages WHERE key_from_me='0' AND key_remote_jid LIKE '%XXXXXXXXXXX%' // Replace XXXXXXXXXXX with the phone number of your message sender.                 ORDER BY _id DESC LIMIT 1;" Timeout (Seconds):10 Use Root:On Store // I made a timeout for 10 seconds, if in case WhatsApp is busy accessing the database.                 Result In:%WHATSAPP_CURRREQ ] // Store the read Id and the last message on to the variable %WHATSAPP_CURRREQ         A2: If [ %WHATSAPP_CURRREQ ~R .*[wW][rR][uU].* ] // Check if the pattern of the message is correct and we are all set to send the location.                 A3: If [ %WHATSAPP_CURRREQ !~ %WHATSAPP_LASTREQ ] // Verify that the message is different from the last request. Remember every message has a unique Id.                         A4: Notify [ Title:WhatsApp location request... Text:Sending location // Just a notification that the location message is being prepared.                                 to Krati Gupta... Icon:<icon> Number:0 Permanent:On Priority:3 ] // Make a note it is a permanent notification, we will clear it later.                         A5: Secure Settings [ Configuration:Pattern Lock Disabled // I am disabling the pattern lock, that I use using the plugin Secure Settings.                                 Package:com.intangibleobject.securesettings.plugin Name:Secure // You can download the plugin from here: https://play.google.com/store/apps/details?id=com.intangibleobject.securesettings.plugin&hl=en                                 Settings ]                         A6: Secure Settings [ Configuration:Keyguard Disabled // Disable the keygaurd, it is useful, when your phone is on lock and you want to automate everything, even the typing.                                 Package:com.intangibleobject.securesettings.plugin Name:Secure                                 Settings ]                         A7: Secure Settings [ Configuration:GPS Enabled // Pretty clear, turn on the GPS and get location at A8                                 Package:com.intangibleobject.securesettings.plugin Name:Secure                                 Settings ]                         A8: AutoShortcut [ Configuration:WhatsApp: Some One // I am using AutoShortcut plugin (https://play.google.com/store/apps/details?id=com.joaomgcd.autoshortcut) to start WhatsApp with the indented recipient.                                 Package:com.joaomgcd.autoshortcut Name:AutoShortcut ] // Replace Some One, actually choose it from the plugin, the right recipient.                         A9: Get Location [ Source:Any Timeout (Seconds):30 Continue Task // I am getting the location, timeout is 30 seconds, adjust it accordingly.                                 Immediately:Off Keep Tracking:Off ]                         A10: Secure Settings [ Configuration:Screen Dim // Now, this extension of the plugin Secure Settings, wakes your device so that you can type out the string on the WhatsApp app.                                 5 Seconds Package:com.intangibleobject.securesettings.plugin                                 Name:Secure Settings ]                         A11: Run Shell [ Command:input text // Now, I am using the shell script to type the text to the window, because the ‘:’ while not be typed from the Type task in Tasker.                                 LOCATION:maps.google.com/maps?q=%LOC Timeout (Seconds):0 Use Root:On // And also, this is way faster, but remember you need root for this, not for the other way of typing.                                 Store Result In: ]                         A12: Dpad [ Button:Right Repeat Times:1 ] // Focus the Send button                         A13: Dpad [ Button:Press Repeat Times:1 ] // And press it.                         A14: Dpad [ Button:Left Repeat Times:1 ] // Get back to the typing box.                         A15: Run Shell [ Command:input text LOCATION_ACCURACY:%LOCACC Timeout                                 (Seconds):0 Use Root:On Store Result In: ]                         A16: Dpad [ Button:Right Repeat Times:1 ]                         A17: Dpad [ Button:Press Repeat Times:1 ]                         A18: Dpad [ Button:Left Repeat Times:1 ]                         A19: Run Shell [ Command:input text BATTERY_LEVEL:%BATT% Timeout // I am adding Battery level in my case as well.                                 (Seconds):0 Use Root:On Store Result In: ]                         A20: Dpad [ Button:Right Repeat Times:1 ]                         A21: Dpad [ Button:Press Repeat Times:1 ]                         A22: Variable Set [ Name:%WHATSAPP_LASTREQ To:%WHATSAPP_CURRREQ Do // And now, we say, request is done.                                 Maths:Off Append:Off ]                         A23: Button [ Button:Back ] // I am exiting the WhatsApp nicely and not killing it. If you are the murderer kind, kill it, just know, you don’t have any place in the heaven.                         A24: Button [ Button:Back ]                         A25: Notify Cancel [ Title: Warn Not Exist:Off ] // Remove the permanent notification.                         A26: Notify [ Title:WhatsApp location request Text:Location sent // Make a temporary notification, and say, location is sent.                                 successfully. Icon:<icon> Number:0 Permanent:Off Priority:3 ]                                                         A27: Secure Settings [ Configuration:GPS Disabled // Disable all the horrible things we turned on earlier.                                 Package:com.intangibleobject.securesettings.plugin Name:Secure                                 Settings ]                         A28: Secure Settings [ Configuration:Pattern Lock Enabled                                 Package:com.intangibleobject.securesettings.plugin Name:Secure                                 Settings ]                         A29: Secure Settings [ Configuration:Keyguard Enabled                                 Package:com.intangibleobject.securesettings.plugin Name:Secure                                 Settings ]                 A30: End If         A31: End If Download this Task from here: http://db.tt/9vRmbhyb That’s it in the above small example – you can read/write messages from/to WhatsApp app. I am using n7000-cm9.1-cwr6. Oh yea, and if you are having the Talkback auto enabled for Chrome browser, you need to turn Off the Web scripts to run. Tasker is amazing, I have automated a lot of tasks using this tool. I will share a few none generic ones with you in my coming post here.

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  • Ubuntu 12.04 does not recognize Kingston DT108 16GB memory

    - by aceqott
    I bought a Kingston DT108 16GB and Ubuntu did not recognize it.What should i do?? Output of dmesg | tail after connecting pen drive [ 1455.253010] CPU5: Package power limit notification (total events = 488) [ 1455.253013] CPU1: Package power limit notification (total events = 489) [ 1455.263966] CPU4: Package power limit normal [ 1455.263969] CPU2: Package power limit normal [ 1455.263972] CPU0: Package power limit normal [ 1455.263975] CPU6: Package power limit normal [ 1455.263998] CPU1: Package power limit normal [ 1455.264001] CPU5: Package power limit normal [ 1455.264004] CPU7: Package power limit normal [ 1455.264007] CPU3: Package power limit normal

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  • Clicking Pidgin message in Ubuntu 13.10 indicator menu doesn't focus on message

    - by Ooberdan
    When I get a message on Pidgin, if I click the notification in the indicator panel, it doesn't bring the message into focus. It highlights that the message has been opened in the Unity dock, but I have to click the dock icon or alt-tab to the window to read the message. Does anyone know a fix so I can view the messages from the indicator notification? (Note: this actually works in 12.04, so I'm assuming it's a bug in the later version). Any help greatly appreciated :)

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  • Indicator applet-less applications?

    - by armornick
    Since I heard that indicator applets are going to replace the notification area, I wondered what was going to happen to applications that use the notification area and don't have an indicator applet? Is the Ubuntu team going to write an indicator applet for every application out there? You can't expect the developers of applications to add that Ubuntu-only task to their list. Don't get me wrong, I love the indicator applets. But I'm a little concerned about this.

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  • Jobs - are your SQL Agent jobs talking to you enough?

    - by fatherjack
    Most DBAs will have at least a couple of servers that have SQL Agent jobs that are scheduled to do various things on a regular basis. There is a whole host of supporting configuration settings for these jobs but some of the most important are notifications. Notification settings are there to keep you up to date on how your job executions went. You have options on types of notification - email, pager, net send, or an entry in the SQL Server Event Log and you get options on when each of these channels...(read more)

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  • How to set Fn+F2 to show battery's status throug OSD and not power statistics?

    - by papukaija
    In natty pressing Fn+F2 on my Samsung NC10 opened a new notification with the remaining battery power. After upgrading to Oneiric, it opens the power statistics. Is the a way to revert this change? Checking the battery status with the notification is much faster than finding it from the power statistics. I know that the remaining battery time can be set to be shown on the panel but I'm used to Fn+F2.

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  • Displaying Unicode on Chrome vs Firefox

    - by abel
    Unicode Rendering: Firefox vs Chrome OS: Windows XP SP3 My question is about the rendering of this post on Firefox vs Chrome. I can see a lot of boxes on Chrome, not so much on Firefox. Firefox: Chrome: What do I do? Update: Update 2 Changed Sans Serif fonts on Chrome to Arial Unicode and restarted Update 3 This is inspired by @Arjan's references The smilies on Firefox(The reference smilies are the ones below) The smilies on Chrome(The reference smilies are the ones below) Update: The source of the above post is displayed as below Firefox Chrome

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  • Deploy EAR with Websphere Application Server wsadmin.bat without losing security role-mapping?

    - by Tommy
    We're running CI towards our WAS with wsadmin.bat The applications are updated with this command $AdminApp update ${projectName}EAR app {-operation update -update.ignore.new -contents {${artifactsDir}/${projectName}-${buildVersion}.ear}} This causes all the "Security role to user/group mapping"-settings to reset, even though all the other settings are preserved with the -update.ignore.new Anyone know how to fix this?

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  • Displaying Unicode (Bobince's post) on Chrome vs Firefox

    - by abel
    Unicode Rendering: Firefox vs Chrome OS: Windows XP SP3 My question is about the rendering of this post on Firefox vs Chrome. I can see a lot of boxes on Chrome, not so much on Firefox. Firefox: Chrome: What do I do? Update: Update 2 Changed Sans Serif fonts on Chrome to Arial Unicode and restarted Update 3 This is inspired by @Arjan's references The smilies on Firefox(The reference smilies are the ones below) The smilies on Chrome(The reference smilies are the ones below) Update: The source of the above post is displayed as below Firefox Chrome

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  • Deploy EAR with Websphere Application Server wsadmin.bat without loosing security role-mapping?

    - by Tommy
    We're running CI towards our WAS with wsadmin.bat The applications are updated with this command $AdminApp update ${projectName}EAR app {-operation update -update.ignore.new -contents {${artifactsDir}/${projectName}-${buildVersion}.ear}} This causes all the "Security role to user/group mapping"-settings to reset, even though all the other settings are preserved with the -update.ignore.new Anyone know how to fix this?

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  • How to call function that inside JQuery Plugin From outside the plugin?

    - by CaTz
    hi, i am using textarea elastic plugin JQuery. this is the plugin (function(jQuery){ jQuery.fn.extend({ elastic: function() { // We will create a div clone of the textarea // by copying these attributes from the textarea to the div. var mimics = [ 'paddingTop', 'paddingRight', 'paddingBottom', 'paddingLeft', 'fontSize', 'lineHeight', 'fontFamily', 'width', 'fontWeight']; return this.each( function() { // Elastic only works on textareas if ( this.type != 'textarea' ) { return false; } var $textarea = jQuery(this), $twin = jQuery('<div />').css({'position': 'absolute','display':'none','word-wrap':'break-word'}), lineHeight = parseInt($textarea.css('line-height'),10) || parseInt($textarea.css('font-size'),'10'), minheight = parseInt($textarea.css('height'),10) || lineHeight*3, maxheight = parseInt($textarea.css('max-height'),10) || Number.MAX_VALUE, goalheight = 0, i = 0; // Opera returns max-height of -1 if not set if (maxheight < 0) { maxheight = Number.MAX_VALUE; } // Append the twin to the DOM // We are going to meassure the height of this, not the textarea. $twin.appendTo($textarea.parent()); // Copy the essential styles (mimics) from the textarea to the twin var i = mimics.length; while(i--){ $twin.css(mimics[i].toString(),$textarea.css(mimics[i].toString())); } // Sets a given height and overflow state on the textarea function setHeightAndOverflow(height, overflow){ curratedHeight = Math.floor(parseInt(height,10)); if($textarea.height() != curratedHeight){ $textarea.css({'height': curratedHeight + 'px','overflow':overflow}); } } // This function will update the height of the textarea if necessary function update() { // Get curated content from the textarea. var textareaContent = $textarea.val().replace(/&/g,'&amp;').replace(/ /g, '&nbsp;').replace(/<|>/g, '&gt;').replace(/\n/g, '<br />'); var twinContent = $twin.html(); if(textareaContent+'&nbsp;' != twinContent){ // Add an extra white space so new rows are added when you are at the end of a row. $twin.html(textareaContent+'&nbsp;'); // Change textarea height if twin plus the height of one line differs more than 3 pixel from textarea height if(Math.abs($twin.height()+lineHeight/3 - $textarea.height()) > 3){ var goalheight = $twin.height()+lineHeight/3; if(goalheight >= maxheight) { setHeightAndOverflow(maxheight,'auto'); } else if(goalheight <= minheight) { setHeightAndOverflow(minheight,'hidden'); } else { setHeightAndOverflow(goalheight,'hidden'); } } } } // Hide scrollbars $textarea.css({'overflow':'hidden'}); // Update textarea size on keyup $textarea.keyup(function(){ update(); }); $textarea.focus(function(){ update(); }); // And this line is to catch the browser paste event $textarea.live('input paste',function(e){ setTimeout( update, 250); }); // Run update once when elastic is initialized update(); }); } }); })(jQuery); How can i call from the outside of the plugin to the update function that is inside?

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  • EF Code First Detached Entity not updating object reference

    - by Alvaro
    I'm posting the exact entity: public class Person : ContactableEntity { public Plan Plan { get; set; } public int Record { get; set; } public int PersonTypeValue { get; set; } } I'm using the following code to update in a disconected context fashion: public void Update(DbSet MySet, object Obj) { MySet.Attach(Obj); var Entry = this.Entry(Obj); Entry.State = EntityState.Modified; this.SaveChanges(); } This is a method exposed by my dbContext Called this way: PersistentManager.Update(PersistentManager.Personas,UpdatedPersona); The problem is, EF will update any property but the referenced Plan object. Can someone tell me where is the mistake? In advance : the entity reaches the point of update with all the properties correctly set. EF just fails to update the FK in the Database (no exception though)

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  • Optimizing tasks to reduce CPU in a trading application

    - by Joel
    Hello, I have designed a trading application that handles customers stocks investment portfolio. I am using two datastore kinds: Stocks - Contains unique stock name and its daily percent change. UserTransactions - Contains information regarding a specific purchase of a stock made by a user : the value of the purchase along with a reference to Stock for the current purchase. db.Model python modules: class Stocks (db.Model): stockname = db.StringProperty(multiline=True) dailyPercentChange=db.FloatProperty(default=1.0) class UserTransactions (db.Model): buyer = db.UserProperty() value=db.FloatProperty() stockref = db.ReferenceProperty(Stocks) Once an hour I need to update the database: update the daily percent change in Stocks and then update the value of all entities in UserTransactions that refer to that stock. The following python module iterates over all the stocks, update the dailyPercentChange property, and invoke a task to go over all UserTransactions entities which refer to the stock and update their value: Stocks.py # Iterate over all stocks in datastore for stock in Stocks.all(): # update daily percent change in datastore db.run_in_transaction(updateStockTxn, stock.key()) # create a task to update all user transactions entities referring to this stock taskqueue.add(url='/task', params={'stock_key': str(stock.key(), 'value' : self.request.get ('some_val_for_stock') }) def updateStockTxn(stock_key): #fetch the stock again - necessary to avoid concurrency updates stock = db.get(stock_key) stock.dailyPercentChange= data.get('some_val_for_stock') # I get this value from outside ... some more calculations here ... stock.put() Task.py (/task) # Amount of transaction per task amountPerCall=10 stock=db.get(self.request.get("stock_key")) # Get all user transactions which point to current stock user_transaction_query=stock.usertransactions_set cursor=self.request.get("cursor") if cursor: user_transaction_query.with_cursor(cursor) # Spawn another task if more than 10 transactions are in datastore transactions = user_transaction_query.fetch(amountPerCall) if len(transactions)==amountPerCall: taskqueue.add(url='/task', params={'stock_key': str(stock.key(), 'value' : self.request.get ('some_val_for_stock'), 'cursor': user_transaction_query.cursor() }) # Iterate over all transaction pointing to stock and update their value for transaction in transactions: db.run_in_transaction(updateUserTransactionTxn, transaction.key()) def updateUserTransactionTxn(transaction_key): #fetch the transaction again - necessary to avoid concurrency updates transaction = db.get(transaction_key) transaction.value= transaction.value* self.request.get ('some_val_for_stock') db.put(transaction) The problem: Currently the system works great, but the problem is that it is not scaling well… I have around 100 Stocks with 300 User Transactions, and I run the update every hour. In the dashboard, I see that the task.py takes around 65% of the CPU (Stock.py takes around 20%-30%) and I am using almost all of the 6.5 free CPU hours given to me by app engine. I have no problem to enable billing and pay for additional CPU, but the problem is the scaling of the system… Using 6.5 CPU hours for 100 stocks is very poor. I was wondering, given the requirements of the system as mentioned above, if there is a better and more efficient implementation (or just a small change that can help with the current implemntation) than the one presented here. Thanks!! Joel

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  • T-SQL Syntax Issue Else if style logic

    - by Yoda
    Hi guys, two questions today, I'm a busy bee and luckily I have an awesome community at my disposal! My issue here is this: I have a field i need to update based on existing field data. If Gender = F then foo = 1 If Gender = M then foo = 2 If Gender = Male then foo = 2 If Gender = Female then foo = 1 If Gender is not above then foo = 3 Here is what I have: update EmailAddresses set Priority1 = '1' where GENDER__C = 'Female' update EmailAddresses set Priority1 = '2' where GENDER__C = 'Male' update EmailAddresses set Priority1 = '1' where GENDER__C = 'F' update EmailAddresses set Priority1 = '2' where GENDER__C = 'M' update EmailAddresses set Priority1 = '3' where GENDER__C not in (select 'Female', 'Male', 'F', 'M') Any help much appreciated! And its Friday!! Whoo hoo

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  • Any array function or user defined function to pick up only first occurence of value from the array?

    - by OM The Eternity
    If i have an array Array ( [0] => Array ( [0] => 137 [id] => 137 [1] => 153 [trackid] => 153 [2] => jos_menu [table_name] => jos_menu [3] => UPDATE [operation] => UPDATE [4] => 0 [oldvalue] => 0 [5] => 62 [newvalue] => 62 [6] => checked_out [field] => checked_out [7] => 0 [live] => 0 [8] => 2010-05-11 17:46:28 [changedone] => 2010-05-11 17:46:28 ) [1] => Array ( [0] => 138 [id] => 138 [1] => 153 [trackid] => 153 [2] => jos_menu [table_name] => jos_menu [3] => UPDATE [operation] => UPDATE [4] => 0000-00-00 00:00:00 [oldvalue] => 0000-00-00 00:00:00 [5] => 2010-05-11 12:16:28 [newvalue] => 2010-05-11 12:16:28 [6] => checked_out_time [field] => checked_out_time [7] => 0 [live] => 0 [8] => 2010-05-11 17:46:28 [changedone] => 2010-05-11 17:46:28 ) [2] => Array ( [0] => 139 [id] => 139 [1] => 153 [trackid] => 153 [2] => jos_menu [table_name] => jos_menu [3] => UPDATE [operation] => UPDATE [4] => Subhash [oldvalue] => Subhash [5] => Subhashgfhfgh [newvalue] => Subhashgfhfgh [6] => name [field] => name [7] => 0 [live] => 0 [8] => 2010-05-11 17:46:35 [changedone] => 2010-05-11 17:46:35 ) [3] => Array ( [0] => 140 [id] => 140 [1] => 153 [trackid] => 153 [2] => jos_menu [table_name] => jos_menu [3] => UPDATE [operation] => UPDATE [4] => subhash [oldvalue] => subhash [5] => subhashhfhf [newvalue] => subhashhfhf [6] => alias [field] => alias [7] => 0 [live] => 0 [8] => 2010-05-11 17:46:35 [changedone] => 2010-05-11 17:46:35 ) [4] => Array ( [0] => 141 [id] => 141 [1] => 153 [trackid] => 153 [2] => jos_menu [table_name] => jos_menu [3] => UPDATE [operation] => UPDATE [4] => 62 [oldvalue] => 62 [5] => 0 [newvalue] => 0 [6] => checked_out [field] => checked_out [7] => 0 [live] => 0 [8] => 2010-05-11 17:46:35 [changedone] => 2010-05-11 17:46:35 ) [5] => Array ( [0] => 142 [id] => 142 [1] => 153 [trackid] => 153 [2] => jos_menu [table_name] => jos_menu [3] => UPDATE [operation] => UPDATE [4] => 2010-05-11 12:16:28 [oldvalue] => 2010-05-11 12:16:28 [5] => 0000-00-00 00:00:00 [newvalue] => 0000-00-00 00:00:00 [6] => checked_out_time [field] => checked_out_time [7] => 0 [live] => 0 [8] => 2010-05-11 17:46:35 [changedone] => 2010-05-11 17:46:35 ) ) Now here u can see that the index "field" has repeated values i.e. "checked_out" and "checked_out_time" other indexes have single occurrence, now what should I do to select/grab the first occurrence of the repetitive values only?

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  • Any array function or user defned function to pick up only first occurance of value from the array?

    - by OM The Eternity
    If i have an array Array ( [0] => Array ( [0] => 137 [id] => 137 [1] => 153 [trackid] => 153 [2] => jos_menu [table_name] => jos_menu [3] => UPDATE [operation] => UPDATE [4] => 0 [oldvalue] => 0 [5] => 62 [newvalue] => 62 [6] => checked_out [field] => checked_out [7] => 0 [live] => 0 [8] => 2010-05-11 17:46:28 [changedone] => 2010-05-11 17:46:28 ) [1] => Array ( [0] => 138 [id] => 138 [1] => 153 [trackid] => 153 [2] => jos_menu [table_name] => jos_menu [3] => UPDATE [operation] => UPDATE [4] => 0000-00-00 00:00:00 [oldvalue] => 0000-00-00 00:00:00 [5] => 2010-05-11 12:16:28 [newvalue] => 2010-05-11 12:16:28 [6] => checked_out_time [field] => checked_out_time [7] => 0 [live] => 0 [8] => 2010-05-11 17:46:28 [changedone] => 2010-05-11 17:46:28 ) [2] => Array ( [0] => 139 [id] => 139 [1] => 153 [trackid] => 153 [2] => jos_menu [table_name] => jos_menu [3] => UPDATE [operation] => UPDATE [4] => Subhash [oldvalue] => Subhash [5] => Subhashgfhfgh [newvalue] => Subhashgfhfgh [6] => name [field] => name [7] => 0 [live] => 0 [8] => 2010-05-11 17:46:35 [changedone] => 2010-05-11 17:46:35 ) [3] => Array ( [0] => 140 [id] => 140 [1] => 153 [trackid] => 153 [2] => jos_menu [table_name] => jos_menu [3] => UPDATE [operation] => UPDATE [4] => subhash [oldvalue] => subhash [5] => subhashhfhf [newvalue] => subhashhfhf [6] => alias [field] => alias [7] => 0 [live] => 0 [8] => 2010-05-11 17:46:35 [changedone] => 2010-05-11 17:46:35 ) [4] => Array ( [0] => 141 [id] => 141 [1] => 153 [trackid] => 153 [2] => jos_menu [table_name] => jos_menu [3] => UPDATE [operation] => UPDATE [4] => 62 [oldvalue] => 62 [5] => 0 [newvalue] => 0 [6] => checked_out [field] => checked_out [7] => 0 [live] => 0 [8] => 2010-05-11 17:46:35 [changedone] => 2010-05-11 17:46:35 ) [5] => Array ( [0] => 142 [id] => 142 [1] => 153 [trackid] => 153 [2] => jos_menu [table_name] => jos_menu [3] => UPDATE [operation] => UPDATE [4] => 2010-05-11 12:16:28 [oldvalue] => 2010-05-11 12:16:28 [5] => 0000-00-00 00:00:00 [newvalue] => 0000-00-00 00:00:00 [6] => checked_out_time [field] => checked_out_time [7] => 0 [live] => 0 [8] => 2010-05-11 17:46:35 [changedone] => 2010-05-11 17:46:35 ) ) Now here u can see that the index "field" has repeated values i.e. "checked_out" and "checked_out_time" other indexes have single occurrence, now what should I do to select/grab the first occurrence of the repetitive values only?

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  • Having difficulty catching postgresql exception in sequel/ruby

    - by mhd
    I have postgresql table that has somekind of unique constraint. I have ruby script that will update this table. The ruby script should be able to switch to UPDATE instead of INSERT when this kind of error occured: PGError: ERROR: duplicate key value violates unique constraint CMIIW, sequel seems cannot catch this exception?? Anyway,sample code below is something that I would like to see to work but apparently not: @myarray.each do |x| fresh_ds = DB["INSERT INTO mytable (id, col_foo) values ('#{x}' ,'#{myhash[x]}')"] result = fresh_ds.insert catch Sequel::Error do fresh_ds = DB["UPDATE mytable set col_foo = '#{myhash[x]} where id = #{x}"] result = fresh_ds.update end end Maybe my ruby code is wrong or I missed something I don't know. Any solution? Thanks. UPDATE: code below works, the error is caught when unique constraint is violated. @myarray.each do |x| begin # INSERT CODE rescue Sequel::Error # UPDATE CODE end end

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  • Examine one particular call and ignore the rest

    - by lulalala
    I have a Currency class and want to update its rates. The following is the spec of an update class I plan to write: describe WebCrawlers::Currency::FeedParser do let(:gbp){ double('GBP').as_null_object } let(:usd){ double('USD').as_null_object } describe '#perform' do before do Currency.stub(:find_by_name).with('GBP').and_return( gbp ) Currency.stub(:find_by_name).with('USD').and_return( usd ) end it 'should update GBP rate' do gbp.should_receive(:update_attributes).with(rate_to_usd:0.63114) subject.perform end it 'should not update USD rate' do usd.should_not_receive(:update_attributes) subject.perform end end end and it works find if I only update GBP in my actual class: class WebCrawlers::Currency::FeedParser def perform Currency.find_by_name('GBP').update_attributes(rate_to_usd: 0.63114) end end However once I start updating other currencies like 'CAD', Rspec complains <Currency> received :find_by_name with unexpected arguments expected: ("USD") got: ("CAD") Why is this the case? Instead of NOT expecting USD, it says it is. And in the future there will be lots of currencies to update, but I don't want to test and stub each one of them. How can I resolve this issue?

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  • form inside tabview doesn't work

    - by user3536737
    i am working with jsf and primefaces , and here is what 've tried well i want to creat a tabview that get data from an arraylist in my bean i get for exemple 4 tabs , and inside each one i've created a hidden panel where i have a form with 2 input text to update informations , do i display the panel when i click on the second button Update , after that my panel is not hidden anymore , and i set the new values and click on the second button to update the informations , the problem is that the updating and the execution is working only for the first tab , it means when i try to update the new informations it works for the first one and for the other tabs it doesn't here is the code <p:tab title="#{rr.nom_ressource}"> <h:panelGrid> <h:graphicImage value="Ressources/images/emp.jpg" style="vertical-align:middle" /> <span style="font-size:15px; width:170px; display:inline-block;"> Nom : #{rr.nom_ressource} Type: #{rr.type_ressource} Specification: #{rr.experience} </span> <h:commandButton image="Ressources/images/delete.jpg" actionListener="#{SelectBean.act}" update=":form" style="vertical-align:middle" > Update </h:commandButton> <h:commandButton update=":outPanel" actionListener="#{SelectBean.mod1()}" image="Ressources/images/update.png" style="vertical-align:middle" > Modifier </h:commandButton> <h:form id="form111"> <p:growl id="growl" showDetail="true" sticky="true" /> <p:panel rendered ="#{SelectBean.bol}" closable="true" toggleable="true" id="outPanel" styleClass="outPanel" widgetVar="outpanel"> <h:outputLabel value="Nom " /> <h:inputText value="#{SelectBean.nom}" /> <br/> <h:outputLabel value="Experience " /> <h:inputText value="#{SelectBean.exp}" /> <br/> <h:commandButton value="Update" action="#{SelectBean.done}"/> </p:panel> </h:form> </h:panelGrid> </p:tab> for my managedbean the code is correct i think the problem is here

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