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  • How can I display the clicked products by user on a list in another view?

    - by Avar
    I am using MVC3 Viewmodel pattern with Entity Framework on my webbapplication. My Index View is list of products with image, price and description and etc. Products with the information I mentioned above is in div boxes with a button that says "buy". I will be working with 2 views one that is the Index View that will display all the products and the other view that will display the products that got clicked by the buy button. What I am trying to achieve is when a user click on buy button the products should get stored in the other view that is cart view and be displayed. I have problems on how to begin the coding for that part. The index View with products is done and now its the buy button function left to do but I have no idea how to start. This is my IndexController: private readonly HomeRepository repository = new HomeRepository(); public ActionResult Index() { var Productlist = repository.GetAllProducts(); var model = new HomeIndexViewModel() { Productlist = new List<ProductsViewModel>() }; foreach (var Product in Productlist) { FillProductToModel(model, Product); } return View(model); } private void FillProductToModel(HomeIndexViewModel model, ProductImages productimage) { var productViewModel = new ProductsViewModel { Description = productimage.Products.Description, ProductId = productimage.Products.Id, price = productimage.Products.Price, Name = productimage.Products.Name, Image = productimage.ImageUrl, }; model.Productlist.Add(productViewModel); } In my ActionResult Index I am using my repository to get the products and then I am binding the data from the products to my ViewModel so I can use the ViewModel inside my view. Thats how I am displaying all the products in my View. This is my Index View: @model Avan.ViewModels.HomeIndexViewModel @foreach (var item in Model.Productlist) { <div id="productholder@(item.ProductId)" class="productholder"> <img src="@Html.DisplayFor(modelItem => item.Image)" alt="" /> <div class="productinfo"> <h2>@Html.DisplayFor(modelItem => item.Name)</h2> <p>@Html.DisplayFor(modelItem => item.Description)</p> @Html.Hidden("ProductId", item.ProductId, new { @id = "ProductId" }) </div> <div class="productprice"> <h2>@Html.DisplayFor(modelItem => item.price)</h2> <input type="button" value="Läs mer" class="button" id="button@(item.ProductId)"> @Html.ActionLink("x", "Cart", new { id = item.ProductId }) // <- temp its going to be a button </div> </div> } Since I can get the product ID per product I can use the ID in my controller to get the data from the database. But I still I have no idea how I can do that so when somebody click on the buy button I store the ID where? and how do I use it so I can achieve what I want to do? Right now I have been trying to do following thing in my IndexController: public ActionResult cart(int id) { var SelectedProducts = repository.GetProductByID(id); return View(); } What I did here is that I get the product by the id. So when someone press on the temp "x" Actionlink I will recieve the product. All I know is that something like that is needed to achieve what im trying to do but after that I have no idea what to do and in what kind of structure I should do it. Any kind of help is appreciated alot! Short Scenario: looking at the Index I see 5 products, I choose to buy 3 products so I click on three "Buy" buttons. Now I click on the "Cart" that is located on the nav menu. New View pops up and I see the three products that I clicked to buy.

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  • unresolved external symbol _D3D10CreateDeviceAndSwapChain@32 referenced in function "public: bool

    - by numerical25
    Having trouble creating my swap chain. I receive the following error. DX3dApp.obj : error LNK2019: unresolved external symbol _D3D10CreateDeviceAndSwapChain@32 referenced in function "public: bool __thiscall DX3dApp::InitDirect3D(void)" (?InitDirect3D@DX3dApp@@QAE_NXZ) Below is the code ive done so far. #include "DX3dApp.h" bool DX3dApp::Init(HINSTANCE hInstance, int width, int height) { mhInst = hInstance; mWidth = width; mHeight = height; if(!WindowsInit()) { return false; } if(!InitDirect3D()) { return false; } } int DX3dApp::Run() { MSG msg = {0}; while (WM_QUIT != msg.message) { while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE) == TRUE) { TranslateMessage(&msg); DispatchMessage(&msg); } Render(); } return (int) msg.wParam; } bool DX3dApp::WindowsInit() { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = (WNDPROC)WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = mhInst; wcex.hIcon = 0; wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName = NULL; wcex.lpszClassName = TEXT("DirectXExample"); wcex.hIconSm = 0; RegisterClassEx(&wcex); // Resize the window RECT rect = { 0, 0, mWidth, mHeight }; AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE); // create the window from the class above mMainhWnd = CreateWindow(TEXT("DirectXExample"), TEXT("DirectXExample"), WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, mhInst, NULL); if (!mMainhWnd) { return false; } ShowWindow(mMainhWnd, SW_SHOW); UpdateWindow(mMainhWnd); return true; } bool DX3dApp::InitDirect3D() { DXGI_SWAP_CHAIN_DESC scd; ZeroMemory(&scd, sizeof(scd)); scd.BufferCount = 1; scd.BufferDesc.Width = mWidth; scd.BufferDesc.Height = mHeight; scd.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; scd.BufferDesc.RefreshRate.Numerator = 60; scd.BufferDesc.RefreshRate.Denominator = 1; scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; scd.OutputWindow = mMainhWnd; scd.SampleDesc.Count = 1; scd.SampleDesc.Quality = 0; scd.Windowed = TRUE; HRESULT hr = D3D10CreateDeviceAndSwapChain(NULL,D3D10_DRIVER_TYPE_REFERENCE, NULL, 0, D3D10_SDK_VERSION, &scd, &mpSwapChain, &mpD3DDevice); if(!hr != S_OK) { return FALSE; } ID3D10Texture2D *pBackBuffer; return TRUE; } void DX3dApp::Render() { } LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { switch (message) { // Allow the user to press the escape key to end the application case WM_KEYDOWN: switch(wParam) { // Check if the user hit the escape key case VK_ESCAPE: PostQuitMessage(0); break; } break; // The user hit the close button, close the application case WM_DESTROY: PostQuitMessage(0); break; } return DefWindowProc(hWnd, message, wParam, lParam); }

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  • Using jQuery to call a web service

    - by Matt
    I have created a web service which takes a username and password as parameters and returns a list of children in JSON (the user is a Social Worker). The web service is hosted locally with IIS7. I am attempting to access the web service using javascript/jquery because it will eventually need to run as a mobile app. I'm not really experienced with web services, or javascript for that matter, but the following two links seemed to point me in the right direction: http://williamsportwebdeveloper.com/cgi/wp/?p=494 http://encosia.com/using-jquery-to-consume-aspnet-json-web-services/ This is my html page: <%@ Page Title="" Language="C#" MasterPageFile="~/MasterPage.Master" AutoEventWireup="true" CodeBehind="TestWebService.aspx.cs" Inherits="Sponsor_A_Child.TestWebService" %> <asp:Content ID="Content1" ContentPlaceHolderID="stylesPlaceHolder" runat="server"> <script type="text/javascript" src="Scripts/jquery-1.7.1.js"> $(document).ready(function () { }); function LoginClientClick() { $("#query_results").empty(); $("#query_results").append('<table id="ResultsTable" class="ChildrenTable"><tr><th>Child_ID</th><th>Child_Name</th><th>Child_Surname</th></tr>'); $.ajax({ type: "POST", contentType: "application/json; charset=utf-8", url: "http://localhost/PhoneWebServices/GetChildren.asmx/GetMyChildren", data: '{ "email" : "' + $("#EmailBox").val() + '", "password": "' + $("#PasswordBox").val() + '" }', dataType: "json", success: function (msg) { var c = eval(msg.d); alert("" + c); for (var i in c) { $("#ResultsTable tr:last").after("<tr><td>" + c[i][0] + "</td><td>" + c[i][1] + "</td><td>" + c[i][2] + "</td></tr>"); } } }); } </script> </asp:Content> <asp:Content ID="Content2" ContentPlaceHolderID="contentPlaceHolder" runat="server"> <div id="LoginDiv"> Email: <input id="EmailBox" type="text" /><br /> Password: <input id="PasswordBox" type="password" /><br /> <input id="LoginButton" type="button" value="Submit" onclick="LoginClientClick()" /> </div> <div id="query_results"> </div> </asp:Content> And this is my web service code: [WebMethod (Description="Returns the list of children for whom the social worker is responsible.")] public String GetMyChildren(String email,String password) { DataSet MyChildren=new DataSet(); int ID=SocialWorkerLogin(email, password); if (ID > 0) { MyChildren = FillChildrenTable(ID); } MyChildren.DataSetName = "My Children"; //To prevent 'DataTable name not set' error string[][] JaggedArray = new string[MyChildren.Tables[0].Rows.Count][]; int i = 0; foreach (DataRow rs in MyChildren.Tables[0].Rows) { JaggedArray[i] = new string[] { rs["Child_ID"].ToString(), rs["Child_Name"].ToString(), rs["Child_Surname"].ToString() }; i = i + 1; } // Return JSON data JavaScriptSerializer js = new JavaScriptSerializer(); string strJSON = js.Serialize(JaggedArray); return strJSON; } I followed the examples in the provided links, but when I press submit, only the table headers appear but not the list of children. When I test the web service on it's own though, it does return a JSON string so that part seems to be working. Any help is greatly appreciated :)

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  • reloading page while an ajax request in progress gives empty response and status as zero

    - by Jayapal Chandran
    Hi, Browser is firefox 3.0.10 I am requesting a page using ajax. The response is in progress may be in readyState less than 4. In this mean time i am trying to reload the page. What happens is the request ends giving an empty response. I used alert to find what string has been given as response text. I assume that by this time the ready state 4 is reached. why it is empty string. when i alert the xmlhttpobject.status it displayed 0. when i alert the xmlhttpobject.statusText an exception occurs stating that NOT AVAILABLE. when i read in the document http://www.devx.com/webdev/Article/33024/0/page/2 it said for 3 and 4 status and statusText are available but when i tested only status is available but not satausText Here is a sample code. consider that i have requested a page and my callback function is as follows function cb(rt) { if(rt.readyState==4) { alert(rt.status); alert(rt.statusText); // which throws an exception } } and my server side script is as follows sleep(30); //flushing little drop down code besides these i noticed the following... assume again i am requesting the above script using ajax. now there will be an idle time till 30 seconds is over before that 30 seconds i press refresh. i got xmlhttpobject.status as 0 but still the browser did not reload the page untill that 30 seconds. WHY? so what is happening when i refresh a page before an ajax request is complete is the status value is set to zero and the ready state is set to 4 but the page still waits for the response from the server to end... what is happening... THE REASON FOR ME TO FACE SOME THING LIKE THIS IS AS FOLLOWS. when ever i do an ajax request ... if the process succeeded like inserting some thing or deleting something i popup a div stating that updated successfully and i will reload the page. but if there is any error then i do not reload the page instead i just alert that unable to process this request. what happens if the user reloads the page before any of this request is complete is i get an empty response which in my calculation is there is a server error. so i was debugging the ajax response to filter out that the connection has been interrupted because the user had pressed reload. so in this time i don't want to display unable to process this request when the user reloads the page before the request has been complete. oh... a long story. IT IS A LONG DESCRIPTION SO THAT I CAN MAKE EXPERTS UNDERSTAND MY DOUBT. so what i want form the above. any type of answer would clear my mind. or i would like to say all type of answers. EDIT: 19 dec. If i did not get any correct answer then i would delete this question and will rewrite with examples. else i will accept after experimenting.

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  • Help on Removal of Dynamically Created sprites.

    - by Brrr Ice Tea
    import flash.display.Sprite; import flash.net.URLLoader; var index:int = 0; var constY = 291; var constW = 2; var constH = 40; hydrogenBtn.label = "Hydrogen"; heliumBtn.label = "Helium"; lithiumBtn.label = "Lithium"; hydrogenBtn.addEventListener (MouseEvent.CLICK, loadHydrogen); heliumBtn.addEventListener (MouseEvent.CLICK, loadHelium); lithiumBtn.addEventListener (MouseEvent.CLICK, loadLithium); var myTextLoader:URLLoader = new URLLoader(); myTextLoader.addEventListener(Event.COMPLETE, onLoaded); function loadHydrogen (event:Event):void { myTextLoader.load(new URLRequest("hydrogen.txt")); } function loadHelium (event:Event):void { myTextLoader.load(new URLRequest("helium.txt")); } function loadLithium (event:Event):void { myTextLoader.load(new URLRequest("lithium.txt")); } var DataSet:Array = new Array(); var valueRead1:String; var valueRead2:String; function onLoaded(event:Event):void { var rawData:String = event.target.data; for(var i:int = 0; i<rawData.length; i++){ var commaIndex = rawData.search(","); valueRead1 = rawData.substr(0,commaIndex); rawData = rawData.substr(commaIndex+1, rawData.length+1); DataSet.push(valueRead1); commaIndex = rawData.search(","); if(commaIndex == -1) {commaIndex = rawData.length+1;} valueRead2 = rawData.substr(0,commaIndex); rawData = rawData.substr(commaIndex+1, rawData.length+1); DataSet.push(valueRead2); } generateMask_Emission(DataSet); } function generateMask_Emission(dataArray:Array):void{ var spriteName:String = "Mask"+index; trace(spriteName); this[spriteName] = new Sprite(); for (var i:int=0; i<dataArray.length; i+=2){ this[spriteName].graphics.beginFill(0x000000, dataArray[i+1]); this[spriteName].graphics.drawRect(dataArray[i],constY,constW, constH); this[spriteName].graphics.endFill(); } addChild(this[spriteName]); index++; } Hi, I am relatively new to flash and action script as well and I am having a problem getting the sprite to be removed after another is called. I am making emission spectrum's of 3 elements by dynamically generating the mask over a picture on the stage. Everything works perfectly fine with the code I have right now except the sprites stack on top of each other and I end up with bold lines all over my picture instead of a new set of lines each time i press a button. I have tried using try/catch to remove the sprites and I have also rearranged the entire code from what is seen here to make 3 seperate entities (hoping I could remove them if they were seperate variables) instead of 2 functions that handle the whole process. I have tried everything to the extent of my knowledge (which is pretty minimal @ this point) any suggestions? Thanks ahead of time!

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  • BB Code Parser (in formatting phase) with jQuery jammed due to messed up loops most likely

    - by Oskar
    Greetings everyone, I'm making a BB Code Parser but I'm stuck on the JavaScript front. I'm using jQuery and the caret library for noting selections in a text field. When someone selects a piece of text a div with formatting options will appear. I have two issues. Issue 1. How can I make this work for multiple textfields? I'm drawing a blank as it currently will detect the textfield correctly until it enters the $("#BBtoolBox a").mousedown(function() { } loop. After entering it will start listing one field after another in a random pattern in my eyes. !!! MAIN Issue 2. I'm guessing this is the main reason for issue 1 as well. When I press a formatting option it will work on the first action but not the ones afterwards. It keeps duplicating the variable parsed. (if I only keep to one field it will never print in the second) Issue 3 If you find anything especially ugly in the code, please tell me how to improve myself. I appriciate all help I can get. Thanks in advance $(document).ready(function() { BBCP(); }); function BBCP(el) { if(!el) { el = "textarea"; } // Stores the cursor position of selection start $(el).mousedown(function(e) { coordX = e.pageX; coordY = e.pageY; // Event of selection finish by using keyboard }).keyup(function() { BBtoolBox(this, coordX, coordY); // Event of selection finish by using mouse }).mouseup(function() { BBtoolBox(this, coordX, coordY); // Event of field unfocus }).blur(function() { $("#BBtoolBox").hide(); }); } function BBtoolBox(el, coordX, coordY) { // Variable containing the selected text by Caret selection = $(el).caret().text; // Ignore the request if no text is selected if(selection.length == 0) { $("#BBtoolBox").hide(); return; } // Print the toolbox if(!document.getElementById("BBtoolBox")) { $(el).before("<div id=\"BBtoolBox\" style=\"left: "+ ( coordX + 5 ) +"px; top: "+ ( coordY - 30 ) +"px;\"></div>"); // List of actions $("#BBtoolBox").append("<a href=\"#\" onclick=\"return false\"><img src=\"./icons/text_bold.png\" alt=\"B\" title=\"Bold\" /></a>"); $("#BBtoolBox").append("<a href=\"#\" onclick=\"return false\"><img src=\"./icons/text_italic.png\" alt=\"I\" title=\"Italic\" /></a>"); } else { $("#BBtoolBox").css({'left': (coordX + 3) +'px', 'top': (coordY - 30) +'px'}).show(); } // Parse the text according to the action requsted $("#BBtoolBox a").mousedown(function() { switch($(this).children(":first").attr("alt")) { case "B": // bold parsed = "[b]"+ selection +"[/b]"; break; case "I": // italic parsed = "[i]"+ selection +"[/i]"; break; } // Changes the field value by replacing the selection with the variable parsed $(el).val($(el).caret().replace(parsed)); $("#BBtoolBox").hide(); return false; }); }

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  • Dialog created after first becomes unresponsive unless created first?

    - by Justin Sterling
    After creating the initial dialog box that works perfectly fine, I create another dialog box when the Join Game button is pressed. The dialog box is created and show successfully, however I am unable to type in the edit box or even press or exit the dialog. Does anyone understand how to fix this or why it happens? I made sure the dialog box itself was not the problem by creating and displaying it from the main loop in the application. It worked fine when I created it that way. So why does it error when being created from another dialog? My code is below. This code is for the DLGPROC function that each dialog uses. #define WIN32_LEAN_AND_MEAN #include "Windows.h" #include ".\Controllers\Menu\MenuSystem.h" #include ".\Controllers\Game Controller\GameManager.h" #include ".\Controllers\Network\Network.h" #include "resource.h" #include "main.h" using namespace std; extern GameManager g; extern bool men; NET_Socket server; extern HWND d; HWND joinDlg; char ip[64]; void JoinMenu(){ joinDlg = CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_GETADDRESSINFO), NULL, (DLGPROC)GameJoinDialogPrompt); SetFocus(joinDlg); // ShowWindow(joinDlg, SW_SHOW); ShowWindow(d, SW_HIDE); } LRESULT CALLBACK GameJoinDialogPrompt(HWND Dialogwindow, UINT Message, WPARAM wParam, LPARAM lParam){ switch(Message){ case WM_COMMAND:{ switch(LOWORD(wParam)){ case IDCONNECT:{ GetDlgItemText(joinDlg, IDC_IP, ip, 63); if(server.ConnectToServer(ip, 7890, NET_UDP) == NET_INVALID_SOCKET){ LogString("Failed to connect to server! IP: %s", ip); MessageBox(NULL, "Failed to connect!", "Error", MB_OK); ShowWindow(joinDlg, SW_SHOW); break; }   } LogString("Connected!"); break; case IDCANCEL: ShowWindow(d, SW_SHOW); ShowWindow(joinDlg, SW_HIDE); break; } break; } case WM_CLOSE: PostQuitMessage(0); break; } return 0; } LRESULT CALLBACK GameMainDialogPrompt(HWND Dialogwindow, UINT Message, WPARAM wParam, LPARAM lParam){ switch(Message){ case WM_PAINT:{ PAINTSTRUCT ps; RECT rect; HDC hdc = GetDC(Dialogwindow);    hdc = BeginPaint(Dialogwindow, &ps); GetClientRect (Dialogwindow, &rect); FillRect(hdc, &rect, CreateSolidBrush(RGB(0, 0, 0)));    EndPaint(Dialogwindow, &ps);    break;  } case WM_COMMAND:{ switch(LOWORD(wParam)){ case IDC_HOST: if(!NET_Initialize()){ break; } if(server.CreateServer(7890, NET_UDP) != 0){ MessageBox(NULL, "Failed to create server.", "Error!", MB_OK); PostQuitMessage(0); return -1; } ShowWindow(d, SW_HIDE); break; case IDC_JOIN:{ JoinMenu(); } break; case IDC_EXIT: PostQuitMessage(0); break; default: break; } break; } return 0; } } I call the first dialog using the below code void EnterMenu(){ // joinDlg = CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_GETADDRESSINFO), g_hWnd, (DLGPROC)GameJoinDialogPrompt);// d = CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_SELECTMENU), g_hWnd, (DLGPROC)GameMainDialogPrompt); } The dialog boxes are not DISABLED by default, and they are visible by default. Everything is set to be active on creation and no code deactivates the items on the dialog or the dialog itself.

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  • MVC design in Cocoa - are all 3 always necessary? Also: naming conventions, where to put Controller

    - by Nektarios
    I'm new to MVC although I've read a lot of papers and information on the web. I know it's somewhat ambiguous and there are many different interpretations of MVC patterns.. but the differences seem somewhat minimal My main question is - are M, V, and C always going to be necessary to be doing this right? I haven't seen anyone address this in anything I've read. Examples (I'm working in Cocoa/Obj-c although that shouldn't much matter).. 1) If I have a simple image on my GUI, or a text entry field that is just for a user's convenience and isn't saved or modified, these both would be V (view) but there's no M (no data and no domain processing going on), and no C to bridge them. So I just have some aspects that are "V" - seems fine 2) I have 2 different and visible windows that each have a button on them labeled as "ACTIVATE FOO" - when a user clicks the button on either, both buttons press in and change to say "DEACTIVATE FOO" and a third window appears with label "FOO". Clicking the button again will change the button on both windows to "ACTIVATE FOO" and will remove the third "FOO" window. In this case, my V consists of the buttons on both windows, and I guess also the third window (maybe all 3 windows). I definitely have a C, my Controller object will know about these buttons and windows and will get their clicks and hold generic states regarding windows and buttons. However, whether I have 1 button or 10 button, my window is called "FOO" or my window is called "BAR", this doesn't matter. There's no domain knowledge or data here - just control of views. So in this example, I really have "V" and "C" but no "M" - is that ok? 3) Final example, which I am running in to the most. I have a text entry field as my View. When I enter text in this, say a number representing gravity, I keep it in a Model that may do things like compute physics of a ball while taking in to account my gravity parameter. Here I have a V and an M, but I don't understand why I would need to add a C - a controller would just accept the signals from the View and pass it along to the Model, and vice versa. Being as the C is just a pure passthrough, it's really "junk" code and isn't making things any more reusable in my opinion. In most situations, when something changes I will need to change the C and M both in nearly identical ways. I realize it's probably an MVC beginner's mistake to think most situations call for only V and M.. leads me in to next subject 4) In Cocoa / Xcode / IB, I guess my Controllers should always be an instantiated object in IB? That is, I lay all of my "V" components in IB, and for each collection of View objects (things that are related) I should have an instantiated Controller? And then perhaps my Models should NOT be found in IB, and instead only found as classes in Xcode that tie in with Controller code found there. Is this accurate? This could explain why you'd have a Controller that is not really adding value - because you are keeping consistent.. 5) What about naming these things - for my above example about FOO / BAR maybe something that ends in Controller would be the C, like FancyWindowOpeningController, etc? And for models - should I suffix them with like GravityBallPhysicsModel etc, or should I just name those whatever I like? I haven't seen enough code to know what's out there in the wild and I want to get on the right track early on Thank you in advance for setting me straight or letting me know I'm on the right track. I feel like I'm starting to get it and most of what I say here makes sense, but validation of my guessing would help me feel confident..

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  • How to code a time delay between plotting points in JFreeCharts?

    - by Javajava
    Is there a way to animate the plotting process of an xy-line chart using JFreeCharts? I want to be able to watch the program draw each line segment and connect them. For example, if I paste this into the TextArea, "gtgtaaacaatatatggcg," I want to watch it graph each line segment one by one. Thanks in advance! :) My code is below: import java.util.Scanner; import java.applet.Applet; import java.awt.; import java.awt.event.ActionListener; import java.awt.event.ActionEvent; import org.jfree.chart.; import org.jfree.chart.plot.PlotOrientation; import org.jfree.data.xy.*; public class RandomWalkComplete extends Applet implements ActionListener { Panel panel; TextArea textarea, outputArea; Button move,exit; String thetext; Scanner reader = new Scanner(System.in); String thetext2; Label instructions; int x,y; public void init() { setSize(500,250); //set size of applet instructions=new Label("Paste the gene sequences in the " + "text field and press the graph button."); add(instructions); panel = new Panel(); add(panel); setVisible(true); textarea= new TextArea(10,20); add(textarea); move=new Button("Graph"); move.addActionListener(this); add(move); exit=new Button("Exit"); exit.addActionListener(this); add(exit); } public void actionPerformed(ActionEvent e) { XYSeries series = new XYSeries("DNA Walk",false,true); x= 0; y = 0; series.add(x,y); if(e.getSource() == move) { thetext=textarea.getText(); //the text is the DNA bases pasted thetext=thetext.replaceAll(" ",""); //removes spaces thetext2 = ""; for(int i=0; i<thetext.length(); i++) { char a = thetext.charAt(i); switch (a) { case 'A': case 'a'://moves right x+=1; y+=0; series.add(x,y); break; case 'C': case 'c': //moves up x+=0; y+=1; series.add(x,y); break; case 'G': case 'g': //move left x-=1; y+=0; series.add(x,y); break; case 'T': case 't'://move down x+=0; y-=1; series.add(x,y); break; default: // series.add(0,0); break; } } XYDataset xyDataset = new XYSeriesCollection(series); JFreeChart chart = ChartFactory.createXYLineChart ("DNA Random Walk", "", "", xyDataset, PlotOrientation.VERTICAL, true, true, false); ChartFrame frame1=new ChartFrame("DNA Random Walk",chart); frame1.setVisible(true); frame1.setSize(300,300); } if(e.getSource()==exit) {System.exit(0);} } public void stop(){} }

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  • Qt QAbstractButton setDown interferes with grabMouse

    - by edA-qa mort-ora-y
    I have some weird behaviour in Qt that seems like a defect. I'd like to know if anybody has a good workaround. I have a popup widget that contains many buttons in it. The user activates the popup by pressing the mouse button down. The popup widget calls grabMouse when shown. It gets all the mouse events. As it rolls over a button it calls setDown(true) on the button. Now however, when the mouse button is released the popup widget does not get the mouseReleaseEvent, that goes to the button. That is, calling setDown(true) on a button causes the button to steal mouse events, bypassing the grabMouse in the popup widget. I've looked at the source code for setDown but I can't see anything there that would do it directly. I also notice however that sometimes a button gets a hover event, sometimes not. I would assume it would never get those events when the mouse is grabbed. //g++ -o grab_lost grab_lost.cpp -lQtCore -lQtGui -I /usr/include/qt4/ -I /usr/include/qt4/QtCore -I /usr/include/qt4/QtGui /** Demonstrates the defect of losing the mouse. Run the program and: 1. Press mouse anywhere 2. release in purple block (not on X) 3. Release message written (GrabLost receives the mouseReleaseEvent) For defect: 1. Pree mouse anywhere 2. Release inside the X button 3. button is clicked, no release message (GrabLost does not get the mouseReleaseEvent) */ #include <QWidget> #include <QPushButton> #include <QApplication> #include <QMouseEvent> #include <QPainter> class GrabLost : public QWidget { QPushButton * btn; public: GrabLost( QWidget * parent = 0) : QWidget( parent, Qt::Popup ) { btn = new QPushButton( "X", this ); setMouseTracking( true ); } protected: void showEvent( QShowEvent * ev ) { QWidget::showEvent( ev ); grabMouse(); } void closeEvent( QCloseEvent * ev ) { releaseMouse(); QWidget::closeEvent( ev ); } void hideEvent( QHideEvent * ev ) { releaseMouse(); QWidget::hideEvent( ev ); } void mouseReleaseEvent( QMouseEvent * ev ) { qDebug( "mouseRelease" ); close(); } void mouseMoveEvent( QMouseEvent * ev ) { QWidget * w = childAt( ev->pos() ); bool ours = dynamic_cast<QPushButton*>( w ) == btn; btn->setDown( ours ); } void paintEvent( QPaintEvent * ev ) { //just to show where the widget is QPainter pt( this ); pt.setPen( QColor( 0,0,0 ) ); pt.setBrush( QColor( 128,0,128) ); pt.drawRect( 0, 0, size().width(), size().height() ); } }; class GrabMe : public QWidget { protected: void mousePressEvent( QMouseEvent * ev ) { GrabLost * gl = new GrabLost(); gl->resize( 100, 100 ); QPoint at( mapToGlobal( ev->pos() ) ); gl->move( at.x() - 50, at.y() - 50 ); gl->show(); } }; int main( int argc, char** argv ) { QApplication app( argc, argv ); GrabMe * gm = new GrabMe(); gm->move( 100, 100 ); gm->resize( 300, 300 ); gm->show(); app.exec(); return 0; }

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  • How to schedule dynamic function with cron job?

    - by iBrazilian2
    I want to know how I can schedule a dynamic(auto populated data) function to auto run everyday at saved time? Let's say I have a form that once the button is clicked it sends the data to the function, which the posts the data. I simply want to automate that so that I don't have to press the button. <ul> <?php foreach($Class->retrieveData as $data) { <form method="post" action=""> <li> <input type="hidden" name="name">'.$data['name'].'<br/> <input type="hidden" name="description">'.$data['description'].'<br/> <input type="submit" name="post_data" value="Post"> </li> </form> } ?> </ul> Now, the form will pass the data to the function. if(isset($_POST['post_data'])) // if post_data button is clicked then it runs myFunction() { myFunction(); } myFunction() { $name = $_POST['name']; $description = $_POST['description']; } I tried doing the following but the problem is that Cron Job can only run the whole .php file, and I am retrieving the saved time to run from MySQL. foreach($Class->getTime() as $timeData) { $timeHour = $timeData['timeHour']; $timeMinute = $timeData['timeMinute']; $hourMin = date('H:i'); $timeData = ''.$timeHour.':'.$timeMinute.''; if($hourMin == $timeData) { run myFunction. } } $hourMin is the current hour:minute which is being matched against a saved time to auto run from Mysql. So if $hourMin == $timeData then the function will run. How can I run Cron Job to auto run myFunction() if the $hourMin equals $timeData? So... List 1 = is to be runned at 10am List 2 = is to be runned at 12pm List 3 = is to be runned at 2pm The 10am, 12pm, 2pm is the $timeHour and $timeMinute that is retrieved from MySQL but based on each list id's. EDIT @randomSeed, 1) I can schedule cron jobs. 2) $name and $description will all be arrays, so the following is what I am trying to accomplish. $name = array( 'Jon', 'Steven', 'Carter' ); $description = array( 'Jon is a great person.', 'Steven has an outgoing character.', 'Carter is a horrible person.' ); I want to parse the first arrays from both $name and $description if the scheduled time is correct. In database I have the following postDataTime table +----+---------+----------+------------+--------+ | iD | timeDay | timeHour | timeMinute | postiD | +--------------------------------------+--------+ | 1 | * | 9 | 0 | 21 | |----|---------|----------|------------|--------| | 2 | * | 10 | 30 | 22 | |----|---------|----------|------------|--------| | 3 | * | 11 | 0 | 23 | +----|---------+----------+------------+--------+ iD = auto incremented on upload. timeDay = * is everyday (cron job style) timeHour = Hour of the day to run the script timeMinute = minute of the hour to run script postiD = this is the id of the post that is located in another table (n+1 relationship) If it's difficult to understand.. if(time() == 10:30(time from MySQL postiD = 22)) { // run myFunction with the data that is retrieved for that time ex: $postiD = '22'; $name = 'Steven'; $description = 'Steven has an outgoing character.'; // the above is what will be in the $_POST from the form and will be // sent to the myFunction() } I simply want to schedule everything according to the time that is saved to MySQL as I showed at the very top(postDataTime table). (I'd show what I have tried, but I have searched for countless hours for an example of what I am trying to accomplish but I cannot find anything and what I tried doesn't work.). I thought I could use the exec() function but from what it seems that does not allow me to run functions, otherwise I would do the following.. $time = '10:30'; if($time == time()) { exec(myFunction()); }

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  • Contact Form using validation to send to phpmailer

    - by Jaciinto
    This is the first time I have ever wrote anything in java script so I am unsure if I am doing anything right. I used yensdesign.com tutorial as an example and went from there but cant get it to submit the var to validation.php and also can not get it to at the end give me congrats message for it passing. Any help would be greatly appreciated. //Form $(document).ready(function(){ //global vars var form = $("#contactForm"); var title = $("#contactTitle"); var name = $("#contactName"); var email = $("#contactEmail"); var message = $("#contactMessage"); //On blur name.blur(validateName); email.blur(validateEmail); title.blur(validateTitle); //On key press name.keyup(validateName); email.keyup(validateEmail); title.keyup(validateTitle); message.keyup(validateMessage); //validation functions function validateEmail() { //testing regular expression var a = $("#contactEmail").val(); var filter = /^[a-zA-Z0-9]+[a-zA-Z0-9_.-]+[a-zA-Z0-9_-]+@[a-zA-Z0-9]+[a-zA-Z0-9.-]+[a-zA-Z0-9]+.[a-z]{2,4}$/; //if it's valid email if(filter.test(a)) { email.removeClass("contactError"); return true; } //if it's NOT valid else { email.addClass("contactError"); return false; } } function validateName() { //if it's NOT valid if(name.val().length < 4) { name.addClass("contactError"); return false; } //if it's valid else { name.removeClass("contactError"); return true; } } function validateTitle() { //if it's NOT valid if(title.val().length < 4) { title.addClass("contactError"); return false; } //if it's valid else { title.removeClass("contactError"); return true; } } function validateMessage(){ //it's NOT valid if(message.val().length < 10){ message.addClass("contactError"); return false; } //it's valid else{ message.removeClass("contactError"); return true; } } var dataString = 'name='+ name + '&email=' + email + '&number=' + number + '&comment=' + comment; function valid () { if(validateName() & validateEmail() & validateTitle() & validateMessage()) { type: "POST", url: "bin/process.php", data: dataString, success: function() { $('#contactForm').html("<div id='message'></div>"); $('#message').html("<h2>Thanks!</h2>") .append("<p>We will be in touch soon.</p>") .hide() .fadeIn(1500, function() { $('#message').append("<img id='checkmark' src='images/check.png' />"); }); } else { return false; } } });

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  • Screen Casting using ffmpeg (too fast)

    - by rowman
    I can use ffmpeg to make screen casts: ffmpeg -f x11grab -s 1280x800 -i :0.0 -c:v libx264 -framerate 30 -r 30 -crf 18 out.mkv However the output comes out to be too fast paced. It also happens with GTK RecordMyDesktop if I enable the encode on the fly. So, the questions is how to get a normal video pace. Also in order to capture the sound with ffmpeg what option should be used? FFmpeg Output: ffmpeg -f x11grab -s 1280x800 -r 30 -i :0.0 -c:v libx264 -framerate 30 -r 30 -crf 18 out.mkv ffmpeg version N-35162-g87244c8 Copyright (c) 2000-2012 the FFmpeg developers built on Oct 7 2012 15:56:19 with gcc 4.6 (Ubuntu/Linaro 4.6.3-1ubuntu5) configuration: --enable-gpl --enable-libfaac --enable-libfdk-aac --enable-libmp3lame --enable-libopencore-amrnb --enable-libopencore-amrwb --enable-librtmp --enable-libtheora --enable-libvorbis --enable-libvpx --enable-x11grab --enable-libx264 --enable-nonfree --enable-version3 libavutil 51. 73.102 / 51. 73.102 libavcodec 54. 64.100 / 54. 64.100 libavformat 54. 29.105 / 54. 29.105 libavdevice 54. 3.100 / 54. 3.100 libavfilter 3. 19.102 / 3. 19.102 libswscale 2. 1.101 / 2. 1.101 libswresample 0. 16.100 / 0. 16.100 libpostproc 52. 1.100 / 52. 1.100 [x11grab @ 0xab896a0] device: :0.0 -> display: :0.0 x: 0 y: 0 width: 1280 height: 800 [x11grab @ 0xab896a0] shared memory extension found [x11grab @ 0xab896a0] Estimating duration from bitrate, this may be inaccurate Input #0, x11grab, from ':0.0': Duration: N/A, start: 1350136942.608988, bitrate: 983040 kb/s Stream #0:0: Video: rawvideo (BGR[0] / 0x524742), bgr0, 1280x800, 983040 kb/s, 30 tbr, 1000k tbn, 30 tbc [libx264 @ 0xab87320] using cpu capabilities: MMX2 SSE2Fast SSSE3 Cache64 SlowCTZ SlowAtom [libx264 @ 0xab87320] profile High 4:4:4 Predictive, level 3.2, 4:4:4 8-bit [libx264 @ 0xab87320] 264 - core 128 r2 198a7ea - H.264/MPEG-4 AVC codec - Copyleft 2003-2012 - http://www.videolan.org/x264.html - options: cabac=1 ref=3 deblock=1:0:0 analyse=0x3:0x113 me=hex subme=7 psy=1 psy_rd=1.00:0.00 mixed_ref=1 me_range=16 chroma_me=1 trellis=1 8x8dct=1 cqm=0 deadzone=21,11 fast_pskip=1 chroma_qp_offset=4 threads=6 lookahead_threads=1 sliced_threads=0 nr=0 decimate=1 interlaced=0 bluray_compat=0 constrained_intra=0 bframes=3 b_pyramid=2 b_adapt=1 b_bias=0 direct=1 weightb=1 open_gop=0 weightp=2 keyint=250 keyint_min=25 scenecut=40 intra_refresh=0 rc_lookahead=40 rc=crf mbtree=1 crf=18.0 qcomp=0.60 qpmin=0 qpmax=69 qpstep=4 ip_ratio=1.40 aq=1:1.00 Output #0, matroska, to 'out.mkv': Metadata: encoder : Lavf54.29.105 Stream #0:0: Video: h264, yuv444p, 1280x800, q=-1--1, 1k tbn, 30 tbc Stream mapping: Stream #0:0 -> #0:0 (rawvideo -> libx264) Press [q] to stop, [?] for help frame= 10 fps=0.0 q=0.0 size= 1kB time=00:00:00.00 bitrate= 0.0kbits/sframe= 19 fps= 17 q=0.0 size= 1kB time=00:00:00.00 bitrate= 0.0kbits/sframe= 28 fps= 17 q=0.0 size= 1kB time=00:00:00.00 bitrate= 0.0kbits/sframe= 37 fps= 17 q=0.0 size= 1kB time=00:00:00.00 bitrate= 0.0kbits/sframe= 45 fps= 16 q=0.0 size= 1kB time=00:00:00.00 bitrate= 0.0kbits/sframe= 47 fps= 14 q=0.0 size= 1kB time=00:00:00.00 bitrate= 0.0kbits/sframe= 52 fps= 13 q=24.0 size= 257kB time=00:00:00.00 bitrate=2101632.0kbiframe= 55 fps= 12 q=24.0 size= 257kB time=00:00:00.10 bitrate=20808.2kbitsframe= 59 fps= 11 q=24.0 size= 289kB time=00:00:00.23 bitrate=10145.0kbitsframe= 64 fps= 11 q=24.0 size= 289kB time=00:00:00.40 bitrate=5894.7kbits/frame= 70 fps= 11 q=24.0 size= 289kB time=00:00:00.60 bitrate=3933.1kbits/frame= 72 fps= 10 q=24.0 size= 289kB time=00:00:00.66 bitrate=3549.2kbits/frame= 77 fps=9.8 q=24.0 size= 289kB time=00:00:00.83 bitrate=2837.7kbits/frame= 80 fps=9.6 q=24.0 size= 289kB time=00:00:00.93 bitrate=2533.5kbits/frame= 85 fps=9.3 q=24.0 size= 289kB time=00:00:01.10 bitrate=2146.9kbits/frame= 89 fps=9.3 q=24.0 size= 289kB time=00:00:01.23 bitrate=1917.1kbits/frame= 92 fps=9.1 q=24.0 size= 289kB time=00:00:01.33 bitrate=1773.3kbits/frame= 96 fps=9.0 q=24.0 size= 289kB time=00:00:01.46 bitrate=1612.4kbits/frame= 99 fps=8.8 q=24.0 size= 321kB time=00:00:01.56 bitrate=1676.8kbits/frame= 104 fps=8.7 q=24.0 size= 321kB time=00:00:01.73 bitrate=1515.2kbits/frame= 109 fps=5.3 q=24.0 Lsize= 1093kB time=00:00:03.56 bitrate=2511.5kbits/s video:1092kB audio:0kB subtitle:0 global headers:0kB muxing overhead 0.120198% [libx264 @ 0xab87320] frame I:3 Avg QP:18.93 size:142610 [libx264 @ 0xab87320] frame P:43 Avg QP:20.79 size: 15751 [libx264 @ 0xab87320] frame B:63 Avg QP:23.75 size: 195 [libx264 @ 0xab87320] consecutive B-frames: 21.1% 1.8% 11.0% 66.1% [libx264 @ 0xab87320] mb I I16..4: 50.0% 21.1% 28.9% [libx264 @ 0xab87320] mb P I16..4: 6.1% 0.9% 3.2% P16..4: 5.5% 1.2% 0.6% 0.0% 0.0% skip:82.5% [libx264 @ 0xab87320] mb B I16..4: 0.4% 0.1% 0.0% B16..8: 2.9% 0.1% 0.0% direct: 0.0% skip:96.5% L0:40.7% L1:57.0% BI: 2.3% [libx264 @ 0xab87320] 8x8 transform intra:14.5% inter:46.1% [libx264 @ 0xab87320] coded y,u,v intra: 33.5% 24.1% 25.4% inter: 0.9% 0.4% 0.4% [libx264 @ 0xab87320] i16 v,h,dc,p: 70% 26% 1% 3% [libx264 @ 0xab87320] i8 v,h,dc,ddl,ddr,vr,hd,vl,hu: 11% 21% 30% 5% 7% 5% 7% 4% 10% [libx264 @ 0xab87320] i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 32% 35% 12% 2% 4% 3% 4% 3% 5% [libx264 @ 0xab87320] Weighted P-Frames: Y:0.0% UV:0.0% [libx264 @ 0xab87320] ref P L0: 57.0% 5.6% 26.8% 10.6% [libx264 @ 0xab87320] ref B L0: 69.4% 22.6% 8.0% [libx264 @ 0xab87320] ref B L1: 93.7% 6.3% [libx264 @ 0xab87320] kb/s:2460.40

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  • Unable to edit a database row from JSF

    - by user1924104
    Hi guys i have a data table in JSF which displays all of the contents of my database table, it displays it fine, i also have a delete function that can successfully delete from the database fine and updates the data table fine however when i try to update the database i get the error java.lang.IllegalArgumentException: Cannot convert richard.test.User@129d62a7 of type class richard.test.User to long below is the code that i have been using to delete the rows in the database that is working fine : public void delete(long userID) { PreparedStatement ps = null; Connection con = null; if (userID != 0) { try { Class.forName("com.mysql.jdbc.Driver"); con = DriverManager.getConnection("jdbc:mysql://localhost:3306/test", "root", "root"); String sql = "DELETE FROM user1 WHERE userId=" + userID; ps = con.prepareStatement(sql); int i = ps.executeUpdate(); if (i > 0) { System.out.println("Row deleted successfully"); } } catch (Exception e) { e.printStackTrace(); } finally { try { con.close(); ps.close(); } catch (Exception e) { e.printStackTrace(); } } } } i simply wanted to edit the above code so it would update the records instead of deleting them so i edited it to look like : public void editData(long userID) { PreparedStatement ps = null; Connection con = null; if (userID != 0) { try { Class.forName("com.mysql.jdbc.Driver"); con = DriverManager.getConnection("jdbc:mysql://localhost:3306/test", "root", "root"); String sql = "UPDATE user1 set name = '"+name+"', email = '"+ email +"', address = '"+address+"' WHERE userId=" + userID; ps = con.prepareStatement(sql); int i = ps.executeUpdate(); if (i > 0) { System.out.println("Row updated successfully"); } } catch (Exception e) { e.printStackTrace(); } finally { try { con.close(); ps.close(); } catch (Exception e) { e.printStackTrace(); } } } } and the xhmtl is : <p:dataTable id="dataTable" var="u" value="#{userBean.getUserList()}" paginator="true" rows="10" editable="true" paginatorTemplate="{CurrentPageReport} {FirstPageLink} {PreviousPageLink} {PageLinks} {NextPageLink} {LastPageLink} {RowsPerPageDropdown}" rowsPerPageTemplate="5,10,15"> <p:column> <f:facet name="header"> User ID </f:facet> #{u.userID} </p:column> <p:column> <f:facet name="header"> Name </f:facet> #{u.name} </p:column> <p:column> <f:facet name="header"> Email </f:facet> #{u.email} </p:column> <p:column> <f:facet name="header"> Address </f:facet> #{u.address} </p:column> <p:column> <f:facet name="header"> Created Date </f:facet> #{u.created_date} </p:column> <p:column> <f:facet name="header"> Delete </f:facet> <h:commandButton value="Delete" action="#{user.delete(u.userID)}" /> </p:column> <p:column> <f:facet name="header"> Delete </f:facet> <h:commandButton value="Edit" action="#{user.editData(u)}" /> </p:column> currently when you press the edit button it will only update it with the same values as i haven't yet managed to get the datatable to be editable with the database, i have seen a few examples with an array list where the data table gets its values from but never a database so if you have any advice on this too it would be great thanks

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  • How to get the value of an item from database and set it as the spinner value

    - by kulPrins
    I have a database and the database populates a listview. when i long press a list item from the listview i get a context menu where i have the option to edit. When the edit option is clicked i open an activity and get all the values of the respective fields from the database. Now, here I want to get a value from the database and show it in the spinner. the spinner already has these values and is getting populated from the database... I have tried the following, but i get an error saying I can't cast a SimpleCursorAdapter to an ArrayAdapter.. String osub = cursor.getString(Database.INDEX_SUBJECT); Cursor cs = mDBS.querySub(osub); String subs = cs.getString(DatabaseSub.INDEX_SSUBJECT); if(cs!=null){ ArrayAdapter<String> myAdap = (ArrayAdapter<String>) subSpinner.getAdapter(); //cast to an ArrayAdapter int spinnerPosition = myAdap.getPosition(subs); //set the default according to value subSpinner.setSelection(spinnerPosition); Please tell me how to do this.. Thank you.. I am relatively new so please let me know if I am overlooking something. Thanks.. EDIT querySub method public Cursor querySub(String sub) throws SQLException { Cursor cursor = mDatabase.query(true, DATABASE_TABLE, sAllColumns, "ssub like " + "'" + sub + "'", null, null, null, null, null); if (cursor.moveToNext()) { return cursor; } cursor.moveToFirst(); return cursor; } Error Log 06-05 12:11:14.144: E/AndroidRuntime(775): FATAL EXCEPTION: main 06-05 12:11:14.144: E/AndroidRuntime(775): java.lang.RuntimeException: Unable to start activity ComponentInfo{an.droid.kit/an.droid.kit.DetailsActivity}: java.lang.ClassCastException: android.widget.SimpleCursorAdapter cannot be cast to android.widget.ArrayAdapter 06-05 12:11:14.144: E/AndroidRuntime(775): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1956) 06-05 12:11:14.144: E/AndroidRuntime(775): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1981) 06-05 12:11:14.144: E/AndroidRuntime(775): at android.app.ActivityThread.access$600(ActivityThread.java:123) 06-05 12:11:14.144: E/AndroidRuntime(775): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1147) 06-05 12:11:14.144: E/AndroidRuntime(775): at android.os.Handler.dispatchMessage(Handler.java:99) 06-05 12:11:14.144: E/AndroidRuntime(775): at android.os.Looper.loop(Looper.java:137) 06-05 12:11:14.144: E/AndroidRuntime(775): at android.app.ActivityThread.main(ActivityThread.java:4424) 06-05 12:11:14.144: E/AndroidRuntime(775): at java.lang.reflect.Method.invokeNative(Native Method) 06-05 12:11:14.144: E/AndroidRuntime(775): at java.lang.reflect.Method.invoke(Method.java:511) 06-05 12:11:14.144: E/AndroidRuntime(775): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:784) 06-05 12:11:14.144: E/AndroidRuntime(775): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:551) 06-05 12:11:14.144: E/AndroidRuntime(775): at dalvik.system.NativeStart.main(Native Method) 06-05 12:11:14.144: E/AndroidRuntime(775): Caused by: java.lang.ClassCastException: android.widget.SimpleCursorAdapter cannot be cast to android.widget.ArrayAdapter 06-05 12:11:14.144: E/AndroidRuntime(775): at an.droid.kit.DetailsActivity.dbToUI(DetailsActivity.java:217) 06-05 12:11:14.144: E/AndroidRuntime(775): at an.droid.kit.DetailsActivity.onCreate(DetailsActivity.java:104) 06-05 12:11:14.144: E/AndroidRuntime(775): at android.app.Activity.performCreate(Activity.java:4465) 06-05 12:11:14.144: E/AndroidRuntime(775): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1049) 06-05 12:11:14.144: E/AndroidRuntime(775): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1920) 06-05 12:11:14.144: E/AndroidRuntime(775): ... 11 more

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  • GUI Freezes and Output to JTextField from user input

    - by user2929005
    I am having I hope only two issues currently. I have had help on this on a previous question that I have asked but now I am running into different issues. My current issues now is that I need to print out into a JTextField a sorted array. I do not have questions about how to sort the array I just would like help on how to get the array to print to the JTextField when the Bubble Sort button is pressed. Currently when I press the button it freezes. It freezes at this line. list.add(Integer.valueOf(input.nextInt())); please help Thank you. import java.awt.EventQueue; import javax.swing.*; import java.awt.event.*; import java.util.*; public class Sorting { private JFrame frame; private JTextArea inputArea; private JTextField outputArea; ArrayList<Integer> list = new ArrayList<Integer>(); Scanner input = new Scanner(System.in); /** * Launch the application. */ public static void main(String[] args) { EventQueue.invokeLater(new Runnable() { public void run() { try { Sorting window = new Sorting(); window.frame.setVisible(true); } catch (Exception e) { e.printStackTrace(); } } }); } /** * Create the application. */ public Sorting() { initialize(); } /** * Initialize the contents of the frame. */ private void initialize() { frame = new JFrame(); frame.setBounds(100, 100, 450, 300); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setTitle("Sorting"); frame.getContentPane().setLayout(null); JButton bubbleButton = new JButton("Bubble Sort"); bubbleButton.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent arg0) { list.add(Integer.valueOf(input.nextInt())); // for(int i = 0; i < list.size(); i++){ // // } } }); bubbleButton.setBounds(10, 211, 114, 23); frame.getContentPane().add(bubbleButton); JButton mergeButton = new JButton("Merge Sort"); mergeButton.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { } }); mergeButton.setBounds(305, 211, 114, 23); frame.getContentPane().add(mergeButton); JButton quickButton = new JButton("Quick Sort"); quickButton.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { } }); quickButton.setBounds(163, 211, 114, 23); frame.getContentPane().add(quickButton); inputArea = new JTextArea(); inputArea.setBounds(10, 36, 414, 51); frame.getContentPane().add(inputArea); outputArea = new JTextField(); outputArea.setEditable(false); outputArea.setBounds(10, 98, 414, 59); frame.getContentPane().add(outputArea); outputArea.setColumns(10); JLabel label = new JLabel("Please Enter 5 Numbers"); label.setHorizontalAlignment(SwingConstants.CENTER); label.setBounds(10, 11, 414, 14); frame.getContentPane().add(label); } }

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  • Windows DD-esque implementation in Qt 5

    - by user1777667
    I'm trying to get into Qt and as a project I want to try and pull a binary image from a hard drive in Windows. This is what I have: QFile dsk("//./PhysicalDrive1"); dsk.open(QIODevice::ReadOnly); QByteArray readBytes = dsk.read(512); dsk.close(); QFile img("C:/out.bin"); img.open(QIODevice::WriteOnly); img.write(readBytes); img.close(); When I run it, it creates the file, but when I view it in a hex editor, it says: ëR.NTFS ..........ø..?.ÿ.€.......€.€.ÿç......UT..............ö.......ì§á.Íá.`....ú3ÀŽÐ¼.|ûhÀ...hf.ˈ...f.>..NTFSu.´A»ªUÍ.r..ûUªu.÷Á..u.éÝ..ƒì.h..´HŠ...‹ô..Í.ŸƒÄ.žX.rá;...uÛ£..Á.....Z3Û¹. +Èfÿ.......ŽÂÿ...èK.+Èwï¸.»Í.f#Àu-f.ûTCPAu$.ù..r..h.».hp..h..fSfSfU...h¸.fa..Í.3À¿(.¹Ø.üóªé_...f`..f¡..f.....fh....fP.Sh..h..´BŠ.....‹ôÍ.fY[ZfYfY..‚..fÿ.......ŽÂÿ...u¼..faàø.è.. û.è..ôëý´.‹ð¬<.t.´.»..Í.ëòÃ..A disk read error occurred...BOOTMGR is missing...BOOTMGR is compressed...Press Ctrl+Alt+Del to restart...Œ©¾Ö..Uª Is there a better way of doing this? I tried running it as admin, but still no dice. Any help would be much appreciated. Update: I changed the code a bit. Now if I specify a dd images as the input it writes the image perfectly, but when I try to use a disk as the input it only writes 0x00. QTextStream(stdout) << "Start\n"; QFile dsk("//./d:"); //QFile dsk("//./PhysicalDrive1"); //QFile dsk("//?/Device/Harddisk1/Partition0"); //QFile dsk("//./Volume{e988ffc3-3512-11e3-99d8-806e6f6e6963}"); //QFile dsk("//./Volume{04bbc7e2-a450-11e3-a9d9-902b34d5484f}"); //QFile dsk("C:/out_2.bin"); if (!dsk.open(QIODevice::ReadOnly)) qDebug() << "Failed to open:" << dsk.errorString(); qDebug() << "Size:" << dsk.size() << "\n"; // Blank out image file QFile img(dst); img.open(QIODevice::WriteOnly); img.write(0); img.close(); // Read and write operations while (!dsk.atEnd()) { QByteArray readBytes = dsk.readLine(); qDebug() << "Reading: " << readBytes.size() << "\n"; QFile img(dst); if (!img.open(QIODevice::Append)) qDebug() << "Failed to open:" << img.errorString(); img.write(readBytes); } QTextStream(stdout) << "End\n"; I guess the real problem I'm having is how to open a volume with QFile in Windows. I tried a few variants, but to no avail.

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  • WPF: Binding to ListBoxItem.IsSelected doesn't work for off-screen items

    - by Qwertie
    In my program I have a set of view-model objects to represent items in a ListBox (multi-select is allowed). The viewmodel has an IsSelected property that I would like to bind to the ListBox so that selection state is managed in the viewmodel rather than in the listbox itself. However, apparently the ListBox doesn't maintain bindings for most of the off-screen items, so in general the IsSelected property is not synchronized correctly. Here is some code that demonstrates the problem. First XAML: <StackPanel> <StackPanel Orientation="Horizontal"> <TextBlock>Number of selected items: </TextBlock> <TextBlock Text="{Binding NumItemsSelected}"/> </StackPanel> <ListBox ItemsSource="{Binding Items}" Height="200" SelectionMode="Extended"> <ListBox.ItemContainerStyle> <Style TargetType="{x:Type ListBoxItem}"> <Setter Property="IsSelected" Value="{Binding IsSelected}"/> </Style> </ListBox.ItemContainerStyle> </ListBox> <Button Name="TestSelectAll" Click="TestSelectAll_Click">Select all</Button> </StackPanel> C# Select All handler: private void TestSelectAll_Click(object sender, RoutedEventArgs e) { foreach (var item in _dataContext.Items) item.IsSelected = true; } C# viewmodel: public class TestItem : NPCHelper { TestDataContext _c; string _text; public TestItem(TestDataContext c, string text) { _c = c; _text = text; } public override string ToString() { return _text; } bool _isSelected; public bool IsSelected { get { return _isSelected; } set { _isSelected = value; FirePropertyChanged("IsSelected"); _c.FirePropertyChanged("NumItemsSelected"); } } } public class TestDataContext : NPCHelper { public TestDataContext() { for (int i = 0; i < 200; i++) _items.Add(new TestItem(this, i.ToString())); } ObservableCollection<TestItem> _items = new ObservableCollection<TestItem>(); public ObservableCollection<TestItem> Items { get { return _items; } } public int NumItemsSelected { get { return _items.Where(it => it.IsSelected).Count(); } } } public class NPCHelper : INotifyPropertyChanged { public event PropertyChangedEventHandler PropertyChanged; public void FirePropertyChanged(string prop) { if (PropertyChanged != null) PropertyChanged(this, new PropertyChangedEventArgs(prop)); } } Two separate problems can be observed. If you click the first item and then press Shift+End, all 200 items should be selected; however, the heading reports that only 21 items are selected. If you click "Select all" then all items are indeed selected. If you then click an item in the ListBox you would expect the other 199 items to be deselected, but this does not happen. Instead, only the items that are on the screen (and a few others) are deselected. All 199 items will not be deselected unless you first scroll through the list from beginning to end (and even then, oddly enough, it doesn't work if you perform scrolling with the little scroll box). My questions are: Can someone explain precisely why this occurs? Can I avoid or work around the problem?

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  • Stopping the animation after you let go of a key

    - by Michael Zeuner
    What I have right now is an animation that starts when I press space: if(input.isKeyDown(Input.KEY_SPACE)) player = movingRightSwingingSword; However when I stop clicking space my animation continues. until I move my player, how do I make it so it stops the animation right when you let go of space? A few lines Animation player, movingUp, movingDown, movingLeft, movingRight, movingRightSwingingSword; int[] duration = {200,200}; public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { Image[] attackRight = {new Image("res/buckysRightSword1.png"), new Image("res/buckysRightSword2.png")}; movingRightSwingingSword = new Animation(attackRight, duration, true); } public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { if(input.isKeyDown(Input.KEY_SPACE)) player = movingRightSwingingSword; } Full Code package javagame; import org.newdawn.slick.*; import org.newdawn.slick.state.*; public class Play extends BasicGameState { Animation player, movingUp, movingDown, movingLeft, movingRight, movingRightSwingingSword; Image worldMap; boolean quit = false; int[] duration = {200,200}; float playerPositionX = 0; float playerPositionY = 0; float shiftX = playerPositionX + 320; float shiftY = playerPositionY + 160; public Play(int state) { } public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { worldMap = new Image("res/world.png"); Image[] walkUp = {new Image("res/buckysBack.png"), new Image("res/buckysBack.png")}; Image[] walkDown = {new Image("res/buckysFront.png"), new Image("res/buckysFront.png")}; Image[] walkLeft = {new Image("res/buckysLeft.png"), new Image("res/buckysLeft.png")}; Image[] walkRight = {new Image("res/buckysRight.png"), new Image("res/buckysRight.png")}; Image[] attackRight = {new Image("res/buckysRightSword1.png"), new Image("res/buckysRightSword2.png")}; movingUp = new Animation(walkUp, duration, false); movingDown = new Animation(walkDown, duration, false); movingLeft = new Animation(walkLeft, duration, false); movingRight = new Animation(walkRight, duration, false); //doesnt work! vvv movingRightSwingingSword = new Animation(attackRight, duration, true); player = movingDown; } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { worldMap.draw(playerPositionX, playerPositionY); player.draw(shiftX, shiftY); g.drawString("Player X: " + playerPositionX + "\nPlayer Y: " + playerPositionY, 400, 20); if (quit == true) { g.drawString("Resume (R)", 250, 100); g.drawString("MainMenu (M)", 250, 150); g.drawString("Quit Game (Q)", 250, 200); if (quit==false) { g.clear(); } } } public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { Input input = gc.getInput(); if(input.isKeyDown(Input.KEY_UP)) { player = movingUp; playerPositionY += delta * .1f; if(playerPositionY>162) playerPositionY -= delta * .1f; } if(input.isKeyDown(Input.KEY_DOWN)) { player = movingDown; playerPositionY -= delta * .1f; if(playerPositionY<-600) playerPositionY += delta * .1f; } if(input.isKeyDown(Input.KEY_RIGHT)) { player = movingRight; playerPositionX -= delta * .1f; if(playerPositionX<-840) playerPositionX += delta * .1f; } if(input.isKeyDown(Input.KEY_LEFT)) { player = movingLeft; playerPositionX += delta * .1f; if(playerPositionX>318) playerPositionX -= delta * .1f; } if(input.isKeyDown(Input.KEY_SPACE)) player = movingRightSwingingSword; if(input.isKeyDown(Input.KEY_ESCAPE)) quit = true; if(input.isKeyDown(Input.KEY_R)) if (quit == true) quit = false; if(input.isKeyDown(Input.KEY_M)) if (quit == true) {sbg.enterState(0); quit = false;} if(input.isKeyDown(Input.KEY_Q)) if (quit == true) System.exit(0); } public int getID() { return 1; } }

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  • back button android

    - by Raogrimm
    i am having trouble implementing the back button properly. all of the code snippets i have seen have not worked for me. what i am trying to do when i press the back button is just go back to the previous list. pretty much i have a list within a list and i just want it to go back to the previous list. how would i go about doing this? this is the list i have, every item has a separate list that it has. lets say you click on weapons, you then get a list of different weapon types and so on final String[] weapons = getResources().getStringArray(R.array.weapons); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, weapons)); lv.setOnItemClickListener(new OnItemClickListener() { public void onItemClick(AdapterView<?> parent, View view, int position, long id) { System.out.println("item clicked: "+weapons[position]); switch(position) { case 0: final String[] axes = getResources().getStringArray(R.array.axes); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, axes)); break; case 1: final String[] clubs = getResources().getStringArray(R.array.clubs); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, clubs)); break; case 2: final String[] daggers = getResources().getStringArray(R.array.daggers); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, daggers)); break; case 3: final String[] great_axes = getResources().getStringArray(R.array.great_axes); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, great_axes)); break; case 4: final String[] great_katana = getResources().getStringArray(R.array.great_katana); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, great_katana)); break; case 5: final String[] great_swords = getResources().getStringArray(R.array.great_swords); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, great_swords)); break; case 6: final String[] hand_to_hand = getResources().getStringArray(R.array.hand_to_hand); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, hand_to_hand)); break; case 7: final String[] katana = getResources().getStringArray(R.array.katana); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, katana)); break; case 8: final String[] polearms = getResources().getStringArray(R.array.polearms); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, polearms)); break; case 9: final String[] scythes = getResources().getStringArray(R.array.scythes); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, scythes)); break; case 10: final String[] staves = getResources().getStringArray(R.array.staves); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, staves)); break; case 11: final String[] swords = getResources().getStringArray(R.array.swords); setListAdapter(new ArrayAdapter<String>(ffxidirectory.this, R.layout.list_item, swords)); break; } } });

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  • Application stops on back button in new activity

    - by Bruno Almeida
    I have this application, that have a listView, and when I click in a item on listView, it opens a new activity. That works fine! But, if I open the new activity and than press the "back button" the application "Unfortunately, has stopped". Is there something I'm doing wrong? Here is my code: First activity: public class AndroidSQLite extends Activity { private SQLiteAdapter mySQLiteAdapter; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); ListView listContent = (ListView)findViewById(R.id.contentlist); mySQLiteAdapter = new SQLiteAdapter(this); mySQLiteAdapter.openToRead(); Cursor cursor = mySQLiteAdapter.queueAll(); startManagingCursor(cursor); String[] from = new String[]{SQLiteAdapter.KEY_NOME,SQLiteAdapter.KEY_ID}; int[] to = new int[]{R.id.text,R.id.id}; SimpleCursorAdapter cursorAdapter = new SimpleCursorAdapter(this, R.layout.row, cursor, from, to); listContent.setAdapter(cursorAdapter); listContent.setOnItemClickListener(new OnItemClickListener() { public void onItemClick(AdapterView<?> parent, View view, int position, long id) { Toast.makeText(getBaseContext(), id + "", Toast.LENGTH_LONG).show(); Intent details = new Intent(getApplicationContext(),DetailsPassword.class); startActivity(details); } }); mySQLiteAdapter.close(); } } Second Activity: public class DetailsPassword extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); TextView text = new TextView(getApplicationContext()); text.setText("Text to show"); setContentView(text); } } // ===== EDITED ===== here is the Stack Track 10-30 08:55:05.744: E/AndroidRuntime(28046): FATAL EXCEPTION: main 10-30 08:55:05.744: E/AndroidRuntime(28046): java.lang.RuntimeException: Unable to resume activity {com.example.sqliteexemple2/com.example.sqliteexemple2.AndroidSQLite}: java.lang.IllegalStateException: trying to requery an already closed cursor android.database.sqlite.SQLiteCursor@4180a370 10-30 08:55:05.744: E/AndroidRuntime(28046): at android.app.ActivityThread.performResumeActivity(ActivityThread.java:2701) 10-30 08:55:05.744: E/AndroidRuntime(28046): at android.app.ActivityThread.handleResumeActivity(ActivityThread.java:2729) 10-30 08:55:05.744: E/AndroidRuntime(28046): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1250) 10-30 08:55:05.744: E/AndroidRuntime(28046): at android.os.Handler.dispatchMessage(Handler.java:99) 10-30 08:55:05.744: E/AndroidRuntime(28046): at android.os.Looper.loop(Looper.java:137) 10-30 08:55:05.744: E/AndroidRuntime(28046): at android.app.ActivityThread.main(ActivityThread.java:4931) 10-30 08:55:05.744: E/AndroidRuntime(28046): at java.lang.reflect.Method.invokeNative(Native Method) 10-30 08:55:05.744: E/AndroidRuntime(28046): at java.lang.reflect.Method.invoke(Method.java:511) 10-30 08:55:05.744: E/AndroidRuntime(28046): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:791) 10-30 08:55:05.744: E/AndroidRuntime(28046): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:558) 10-30 08:55:05.744: E/AndroidRuntime(28046): at dalvik.system.NativeStart.main(Native Method) 10-30 08:55:05.744: E/AndroidRuntime(28046): Caused by: java.lang.IllegalStateException: trying to requery an already closed cursor android.database.sqlite.SQLiteCursor@4180a370 10-30 08:55:05.744: E/AndroidRuntime(28046): at android.app.Activity.performRestart(Activity.java:5051) 10-30 08:55:05.744: E/AndroidRuntime(28046): at android.app.Activity.performResume(Activity.java:5074) 10-30 08:55:05.744: E/AndroidRuntime(28046): at android.app.ActivityThread.performResumeActivity(ActivityThread.java:2691) 10-30 08:55:05.744: E/AndroidRuntime(28046): ... 10 more

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  • Need help with a memory management problem in my game model

    - by user309030
    Hi, I'm a beginner level programmer trying to make a game app for the iphone and I've encountered a possible issue with the memory management (exc_bad_access) of my program so far. I've searched and read dozens of articles regarding memory management (including apple's docs) but I still can't figure out what exactly is wrong with my codes. So I would really appreciate it if someone can help clear up the mess I made for myself. //in the .h file @property(nonatomic,retain) NSMutableArray *fencePoleArray; @property(nonatomic,retain) NSMutableArray *fencePoleImageArray; @property(nonatomic,retain) NSMutableArray *fenceImageArray; //in the .m file - (void)viewDidLoad { [super viewDidLoad]; self.gameState = gameStatePaused; fencePoleArray = [[NSMutableArray alloc] init]; fencePoleImageArray = [[NSMutableArray alloc] init]; fenceImageArray = [[NSMutableArray alloc] init]; mainField = CGRectMake(10, 35, 310, 340); .......... [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(gameLoop) userInfo:nil repeats:YES]; } So basically, the player touches the screen to set up the fences/poles -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { if(.......) { ....... } else { UITouch *touch = [[event allTouches] anyObject]; currentTapLoc = [touch locationInView:touch.view]; NSLog(@"%i, %i", (int)currentTapLoc.x, (int)currentTapLoc.y); if(CGRectContainsPoint(mainField, currentTapLoc)) { if([self checkFence]) { onFencePole++; //this 3 set functions adds their respective objects into the 3 NSMutableArrays using addObject: [self setFencePole]; [self setFenceImage]; [self setFencePoleImage]; ....... } } else { ....... } } } } The setFence function (setFenceImage and setFencePoleImage is similar to this) -(void)setFencePole { Fence *fencePole; if (!elecFence) { fencePole = [[Fence alloc] initFence:onFencePole fenceType:1 fencePos:currentTapLoc]; } else { fencePole = [[Fence alloc] initFence:onFencePole fenceType:2 fencePos:currentTapLoc]; } [fencePoleArray addObject:fencePole]; [fencePole release]; and whenever I press a button in the game, endOpenState is called to clear away all the extra images(fence/poles) on the screen and also to remove all existing objects in the 3 NSMutableArray. Point is to remove all the objects in the NSMutableArrays but keep the array itself so it can be reused later. -(void)endOpenState { ........ int xMax = [fencePoleArray count]; int yMax = [fenceImageArray count]; for (int x = 0; x < xMax; x++) { [[fencePoleImageArray objectAtIndex:x] removeFromSuperview]; } for (int y = 0; y < yMax; y++) { [[fenceImageArray objectAtIndex:y] removeFromSuperview]; } [fencePoleArray removeAllObjects]; [fencePoleImageArray removeAllObjects]; [fenceImageArray removeAllObjects]; ........ } The crash happens here at the checkFence function. -(BOOL)checkFence { if (onFencePole == 0) { return YES; } else if (onFencePole >= 1 && onFencePole < currentMaxFencePole - 1) { CGPoint tempPoint1 = currentTapLoc; CGPoint tempPoint2 = [[fencePoleArray objectAtIndex:onFencePole-1] returnPos]; // the crash happens at this line if ([self checkDistance:tempPoint1 point2:tempPoint2]) { return YES; } else { return NO; } } else if (onFencePole == currentMaxFencePole - 1) { ...... } else { return NO; } } So the problem here is, everything works fine until checkFence is called the 2nd time after endOpenState is called. So its like tap_screen - tap_screen - press_button_to_call_endOpenState - tap screen - tap_screen - crash What I'm thinking of is that fencePoleArray got messed up when I used [fencePoleArray removeAllObjects] because it doesn't crash when I comment it out. It would really be great if someone can explain to me what went wrong. And thanks in advance.

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  • a friendly elaboratation on how iceweasel misses as recent request was discovered in post tut

    - by v3x3n
    I would like to specify what you asked about in how iceweasel misses on in hopes that you are interested in considering the answer to be valid considering the package should run efficient to a novice user especially when getting a first impression on a new software, browser, or package they are given by default. First let me say that I am very grateful for all debian has and continues to do for its user base and I am not complaining, only hoping that in mentioning such it will eventually aid in improving the disappointing experience iceweasel gave me in multiple ways right from the start of using it. I am sure tremendous amounts of hard work went into making it work as well as it does, and tremendous effort continues to go into IW like the rest of the package and distros such as this... Having said that, I do aim to keep my examples simple as possible but also explained in enough detail as to not leave out important info to get a full idea of my issue... (Thanks for understanding if I sound novice to debian, I am but continue to learn and advance by trial and error each day, and of course the wonderful help from all the great minds available here and there)... Well, my bone to pick (unfortunately as I disdain being a complainer when so much has been done for us, the end user) with IW is mainly 3 immediately noticed problems in offering me a smooth test drive (completely normal browsing conduct of your average user, I should indicate) as soon as I started out a task using IW (heading directly to google images and searched for a few web sized images, then saved a few (no more than 800 to 900 in dimensions, typically a normal procedure I would imagine) I experienced a horrendous reoccurring freeze and lag time that almost left me to kill the process more than once on each attempt and continued to compound so that by a few attempts later, even 1 single image save locked up the entire browser, ultimately giving up on my procedure in its simplicity with a bit of aggravation, if there was something I had done wrong on my end pre-attempt or during installation. Secondly, visiting video player sites in this case youtube will not allow for any video feed to play whatsoever and again, experienced a slight freezing that eventually dissipated as long as I didn't attempt to press play or reload another video trial... Very annoying and possibly related to my first issue (which could rely on my own lack of knowledge in setup config, but that troubles me if so).... Lastly as another user has stated already, in which brought you to ask them what exactly seemed to be the problem in the first place is also my final straw that broke the weasel's back, leading me here to find a solution to a updated version of firefox... being that iceweasel (an apparent build of firefox 17.x.x) leaving the user to find themselves out of luck when installing their favorite or much useful add-ons or plugins that aid their task or normal usage online.... As the other user clearly stated... there is almost zero options and barely any luck to find compatible plugins with such an outdated version still being used... I can only imagine if as a novoice or standard user to linux... and beginner to debian (which I am all for btw!) if I am discovering major conductivity issues which hinder normal user conduct right off the bat... that there is probably a bundle or more of security vulnerabilities that would unravel to me if I continued to give mr Hommey's package any further attention, or interest in continuing to use... This is a deal breaker on any account, unless all 3 of these issues stated are due to a very n00berish setting or lack thereof (which if that is the case, such was not properly stated for beginner in any place available by following installation tutorials such as LVM installers, which I felt lacked a clear understanding to someone who is trying to learn why and how, rather than, a fix to a potentially broken out of box installation... I really think that is irrelevant in any case however, as there is much step by step support regarding that kind of thing, just saying... its very challenging, along side a job to keep deadlines on, and the need to learn a better and more costomizible system, that was not as popularized when I became a dev via windows (OK OK I know thats a huge mistake and now I am way off original topic but anyway) Thanks very much for taking the time to read over this, and I hope it honestly gives you a few good and valid reasons for users wanting and seeking a way to get around iceweasel altogether... Finally, if I am missing something vital that renders all I've stated invalid or useless, please feel free to shove that elephant in the room my direction! Thanks for all you do, as I am sure it is very useful and dedicated, being you are a debian maintainer, and super user! Much love for intelligence, freedom and sharing the secrets of the web! May it remain unregulated and a good place to grow and learn for generations to come! Stay true! Take care now! -v3x (v3x @ gmx .com)

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  • can't find what's wrong with my code :(

    - by blood
    the point of my code is for me to press f1 and it will scan 500 pixels down and 500 pixels and put them in a array (it just takes a box that is 500 by 500 of the screen). then after that when i hit end it will click on only on the color black or... what i set it to. anyway it has been doing odd stuff and i can't find why: #include <iostream> #include <windows.h> using namespace std; COLORREF rgb[499][499]; HDC hDC = GetDC(HWND_DESKTOP); POINT main_coner; BYTE rVal; BYTE gVal; BYTE bVal; int red; int green; int blue; int ff = 0; int main() { for(;;) { if(GetAsyncKeyState(VK_F1)) { cout << "started"; int a1 = 0; int a2 = 0; GetCursorPos(&main_coner); int x = main_coner.x; int y = main_coner.y; for(;;) { //cout << a1 << "___" << a2 << "\n"; rgb[a1][a2] = GetPixel(hDC, x, y); a1++; x++; if(x > main_coner.x + 499) { y++; x = main_coner.x; a1 = 0; a2++; } if(y > main_coner.y + 499) { ff = 1; break; } } cout << "done"; break; } if(ff == 1) break; } for(;;) { if(GetAsyncKeyState(VK_END)) { GetCursorPos(&main_coner); int x = main_coner.x; int y = main_coner.y; int a1 = -1; int a2 = -1; for(;;) { x++; a1++; rVal = GetRValue(rgb[a1][a2]); gVal = GetGValue(rgb[a1][a2]); bVal = GetBValue(rgb[a1][a2]); red = (int)rVal; // get the colors into __int8 green = (int)gVal; // get the colors into __int8 blue = (int)bVal; // get the colors into __int8 if(red == 0 && green == 0 && blue == 0) { SetCursorPos(main_coner.x + x, main_coner.y + y); mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0); Sleep(10); mouse_event(MOUSEEVENTF_LEFTUP, 0, 0, 0, 0); Sleep(100); } if(x > main_coner.x + 499) { a1 = 0; a2++; } if(y > main_coner.y + 499) { Sleep(100000000000); break; } if(GetAsyncKeyState(VK_CONTROL)) { Sleep(100000); break; } } } } for(;;) { if(GetAsyncKeyState(VK_END)) { break; } } return 0; } anyone see what's wrong with my code :( (feel free to add tags)

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  • Looking for suggestions on how to reuse AlertDialogs to confirm actions of contextual menus on the items of an ActivityList

    - by Ozone
    I use a ListActivity to display a list of items. The user can long-press an item in the list to display a contextual menu. This menu contains among other things an option to delete the long-pressed item. When the user selects this option, a dialog pops up asking for confirmation of the deletion. Upon confirmation, the item is deleted from the list. I would like to reuse the AlertDialog as much as possible. My attempts at using onPrepareDialog(int, View, Bundle) have been defeated by the fact that the Bundle is not passed to the DialogInterface.OnClickListener. I end up having to recreate a listener on every invocation. I see several ways to solve this: recreate the dialog on every occasion (pros: simple, cons: wasteful) keep the DialogInterface.OnClickListener in a field on the ListActivity and keep the item to be deleted as a field of the listener. (pros: no memory waste, cons: need to manage state). Q: is this safe? have onPrepareDialog update the title, and bind new View.OnClickListeners on the buttons of the AlertDialog. (pros: limit waste, cons: new View.OnClickListener on every invocation). If DialogInterface.OnClickListener accepted a Bundle, I wouldn't have to jump through hoops to keep track of the item being deleted. This is not a blocker, but I would love to see an elegant solution. I would love to hear your suggestions :) Here is the code for option #1, if you want to play with this: public class Example extends ListActivity { private static final int CONFIRM_DELETE_DIALOG = 1; private static final String POSITION_KEY = "position"; private ArrayAdapter<String> mAdapter; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mAdapter = new ArrayAdapter<String>( this, android.R.layout.simple_list_item_1, new String[] { "one", "two" }); setListAdapter(mAdapter); registerForContextMenu(getListView()); } @Override public void onCreateContextMenu(ContextMenu menu, View v, ContextMenuInfo menuInfo) { super.onCreateContextMenu(menu, v, menuInfo); getMenuInflater().inflate(R.menu.my_lovely_menu, menu); } @Override public boolean onContextItemSelected(MenuItem item) { AdapterContextMenuInfo info = (AdapterContextMenuInfo) item.getMenuInfo(); switch (item.getItemId()) { case R.id.delete_item: Bundle bundle = new Bundle(); bundle.putInt(POSITION_KEY, info.position); showDialog(CONFIRM_DELETE_DIALOG, bundle); return true; default: return super.onContextItemSelected(item); } } @Override protected Dialog onCreateDialog(int id, Bundle args) { switch (id) { case CONFIRM_DELETE_DIALOG: final int position = args.getInt(POSITION_KEY); AlertDialog.Builder builder = new AlertDialog.Builder(); builder.setCancelable(false); builder.setTitle(String.format( getString(R.string.confirm_delete), mAdapter.getItem(position))); DialogInterface.OnClickListener listener = new DialogInterface.OnClickListener() { public void onClick(DialogInterface dialog, int which) { switch (which) { case DialogInterface.BUTTON_POSITIVE: mAdapter.remove(mAdapter.getItem(position)); // Dismiss the dialog to ensure OnDismissListeners are notified. dialog.dismiss(); break; case DialogInterface.BUTTON_NEGATIVE: // Cancel the dialog to ensure OnCancelListeners are notified. dialog.cancel(); break; } // Remove the dialog so it is re-created next time it is required. removeDialog(CONFIRM_DELETE_DIALOG); } }; builder.setPositiveButton(android.R.string.yes, listener); builder.setNegativeButton(android.R.string.no, listener); return builder.create(); default: return super.onCreateDialog(id, args); } } }

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