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  • How do I upload a file when I know the client's filepath?

    - by GJTorikian
    I'm interested in the way Sonic Living detects your iTunes library XML file. It prompts the user to approve its actions, then automatically uploads the XML file based on the client OS (and assuming the default installation path of iTunes). How the heck does it do that? None of the upload libraries I've looked at have this feature. They all assume that a user will click "Select file..." then browse around for the right thing to upload.

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  • Adding keys to superglobals in php

    - by gautam kumar
    Is there any way by which I can add keys to superglobals in php without defining the corresponding values to those key? For example: $_SESSION['key']='set';//key` automatically gets defined. But I want to do something like this add_key($_SESSION,'key')//key is added to $_SESSION array. Is it possible?

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  • Tomcat memory issue

    - by user305210
    Hello, I have noticed that my application that is running on Tomcat 5 starts with 1gig of memory and as soon as it starts receiving requests from client, the memory starts dropping until it is down to 100MBs and troubles start from there. I am looking at /manager/status page of tomcat under JVM section where "Free Memory", "Total Memory", "Max Memory" is listed. Is this an indicator of memory leak? Memory does not seem to be freed-up automatically even if there are no requests coming from client machines.

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  • Do I need to drop index on temp table?

    - by Phil
    Hi, Fairly simple question, but I don't see it anywhere else on SO: Do indexes (indices?) on a temporary table get automatically deleted with the temporary table? I'd imagine they do but I don't really know how to check to make sure. Thanks, Phil

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  • Multiple datepicker problem with same ID

    - by namezero
    hi, here is my problem: <input type="text" class="datepick1" id="date" /> <input type="text" class="datepick2" id="date" /> <input type="text" class="datepick3" id="date" /> then i apply datepicker on dom (by classname) $('.datepick1').datepicker(); $('.datepick2').datepicker(); $('.datepick3').datepicker(); = the three dom have datepicker but, onselect date, it change automatically the first one (datepick1) HELP

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  • Given a pickle dump in python how to I determine the used protocol?

    - by SmCaterpillar
    Assume that I have a pickle dump - either as a file or just as a string - how can I determine the protocol that was used to create the pickle dump automatically? And if so, do I need to read the entire dump to figure out the protocol or can this be achieved in O(1)? By O(1) I think about some header information at the beginning of the pickle string or file whose read out does not require processing the whole dump. Thanks a lot!

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  • Make a collection with movies

    - by Dimitar Vouldjeff
    Hello, I need to make a collection with a lot of movies, but I was wandering if there is something like API or other method to make that database automatically? I will be using Ruby on Rails, but if there is a useful and fast tool, I will use it. Thank you.

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  • App Engine SDK Console Not Fully Updated on OSX for GAE Release 1.3.4

    - by ryan
    I downloaded and am running the latest SDK (in About GoogleAppleEngineLauncher, I see it is version 1.3.4.794), but when I open the SDK Console and go to the Task Queue section, I still see "Tasks will not run automatically. Select a queue to run tasks manually." I have not added the flag --disable_task_running, so I'm confused as to why it is still manual for me.

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  • PHP's form bracket trick is to Django's ___?

    - by Matt
    In PHP you can create form elements with names like: category[1] category[2] or even category[junk] category[test] When the form is posted, category is automatically turned into a nice dictionary like: category[1] => "the input value", category[2] => "the other input value" Is there a way to do that in Django? request.POST.getlist isn't quite right, because it simply returns a list, not a dictionary. I need the keys too.

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

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

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  • #include headers in C/C++

    - by Carlos
    After reading several questions regarding problems with compilation (particularly C++) and noticing that in many cases the problem is a missing header #include. I couldn't help to wonder in my ignorance and ask myself (and now to you): Why are missing headers not automatically checked and added or requested to the programmer? Such feature is available for Java in Netbeans for example.

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  • How can I move deleting photos to the background with delayed_job and paperclip

    - by Tam
    I let my users create photo albums with many photos. Relationship as follows: has_many :album_photos, :dependent => :destroy i upload photos to S3 When the user delete album I want to delete all photos as the relationship shows but it takes time if the user has many photos. Can I automatically set photo deletion to happen in the background (delayed_job) without having to manually call 'send_later' on every photo?

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  • jQuery Address plugin: I want to manage the tracking on my own

    - by bfred.it
    I'm using the great (IMHO) jQuery Address plugin but it's been driving me insane since I didn't know that it automatically tracked the pages on Google Analytics. How do I keep it from doing it? I tried this but apparently it's never called. $.address.tracker(function(){console.log("hello")}) I guess I could somehow overwrite the function in the plugin but I hope there's a better way...

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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  • how to send email with attachment from R in windows

    - by ahala
    I have a scheduled R script running from a windows machine. After it finishes, I wish this script to automatically send an email with some log file attached. Using shell() with some other scripts may be possbile, but I was wondering if there is a better solution within R. thanks.

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  • Attribute & Reflection libraries for C++?

    - by Fabian
    Most mature C++ projects seem to have an own reflection and attribute system, i.e for defining attributes which can be accessed by string and are automatically serializable. At least many C++ projects I participated in seemed to reinvent the wheel. Do you know any good open source libraries for C++ which support reflection and attribute containers, specifically: Defining RTTI and attributes via macros Accessing RTTI and attributes via code Automatic serialisation of attributes Listening to attribute modifications (e.g. OnValueChanged)

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