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  • android custom dialog imageButton onclicklistener

    - by Asaf Nevo
    this is my custom dialog class: package com.WhosAround.Dialogs; import com.WhosAround.AppVariables; import com.WhosAround.R; import com.WhosAround.AsyncTasks.LoadUserStatus; import com.WhosAround.Facebook.FacebookUser; import android.app.Dialog; import android.content.Context; import android.graphics.drawable.Drawable; import android.view.MotionEvent; import android.view.View; import android.widget.ImageButton; import android.widget.ImageView; import android.widget.TextView; public class MenuFriend extends Dialog{ private FacebookUser friend; private AppVariables app; public MenuFriend(Context context, FacebookUser friend) { super(context, android.R.style.Theme_Translucent_NoTitleBar); this.app = (AppVariables) context.getApplicationContext(); this.friend = friend; } public void setDialog(String userName, Drawable userProfilePicture) { setContentView(R.layout.menu_friend); setCancelable(true); setCanceledOnTouchOutside(true); TextView name = (TextView) findViewById(R.id.menu_user_name); TextView status = (TextView) findViewById(R.id.menu_user_status); ImageView profilePicture = (ImageView) findViewById(R.id.menu_profile_picture); ImageButton closeButton = (ImageButton) findViewById(R.id.menu_close); name.setText(userName); profilePicture.setImageDrawable(userProfilePicture); if (friend.getStatus() != null) status.setText(friend.getStatus()); else new LoadUserStatus(app, friend, status).execute(0); closeButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { dismiss(); } }) } } for some reason eclipse tells me the following errors on closeButton imageButton: The method setOnClickListener(View.OnClickListener) in the type View is not applicable for the arguments (new DialogInterface.OnClickListener(){}) The type new DialogInterface.OnClickListener(){} must implement the inherited abstract method DialogInterface.OnClickListener.onClick(DialogInterface, int) The method onClick(View) of type new DialogInterface.OnClickListener(){} must override or implement a supertype method why is that ?

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  • How do I view the CMake command line statement that Qt Creator executes?

    - by Evan
    I'm attempting to debug a command line CMake failure. The same CMake file works in Qt Creator, with the arguments in the Qt Creator window matching what I have entered on the command line. This makes me think Qt Creator is adding some extra arguments, which makes sense since the generator drop down has several options that specify architecture and CMake version. Is there a way to get the CMake command that Qt Creator executed to produce the desired result, specifically the arguments passed to the CMake executable? I found one post that talks about viewing the CMakeCache files to do some forensics, but this only proves there are differences, it doesn't quickly show me what arguments to change.

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  • UIButton stops responding after going into landscape mode - iPhone

    - by casey
    I've been trying different things the last few days and I've run out of ideas so I'm looking for help. The situation is that I'm displaying my in-app purchasing store view after the user clicks a button. Button pressed, view is displayed. The store shows fine. Inside this view, I have a few labels with descriptions of the product, and then below them I have the price and a Buy button which triggers the in-app purchase. Problem is when I rotate the phone to landscape, that Buy button no longer responds, weird. Works fine in portrait. The behavior in landscape when the I touch the button is nothing. It doesn't appear to press down and be selected or anything, just not responding to my touches. But then when I rotate back to portrait or even upside down portrait, it works fine. Here is the rough structure of my view in IB, all the rotating and layout is setup in IB. I set the autoresizing in IB so that everything looks ok in landscape and the Buy button expands horizontally a little bit. The only layout manipulation I do in my code is after loading, I set the content size of the scroll view. File Owner with view set to the scrollView / scrollView ----/ view --------/ label --------/ label --------/ label --------/ label --------/ label --------/ label --------/ label --------/ label --------/ uibutton (Buy) After orientation changes I printed out the userInteractionEnabled property of the scrollView and the button, and they were both TRUE at all orientations. Ideas? Or maybe some other way of displaying a buy button that won't be nonfunctional? I've already begun a branch that plays with a toolbar and placing the buy button there, but I can't seem to get the bar to stay in place while scrolling.

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  • How can I reduce the number of loops in this VIEW in Rails when using :collection?

    - by Angela
    I am using the :collection to go through all the Contacts that are part of a given Campaign. But within that Campaign I check for three different Models (each with their own partial). Feels like I am going through the list of Contacts 3x. How can I make this alot leaner? <h2>These are past due:</h2> <% @campaigns.each do |campaign| %> <h3>Campaign: <%= link_to campaign.name, campaign %></h3> <strong>Emails in this Campaign:</strong> <% for email in campaign.emails %> <h4><%= link_to email.title, email %> <%= email.days %> days</h4> <% @contacts= campaign.contacts.find(:all, :order => "date_entered ASC" )%> <!--contacts collection--> <!-- render the information for each contact --> <%= render :partial => "contact_email", :collection => @contacts, :locals => {:email => email} %> <% end %> Calls in this Campaign: <% for call in campaign.calls %> <h4><%= link_to call.title, call %> <%= call.days %> days</h4> <% @contacts= campaign.contacts.find(:all, :order => "date_entered ASC" )%> <!--contacts collection--> <!-- render the information for each contact --> <%= render :partial => "contact_call", :collection => @contacts, :locals => {:call => call} %> <% end %> Letters in this Campaign: <% for letter in campaign.letters %> <h4><%= link_to letter.title, letter %> <%= letter.days %> days</h4> <% @contacts= campaign.contacts.find(:all, :order => "date_entered ASC" )%> <!--contacts collection--> <!-- render the information for each contact --> <%= render :partial => "contact_letter", :collection => @contacts, :locals => {:letter => letter} %> <% end %> <% end %>

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  • Can I view a list of public variables of some Adobe Air app or web flash file from another app?

    - by Parris
    I was thinking about creating making AIM pluggin that checks pandora one (desktop) or pandora website periodically to see what is currently playing and update a user's status. I suppose the main question is there a clever way to access a "public" variable from some open Adobe Air process? I KNOW this sounds like some crazy security flaw, but it may also be a feature. I am pretty sure javascript can potentially handle it. Thanks!

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  • Subclassing ViewPager Breaks Animation

    - by Ryan Thomas
    In my Android application I have an activity which uses a view pager to display 4+ pages (Fragments). I implemented buttons on each screen that move between pages by calling: pager.setCurrentItem(position, true); The view pager and fragments are all working as I desired. I then began looking for a solution to disable user swiping between pages so that the transition between pages in handled by the buttons only. The solution I found was mentioned in a few stackoverflow articles as well as This Blog that suggest subclassing the view pager to intercept touch events to disable swiping. I followed those examples by subclassing the view pager class as follows: public class ViewPager extends android.support.v4.view.ViewPager { private boolean enabled; public ViewPager(Context context, AttributeSet attrs) { super(context, attrs); this.enabled = true; } @Override public boolean onTouchEvent(MotionEvent event) { if (this.enabled) { return super.onTouchEvent(event); } return false; } @Override public boolean onInterceptTouchEvent(MotionEvent event) { if (this.enabled) { return super.onInterceptTouchEvent(event); } return false; } public void setSwipingEnabled(boolean enabled) { this.enabled = enabled; } } Using the subclassed view pager and calling setSwipingEnabled(false) works as was desired. The user can no longer move between pages with swipe gestures and I can still move between pages via button clicks by calling setCurrentItem(int position, boolean smoothScroll). However using the subclass breaks the animation between pages. When I call setCurrentItem(position, true) with android.support.v4.view.ViewPager I get very clean scrolling animations between pages. When I make the same call using the subclass the screen has a very brief 'flash' and then automatically draws the new page. I would like to know how to fix the animation while retaining the ability to disable user swiping between pages. I greatly appreciate any help with this. Let me know if you need any additional information. So far I have tested using a Samsung device running 2.3.5 and an AVD emulator targeting Android 2.3.3.

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

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

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  • ios UITableView reloadData don't increase content height

    - by Zoltan Varadi
    I'm facing a strange error in my iOS app and haven't been able to figure out the reason why. In my UITableView i can add new cells, so i refresh the array that is the datasource and call reloadData. Everything works without error. The numberOfRowsInSection is called again, and it's value is one more than it's previous value was. The new cell even gets inserted at the bottom of the tableview, but i cant scroll down to it. I only know that it's there because the tableview bounces and i can see it. I'm guessing the tableview's content height is not getting increased for some reason, but i have no idea why. I'm using iOS 6 btw. Any help is very much appreciated! Thanks, Zoli EDIT, answers for Srikanth's questions: How is data getting added. There's an NSArray containing objects of a specific type. The array.count is the number of the number of cells. This NSArray gets its values from a database query. When you say, you are refreshing the array, what do you mean. By refreshing the array i mean i execute a new query in the database and put the results of this query into an NSArray. this will be the tableview's datasource array. Like this: dataSourceArray = [dbManager executeQuery]; [tableView reloadData]; Are you adding the data within the same view controller Yes. Can you show some code as to what you are doing See above. Is the table view at the root of the view controllers view or is it within another view The tableview is the main view's first child. Can you try adding data to the array at the beginning, so that you can view the cell being added at the top. I don't understand what you mean.

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  • How to disable the delete button for the particular row when we are using the table view delegate me

    - by monish
    Hi guys, Here I need a help from ur side that Im using the tableview delegate method commitEditing sytle to get the delete button for every cell when we swipe.But my problem here is I dont want the delete button for the first row in the tableview and swipe should not work and I dnt have any idea how to implemet this. Anyone's help will be much appreciated. Thank You, Monish.

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  • Ext JS 4.2.1 loading controller - best practice

    - by Hown_
    I am currently developing a Ext JS application with many views/controlers/... I am wondering myself what the best practice is for loading the JS controllers/views/and so on... currently i have my application defined like this: // enable javascript cache for debugging, otherwise Chrome breakpoints are lost Ext.Loader.setConfig({ disableCaching: false }); Ext.require('Ext.util.History'); Ext.require('app.Sitemap'); Ext.require('app.Error'); Ext.define('app.Application', { name: 'app', extend: 'Ext.app.Application', views: [ // TODO: add views here 'app.view.Viewport', 'app.view.BaseMain', 'app.view.Main', 'app.view.ApplicationHeader', //administration 'app.view.administration.User' ... ], controllers: [ 'app.controller.Viewport', 'app.controller.Main', 'app.controller.ApplicationHeader', //administration 'app.controller.administration.User', ... ], stores: [ // stores in there.. ] }); somehow this forces the client to load all my views and controllers at startup and is calling all init methods of all controllers of course.. i need to load data everytime i chnage my view.. and now i cant load it in my controllers init function. I would have to do something like this i assume: init: function () { this.control({ '#administration_User': { afterrender: this.onAfterRender } }); }, Is there a better way to do this? Or just an other event? Though the main thing i am questioning myself is if it is the best practice to load all the javascript at startup. Wouldnt it be better to only load the controllers/views/... which the client does need right now? Or should i load all the JS at startup? If i do want to load the controllers dynamicly how could i do this? I assume a would have to remove them from my application arrays (views, controllers, stores) and create an instance if i do need it and mby set the view in the controllers init?! What's best practice??

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  • How can I embed the result of a rails view in another website?

    - by NotDan
    I would like to allow users to call my ruby on rails app as a service which returns a 'div' with html content in it, and embed that div into their app (which will not be a rails application). For example, assume someone has their own php website that has a header/footer template that gets rendered, and a content area of the page that they need to fill based on some html I generate in my rails app. I would like to allow them, from php, to call to my website, get the 'div' I generate, and embed that as html in their php page. What I'm trying to do is host a service on my site that returns some html content, but actually show that content as part of another site, so that the end user only sees the other site and never really knows about mine. Is this possible?

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  • Good Replacement for User Control?

    - by David Lively
    I found user controls to be incredibly useful when working with ASP.NET webforms. By encapsulating the code required for displaying a control with the markup, creation of reusable components was very straightforward and very, very useful. While MVC provides convenient separation of concerns, this seems to break encapsulation (ie, you can add a control without adding or using its supporting code, leading to runtime errors). Having to modify a controller every time I add a control to a view seems to me to integrate concerns, not separate them. I'd rather break the purist MVC ideology than give up the benefits of reusable, packaged controls. I need to be able to include components similar to webforms user controls throughout a site, but not for the entire site, and not at a level that belongs in a master page. These components should have their own code not just markup (to interact with the business layer), and it would be great if the page controller didn't need to know about the control. Since MVC user controls don't have codebehind, I can't see a good way to do this. I've searched previous SO questions, and have yet to find a good answer. Options so far In an attempt to avoid turning the comments section into a discussion... RenderAction This allows the view to call another controller, which will be responsible for interacting with the BLL and whatever data is necessary to its corresponding view. The calling view needs to be aware of the sub controller. This seems to provide a nice way to encapsulate partial views and controls, without having to modify the calling controller. RenderPartial The calling controller is still responsible for executing whatever code is associated with the partial view, and making sure that the model passed to the partial view contains the data it expects. Effectively, modifying the partial view potentially means modifying the calling controller. Annoying especially if this is used in multiple places. Portable Areas Place each control in its own project/area?

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  • Resizing a UIView - expanding the top

    - by Mongus Pong
    I have a UIView inside of a UIScrollView that I want to resize. I can increase the height easily by : CGRect frame = self.drawinView.frame; frame.size.height += 100; self.drawinView.frame = frame; self.drawinScrollView.contentSize = CGSizeMake(frame.size.width, frame.size.height); And all is good. The above code will create a new area of the view at the bottom of the view that I can fill out. Now when I resize the view, I only want to be repainting the new portion of the view that has just been created. I dont want to have to repaint the whole view. However! I have run into difficulty when I need to expand the top of the view. Doing : CGRect frame = self.drawinView.frame; frame.origin.y -= 100; self.drawinView.frame = frame; self.drawinScrollView.contentSize = CGSizeMake(500, 600); does not work. How can I do this without having to repaint the entire view?

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  • How to login with python and save cookie, then use that info to view page for member only

    - by patcsong
    I am quite new in python and trying to write a script to login to the page at http://ryushare.com/login.python. I have try many attempt, but it fails to login and i have no idea why. After login to the page, I wish to get the return of http://ryushare.com/file-manager.python Here's the code I try to attempt by reading the example from others. import urllib, urllib2, cookielib username = 'myusername' password = 'mypassword' cj = cookielib.CookieJar() opener = urllib2.build_opener(urllib2.HTTPCookieProcessor(cj)) login_data = urllib.urlencode({'login' : username, 'password' : password}) opener.open('http://www.ryushare.com/login.python', login_data) resp = opener.open('http://ryushare.com/file-manager.python') print resp.read() I check the source code of the login page, it said the username and password value is "login and password" so i change it. I have try some other example which can be found here like google news feed, It also can not able to login : (

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  • Black Corners On Grouped UITableViewCells Only After Navigation Pops

    - by coneybeare
    I am not graphics expert but I somehow managed to make some good looking custom grouped UITableViewCells by setting the background view to a backgroundView with some CG code. In all SDK's up to 3.1.3 (maybe 3.2... I haven't tested on the iPad) this was working great, but I think a more recent SDK has introduced a change in the way graphics are cached offscreen. Upon first render, everything is great: The drawing is fine and the corners are transparent. If I push a couple of view controllers on the navigation stack and come back, there are now black corners that appear in the views: BEFORE && AFTER I have tons of code, most of which is written up here. I have tried tweaking to the best of my ability, looking at the docs for applicable changes, but after at least 8 hours in I still cannot find what might cause this. I have tried setting every view I can think of to be backgroundColor=clearColor and opaque=NO What else am I missing? Any debugging tips? UPDATE: I have some debug code in viewDidAppear that prints the backgroundColor and class description of all the subviews. - (void)debugView:(UIView *)view { DebugLog(@"%@ - %@", view.backgroundColor, [[view class] description]); for (UIView* child in view.subviews) { [self debugView:child]; } } - (void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; [DownloadController.networkQueue setSuspended:NO]; for (TTTableViewCell *cell in [self.tableView visibleCells]) { [cell debugView:cell]; } } With this code, I inspect the backgroundColor settings of the cell views on first load, when it is fine, and then again after coming back. There are some differences, but all the colors are still set to be clear. This leads me to believe the issue is underneath the UITableViewCell. UPDATE 2: I have created a simple sample application to highlight the problem here

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  • Does XAML design mode support more color than code view?

    - by Rahul Soni
    While working with SilverLight using Visual Studio 10, I found that in design mode XAML allows a wide plethora of colors. For ex. Lime is a valid color in XAML. <LinearGradientBrush EndPoint="1,0.5" StartPoint="0,0.5"> <GradientStop Color="Yellow" Offset="0" /> <GradientStop Color="Lime" Offset="1" /> While working with code though, I found that Lime and many other colors are missing... GradientStop blueGS = new GradientStop(); blueGS.Color = Colors.Lime; What am I missing? Both of these colors belong to System.Windows.Media.Colors.

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  • How do I view how many concurrent long polling requests there are on my server?

    - by Pascal
    My host is Joyent. My host says I have 15 process limit and prstat -J shows those processes but that doesn't tell me how many long polling requests are currently being served. I could record it myself but that would add alot of performance overhead. I need to know when the server is at its long polling limits. I know this limit occurs far before the memory or CPU is used up. From experimentation, I've already verified that the number of long polls open is NOT equivalant to the number of processes running, probably because each process has multiple threads, each serving a request. thanks.

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  • MVP pattern. Presenter requires new view instance. Best practice

    - by Andrew Florko
    I try to apply MVP pattern for win.forms application. I have 2 forms: main & child. Main has a button and when you click it - child form should appear. There are 2 views interfaces that forms implement IMainView { event OnClick; ... } IChildView { ... } There are two presenters MainPresenter(IMainView) & ChildPresenter(IChildView) MainPresenter listens to OnClick event and then should create IChildView implementation. MainPresenter { ... MainClicked() { // it's required to create IChildView instance here } } How would you implement such creation typically? Shall IMainView has factory method for IChildView or may be it should be separate Views factory. What would you advise? Or maybe there is some misunderstanding of MVP here? Thank you in advance!

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