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  • Overlapping and Stacking in CSS

    - by ApacheCode
    Hello, I'm a programmer and learning new techniques in web development. I've ran into a problem if you could look at the link below. http://bailesslaw.com/Bailess_003/bailesHeader/header.html This example I made isnt fixed and it needs to be, which is becoming difficult. This looks fine on here, but when I put those layers on main website, index.html, place this code as the header, the banner moves in the documents position 0,0 . I need these boxes fixed, center page and I cannot get them to do that without messing up the layers order and content. Layer1-rotating images, js causes the rotation Layer2-blue triangle with backdrop effect overlapping layer 1, Layer 3-is a static image with a high z-index Below I including some code, the important part that needs 3 overlapped layers exactly matching in width and height, except it has to be fixed in center 780px wide. Code: <style rel="stylesheet" type="text/css"> div#layer1 { border: 1px solid #000; height: 200px; left: 0px; position: fixed; top: 0px; width: 780px; z-index: 1; } div#layer2 { border: 1px solid #000; height: 200px; left: 0px; position: absolute; top: 0px; width: 780px; z-index: 2; } div#layer3 { border: 1px solid #000000; height: 200px; left: 0px; position: absolute; top: 0px; width: 780px; z-index: 3; } </style> </head> <body class="oneColFixCtr"> <div id="container"> <div id="mainContent"> <div id="layer1"> </div> <div id="layer2"> <div class="slideshow"> <span id="rotating1"> <p class="rotating"> </p> </span> <span id="rotating2"> <p class="rotating"> </p> </span> <span id="rotating3"> <p class="rotating"> </p> </span> <span id="rotating4"> <p class="rotating"> </p> </span> </div> </div> <div id="layer3"> <table width="385" border="0"> <tr> <th width="81" scope="col"> &nbsp; </th> <th width="278" scope="col"> &nbsp; </th> <th width="12" scope="col"> &nbsp; </th> </tr> <tr> <td> &nbsp; </td> <td> </td> <td> &nbsp; </td> </tr> <tr> <td> &nbsp; </td> <td> &nbsp; </td> <td> &nbsp; </td> </tr> </table> </div> </div> <!-- end #container --> </div> </body> </body> </html> CSS: @charset "utf-8"; CSS code: #rotating1 { height: 200px; width: 780px; } #rotating2 { height: 200px; width: 780px; } #rotating3 { height: 200px; width: 780px; } #main { background-repeat: no-repeat; height: 200px; width: 780px; z-index: 100; } #test { width: 780px; z-index: 2; } #indexContent { background-color: #12204d; background-repeat: no-repeat; height: 200px; width: 780px; z-index: 1; } #indexContent p { padding: .5em 2em .5em 2em; text-align: justify; text-indent: 2em; } .rotating { float: right; margin-top: 227px; text-indent: 0px !important; } .clearfix:after { clear: both; content: " "; display: block; font-size: 0; height: 0; visibility: hidden; } .clearfix { display: inline-block; } * html .clearfix { height: 1%; } .clearfix { display: block; }

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  • Header Guard Issues - Getting Swallowed Alive

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

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  • When are C++ macros beneficial?

    - by Motti
    The C preprocessor is justifiably feared and shunned by the C++ community. In-lined functions, consts and templates are usually a safer and superior alternative to a #define. The following macro: #define SUCCEEDED(hr) ((HRESULT)(hr) >= 0) is in no way superior to the type safe: inline bool succeeded(int hr) { return hr >= 0; } But macros do have their place, please list the uses you find for macros that you can't do without the preprocessor. Please put each use-cases in a seperate answer so it can be voted up and if you know of how to achieve one of the answers without the preprosessor point out how in that answer's comments.

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  • IIS - IP Address and Domain Name Restrictions - not blocking IP addresses

    - by Funky
    I have added an IP address in IIS7 in the IP address and domain restrictions. From what I have read this should block all traffic to the folder apart from the allowed IP address. For some reason this does not work. If I access the section from my work computer all ok, when I access it from my phone I can still see the page. Does anyone have any idea why IIS is not blocking all the other IPs out? Thanks

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  • Cannot refer to a template name nested in a template parameter

    - by chila
    I have the following code: template <typename Provider> inline void use() { typedef Provider::Data<int> D; } Where I'm basically trying to use a template class member 'Data' of some 'Provider' class, applied to 'int', but I get the following errors: util.cpp:5: error: expected init-declarator before '<' token util.cpp:5: error: expected `,' or `;' before '<' token I'm using GCC 4.3.3 on a Solaris System.

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  • Quick CPU ring mode protection question

    - by b-gen-jack-o-neill
    Hi, me again :) I am very curious in messing up with HW. But my top level "messing" so far was linked or inline assembler in C program. If my understanding of CPU and ring mode is right, I cannot directly from user mode app access some low level CPU features, like disabling interrupts, or changing protected mode segments, so I must use system calls to do everything I want. But, if I am right, drivers can run in ring mode 0. I actually don´t know much about drivers, but this is what I ask for. I just want to know, is learning how to write your own drivers and than call them the way I should go, to do what I wrote? I know I could write whole new OS (at least to some point), but what I exactly want to do is acessing some low level features of HW from standart windows application. So, is driver the way to go?

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  • flowplayer plays the video but won't provide controls

    - by Toni Michel Caubet
    i am trying to use flowplayer to play .swf files this is how i am trying: $(function(){ flowplayer("player", "http://d2p65vgzoeytng.cloudfront.net/comun/0720/video/sol_gavilanes.swf "); }); where <a id="player" href="http://pseudo01.hddn.com/vod/demo.flowplayervod/flowplayer-700.flv" style="display:block;width:425px;height:300px;"></a> Firebug won't log any errors; video is playing but without the player Please check here http://jsfiddle.net/HAVtS/5/ what am i missing?

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  • how to use exceptions in this scenario?

    - by jess
    Hi, I have a method which handles a set of records.This method,return true\false after processing.So,if all the records are processed(doing some db updates),will return true.Now,suppose after processing 1 record,some exception is thrown,should I write result=false(at the end of method result is returned) in catch block? And,allow processing of other records to be done?

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  • In ASP.NET, can too many CacheDependency instances affect scalability?

    - by frankadelic
    I am building an ASP.NET application. Within each ASPX page, we are outputting inline snippets of HTML that are pulled from static text files. Similar to the example shown here: http://www.dotnetcurry.com/ShowArticle.aspx?ID=331 As in the article, we store the contents of the files in HttpRuntime.Cache with a CacheDependency pointing to the included file. For each cached file, the operating system needs to monitor a file for changes. Is this going to be a potential scalability problem? Does Windows 2008 have a maximum number of file change monitors?

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  • pdf <pre> equivalent

    - by ddowns
    I'm trying to put some code examples in a pdf, but copying them out messes up the formatting and rearranges the lines, there's a lot of manual cleanup needed after pasting. Is there a equivalent to html's pre for PDFs? For "this" block of text respect line breaks, spacing, and copy as plain text like its shown. The closest thing I can see is adding note annotations next to every code example.

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  • In Rails, how do you functional test a Javascript response format?

    - by Teflon Ted
    If your controller action looks like this: respond_to do |format| format.html { raise 'Unsupported' } format.js # index.js.erb end and your functional test looks like this: test "javascript response..." do get :index end it will execute the HTML branch of the respond_to block. If you try this: test "javascript response..." do get 'index.js' end it executes the view (index.js.erb) withOUT running the controller action!

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  • Observing 'click' event on <a> tag generated by scriptaculous Builder

    - by bratsche
    I'm using scriptaculous Builder to generate some DOM elements dynamically, and one of them is a link tag. I wasn't sure how to generate this with the click callback inline along with the rest of the Builder code, so I'm generating the link tag ahead of time and then inserting it with the rest of the Builder phase. The problem is that the callback for the link is never actually executed when I click the link, and the URL bar changes to http://localhost/foo/bar/# instead. The callback method is a part of my class, so I'm binding it as an event listener ahead of time. var Foo = Class.create ({ initialize: function () { this.closeBinding = this.doClose.bindAsEventListener (this); }, generate: function () { /* Create the link and bind the click listener */ var close_link = Builder.node ('a', { href: '#' }, 'Close'); Event.observe (close_link, 'click', this.closeBinding); /* Generate the new DOM nodes */ return Builder.node ('div', [ Builder.node ('h2', 'This is a test'), close_link ]); }, doClose: function (evt) { /* This code is never called when I click the link. */ } });

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  • how to get li width + margin using jquery

    - by From.ME.to.YOU
    hello my code is something like this //css li{display:inline-block} //html #li margin and width are dynamic <ul> <li style='margin:30px;width:100px;'>Pic</li> <li style='margin:40px;width:200px;'>Pic</li> <li style='margin:10px;width:500px;'>Pic</li> <li style='margin:50px;width:300px;'>Pic</li> </ul> how to make a jquery function that will take an li index as an input and it will return the width of all li from the beginning to that index + margins ' left + right ' Examples // something like this myFunction(1); //output 440 (( 30 margin-left [0] + 30 margin-right [0] + 40 margin-left [1] + 40 margin-right [1] + 100 width [0] + 200 width [1] )) myFunction(2); //output 960 (( 30 margin-left [0] + 30 margin-right [0] + 40 margin-left [1] + 40 margin-right [1] + 10 margin-left [2] + 10 margin-right [2] + 100 width [0] + 200 width [1] + 500 width [2] ))

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  • MVC Serve audio files while preventing direct linking using HttpResponseBase

    - by VinceGeek
    I need to be able to serve audio files to an mvc app while preventing direct access. Ideally the page would render with a player control so the user can start/stop the audio linked to the database record (audio files are in a folder not the db). I have a controller action like this: Response.Clear(); Response.ContentType = "audio/wav"; Response.TransmitFile(audioFilename); Response.End(); return Response; and the view uses the RenderAction method <% Html.RenderAction("ServeAudioFile"); %> this works but it won't display inline on the existing view, it opens a new page with just the media control. Am I totally barking up the wrong tree or is there a way to embed the response in the existing view? works exactly as I would like but I can't control access to the file.

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  • How get divs count in jquery?

    - by Pandiya Chendur
    I used this jquery each function and iterated my json data with it.... $.each(data.Results, function() { divs += '<div class="resultsdiv"><br /> <span style="display: inline-block;width:150px;" class="resultName">' + this.Mat_Name + '</span><span class="resultfields" style="padding-left:10px;"> Measurement&nbsp;:</span>&nbsp;<span class="resultfieldvalues">' + this.Mes_Name + '</span>&nbsp;<a href="/Materials/Delete/' + this.Id + '"> Delete</a>&nbsp;<a href="/Materials/Details/' + this.Id + '">Details</a>&nbsp; <a href="/Materials/Edit/' + this.Id + '">Edit</a></div>'; }); alert(divs.length); doesnt seem to get the count.... Any suggestion...

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  • how to hide the image? how can i do ?

    - by user309381
    function Psend() { new Ajax.Request('Handler.ashx', { method: 'get', onSuccess: function(transport) { var response = transport.responseText || "no response text"; //alert("Success! \n\n" + response); var obj = response.evalJSON(true); for (i = 0; i < 4; i++) { DeCheBX = $('MyDiv').insert(new Element('input', { 'type': 'checkbox', 'id': "img" + obj[i].Nam, 'value': obj[i].IM, 'onClick': 'SayHi(this)' })); DeImg = $('MyDiv').insert(new Element('img', { 'id': "img" + obj[i].Nam, 'src': obj[i].IM, 'style': 'display = inline', 'onClick': 'Say(this)' })); document.body.appendChild(DeCheBX); document.body.appendChild(DeImg); } }, onFailure: function() { alert('Something went wrong...') } }); SayHi = function(x) { if ($(x).checked == true) { // $('id').hide(); **$('img'+i).style.visibility = "hidden";**// doesnt work } };

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  • Setting last N bits in an array

    - by Martin
    I'm sure this is fairly simple, however I have a major mental block on it, so I need a little help here! I have an array of 5 integers, the array is already filled with some data. I want to set the last N bits of the array to be random noise. [int][int][int][int][int] set last 40 bits [unchanged][unchanged][unchanged][24 bits of old data followed 8 bits of randomness][all random] This is largely language agnostic, but I'm working in C# so bonus points for answers in C#

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  • Does rails do a rollback if I use begin...rescue?

    - by codeman73
    I'd like to add a begin...rescue block to one of my controllers create method, in order to log better info and construct the correct error message to return to the client. Does the rescue in any way 'interrupt' the rollback process? I'm assuming rails automatically does a rollback. When does it happen? Has it already happened by the time I get in the rescue clause? I'm using mySQL on Dreamhost and I think they use innoDB.

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  • C++: retrieve map values and insert into second map

    - by donalmg
    Hi, I have one map within one header file class: class One { // code typedef map<string, int> MapStrToInt inline MapStrToInt& GetDetails(unsigned long index) { return pData[index]; } // populate pData.... private: MapStrToInt *pData; }; And a second class which implements another map and wants to get the first 10 details from the class One's map. class Two { // code One::MapStrToInt pDataTen; int function1() { for (int i =0; i < 10; i ++) { One::MapStrToInt * pMap = &(One::GetDetails(i)); pDataTen.insert(pair<string, int>(pMap->first,pMap->second)); } } When I compile this, it states that pMap: has no member named 'first' has no member named 'second' Any suggestions? Thanks..

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  • non blocking TCP-acceptor not reading from socket

    - by Abruzzo Forte e Gentile
    I have the code below implementing a NON-Blocking TCP acceptor. Clients are able to connect without any problem and the writing seems occurring as well, but the acceptor doesn't read anything from the socket and the call to read() blocks indefinitely. Am I using some wrong setting for the acceptor? Kind Regards AFG int main(){ create_programming_socket(); poll_programming_connect(); while(1){ poll_programming_read(); } } int create_programming_socket(){ int cnt = 0; p_listen_socket = socket( AF_INET, SOCK_STREAM, 0 ); if( p_listen_socket < 0 ){ return 1; } int flags = fcntl( p_listen_socket, F_GETFL, 0 ); if( fcntl( p_listen_socket, F_SETFL, flags | O_NONBLOCK ) == -1 ){ return 1; } bzero( (char*)&p_serv_addr, sizeof(p_serv_addr) ); p_serv_addr.sin_family = AF_INET; p_serv_addr.sin_addr.s_addr = INADDR_ANY; p_serv_addr.sin_port = htons( p_port ); if( bind( p_listen_socket, (struct sockaddr*)&p_serv_addr , sizeof(p_serv_addr) ) < 0 ) { return 1; } listen( p_listen_socket, 5 ); return 0; } int poll_programming_connect(){ int retval = 0; static socklen_t p_clilen = sizeof(p_cli_addr); int res = accept( p_listen_socket, (struct sockaddr*)&p_cli_addr, &p_clilen ); if( res > 0 ){ p_conn_socket = res; int flags = fcntl( p_conn_socket, F_GETFL, 0 ); if( fcntl( p_conn_socket, F_SETFL, flags | O_NONBLOCK ) == -1 ){ retval = 1; }else{ p_connected = true; } }else if( res == -1 && ( errno == EWOULDBLOCK || errno == EAGAIN ) ) { //printf( "poll_sock(): accept(c_listen_socket) would block\n"); }else{ retval = 1; } return retval; } int poll_programming_read(){ int retval = 0; bzero( p_buffer, 256 ); int numbytes = read( p_conn_socket, p_buffer, 255 ); if( numbytes > 0 ) { fprintf( stderr, "poll_sock(): read() read %d bytes\n", numbytes ); pkt_struct2_t tx_buf; int fred; int i; } else if( numbytes == -1 && ( errno == EWOULDBLOCK || errno == EAGAIN ) ) { //printf( "poll_sock(): read() would block\n"); } else { close( p_conn_socket ); p_connected = false; retval = 1; } return retval; }

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  • Padding on A nested in LI in DIV does not size div correctly. Suggestions?

    - by Ben Dauphinee
    Tried removing the overflow hidden, but that does not seem to fix it. Suggestions? Relevent HTML and problem illustration here: http://mgc.selfip.com/bugscreen01.jpg Relevent CSS #nav{padding: 5px 0px; overflow: hidden; background-color: #7af;} ul#nav{white-space: nowrap;} #nav li{display: inline; list-style-type: none;} #nav li a{padding: 5px 10px;} #nav a{font-family: "Adobe Caslon Pro", "Hoefler Text", Georgia, Garamond, Times, serif; font-size: 14pt; font-variant: small-caps;} #nav a:link, #nav a:visited{color: #fff; text-decoration: none;} #nav a:hover, #nav a:focus{color: #fff; background: #91db24;}

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  • how to made a "admin-only" for in html page (not view.py),has this method :user.is_superuser ??

    - by zjm1126
    in views.py: @user_passes_test(lambda u: u.is_superuser) def h_view(request): return render_to_response('mytest/news.html',context_instance=RequestContext(request)) but i want to show this page when admin login,and my now page is : <li id="tab_mytest"><a href="{% url mytest_list %}" class="{% block mytest_css_name %}{% endblock %}">{% trans "mytest" %}</a></li> how to change it, has this method :user.is_superuser ?? thanks

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  • Mapping the System.Exception with FaultException

    - by user357342
    I have used exception sheilding feature of application block, to map System.Exception with class that is marked as DataContract. It works very well. But When I have mapped the System.Exception with FaultException, I got the below error message. "An error has occurred while consuming this service. Please contact your administrator for more information. Error ID: fe2d28b5-8d26-430e-baf4-fe4b39da853c" Please let me know whether I can map the System.Exception with FaultException

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  • Matching Line Boundaries in a Regular Expression (Pattern.MULTILINE/(?m)) is broken in Java?

    - by Mister M. Bean
    The example on http://www.exampledepot.com/egs/java.util.regex/Line.html gives false for me twice but should'nt! Why? CharSequence inputStr = "abc\ndef"; String patternStr = "abc$"; // Compile with multiline enabled Pattern pattern = Pattern.compile(patternStr, Pattern.MULTILINE); Matcher matcher = pattern.matcher(inputStr); boolean matchFound = matcher.find(); // true // Use an inline modifier to enable multiline mode matchFound = pattern.matches(".*abc$.*", "abc\r\ndef"); // false System.out.println(matchFound); // false matchFound = pattern.matches("(?m).*abc$.*", "abc\r\ndef"); // true System.out.println(matchFound);// false !!!!!

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