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  • Attachment_fu: can't disable :partition option

    - by Nathan Long
    I'm trying to use the Attachment_Fu plugin in a Rails project, and want to customize the paths where uploaded files are saved. The documentation shows this option: :partition # Whether to partiton files in directories like /0000/0001/image.jpg. Default is true. (The 0001 part is an ID from a table.) I don't want that, so I set the partition option to false, like so: class Photo < ActiveRecord::Base has_attachment :content_type => :image, :storage => :file_system, :max_size => 500.kilobytes, :resize_to => '320x200', :thumbnails => {:thumb => '100x100>' }, :partition => false validates_as_attachment end ...but the :partition => false option has no effect. Has anybody else encountered this problem? How did you fix it?

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  • opengl problem works on droid but not droid eris and others.

    - by nathan
    This GlRenderer works fine on the moto droid, but does not work well at all on droid eris or other android phones does anyone know why? package com.ntu.way2fungames.spacehockeybase; import java.io.DataInputStream; import java.io.IOException; import java.nio.Buffer; import java.nio.FloatBuffer; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import com.ntu.way2fungames.LoadFloatArray; import com.ntu.way2fungames.OGLTriReader; import android.content.res.AssetManager; import android.content.res.Resources; import android.opengl.GLU; import android.opengl.GLSurfaceView.Renderer; import android.os.Handler; import android.os.Message; public class GlRenderer extends Thread implements Renderer { private float drawArray[]; private float yoff; private float yoff2; private long lastRenderTime; private float[] yoffs= new float[10]; int Width; int Height; private float[] pixelVerts = new float[] { +.0f,+.0f,2, +.5f,+.5f,0, +.5f,-.5f,0, 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16.64f,27.24f,-0.50f,16.64f,826.76f,-0.50f,38.97f,786.78f,-2f,16.64f,27.24f,-0.50f,38.97f,786.78f,-2f,38.97f,67.22f,-2f, 124.96f,24.37f,-0.50f,19.51f,24.37f,-0.50f,41.56f,64.63f,-2f,124.96f,24.37f,-0.50f,41.56f,64.63f,-2f,136.47f,64.63f,-2f, 124.96f,24.37f,-0.50f,134.55f,27.24f,-0.50f,145.09f,67.22f,-2f,124.96f,24.37f,-0.50f,145.09f,67.22f,-2f,136.47f,64.63f,-2f, 19.51f,24.37f,-0.50f,16.64f,27.24f,-0.50f,38.97f,67.22f,-2f,19.51f,24.37f,-0.50f,38.97f,67.22f,-2f,41.56f,64.63f,-2f, 345.45f,27.24f,-0.50f,355.04f,24.37f,-0.50f,343.53f,64.63f,-2f,345.45f,27.24f,-0.50f,343.53f,64.63f,-2f,334.91f,67.22f,-2f, 463.36f,27.24f,-0.50f,460.49f,24.37f,-0.50f,438.44f,64.63f,-2f,463.36f,27.24f,-0.50f,438.44f,64.63f,-2f,441.03f,67.22f,-2f, 463.36f,826.76f,-0.50f,460.49f,829.63f,-0.50f,438.44f,789.37f,-2f,463.36f,826.76f,-0.50f,438.44f,789.37f,-2f,441.03f,786.78f,-2f, 355.04f,829.63f,-0.50f,345.45f,826.76f,-0.50f,334.91f,786.78f,-2f,355.04f,829.63f,-0.50f,334.91f,786.78f,-2f,343.53f,789.37f,-2f, 134.55f,826.76f,-0.50f,124.96f,829.63f,-0.50f,136.47f,789.37f,-2f,134.55f,826.76f,-0.50f,136.47f,789.37f,-2f,145.09f,786.78f,-2f, 16.64f,826.76f,-0.50f,19.51f,829.63f,-0.50f,41.56f,789.37f,-2f,16.64f,826.76f,-0.50f,41.56f,789.37f,-2f,38.97f,786.78f,-2f, }; private float[] backgroundData = new float[] { // # ,Scale, Speed, 300 , 1.05f, .001f, 150 , 1.07f, .002f, 075 , 1.10f, .003f, 040 , 1.12f, .006f, 20 , 1.15f, .012f, 10 , 1.25f, .025f, 05 , 1.50f, .050f, 3 , 2.00f, .100f, 2 , 3.00f, .200f, }; private float[] triangleCoords = new float[] { 0, -25, 0, -.75f, -1, 0, +.75f, -1, 0, 0, +2, 0, -.99f, -1, 0, .99f, -1, 0, }; private float[] triangleColors = new float[] { 1.0f, 1.0f, 1.0f, 0.05f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 0.5f, }; private float[] drawArray2; private FloatBuffer drawBuffer2; private float[] colorArray2; private static FloatBuffer colorBuffer; private static FloatBuffer triangleBuffer; private static FloatBuffer quadBuffer; private static FloatBuffer drawBuffer; private float[] backgroundVerts; private FloatBuffer backgroundVertsWrapped; private float[] backgroundColors; private Buffer backgroundColorsWraped; private FloatBuffer backgroundColorsWrapped; private FloatBuffer arenaWallsWrapped; private FloatBuffer arenaColorsWrapped; private FloatBuffer arena2VertsWrapped; private FloatBuffer arena2ColorsWrapped; private long wallHitStartTime; private int wallHitDrawTime; private FloatBuffer pixelVertsWrapped; private float[] wallHit; private FloatBuffer pixelColorsWrapped; //private float[] pitVerts; private Resources lResources; private FloatBuffer pitVertsWrapped; private FloatBuffer pitColorsWrapped; private boolean arena2; private long lastStartTime; private long startTime; private int state=1; private long introEndTime; protected long introTotalTime =8000; protected long introStartTime; private boolean initDone= false; private static int stateIntro = 0; private static int stateGame = 1; public GlRenderer(spacehockey nspacehockey) { lResources = nspacehockey.getResources(); nspacehockey.SetHandlerToGLRenderer(new Handler() { @Override public void handleMessage(Message m) { if (m.what ==0){ wallHit = m.getData().getFloatArray("wall hit"); wallHitStartTime =System.currentTimeMillis(); wallHitDrawTime = 1000; }else if (m.what ==1){ //state = stateIntro; introEndTime= System.currentTimeMillis()+introTotalTime ; introStartTime = System.currentTimeMillis(); } }}); } public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glShadeModel(GL10.GL_SMOOTH); gl.glClearColor(.01f, .01f, .01f, .1f); gl.glClearDepthf(1.0f); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDepthFunc(GL10.GL_LEQUAL); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); } private float SumOfStrideI(float[] data, int offset, int stride) { int sum= 0; for (int i=offset;i<data.length-1;i=i+stride){ sum = (int) (data[i]+sum); } return sum; } public void onDrawFrame(GL10 gl) { if (state== stateIntro){DrawIntro(gl);} if (state== stateGame){DrawGame(gl);} } private void DrawIntro(GL10 gl) { startTime = System.currentTimeMillis(); if (startTime< introEndTime){ float ptd = (float)(startTime- introStartTime)/(float)introTotalTime; float ptl = 1-ptd; gl.glClear(GL10.GL_COLOR_BUFFER_BIT);//dont move gl.glMatrixMode(GL10.GL_MODELVIEW); int setVertOff = 0; gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, backgroundColorsWrapped); for (int i = 0; i < backgroundData.length / 3; i = i + 1) { int setoff = i * 3; int setVertLen = (int) backgroundData[setoff]; yoffs[i] = (backgroundData[setoff + 2]*(90+(ptl*250))) + yoffs[i]; if (yoffs[i] > Height) {yoffs[i] = 0;} gl.glPushMatrix(); //gl.glTranslatef(0, -(Height/2), 0); //gl.glScalef(1f, 1f+(ptl*2), 1f); //gl.glTranslatef(0, +(Height/2), 0); gl.glTranslatef(0, yoffs[i], i+60); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, backgroundVertsWrapped); gl.glDrawArrays(GL10.GL_TRIANGLES, (setVertOff * 2 * 3) - 0, (setVertLen * 2 * 3) - 1); gl.glTranslatef(0, -Height, 0); gl.glDrawArrays(GL10.GL_TRIANGLES, (setVertOff * 2 * 3) - 0, (setVertLen * 2 * 3) - 1); setVertOff = (int) (setVertOff + setVertLen); gl.glPopMatrix(); } gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); }else{state = stateGame;} } private void DrawGame(GL10 gl) { lastStartTime = startTime; startTime = System.currentTimeMillis(); long moveTime = startTime-lastStartTime; gl.glClear(GL10.GL_COLOR_BUFFER_BIT);//dont move gl.glMatrixMode(GL10.GL_MODELVIEW); int setVertOff = 0; gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, backgroundColorsWrapped); for (int i = 0; i < backgroundData.length / 3; i = i + 1) { int setoff = i * 3; int setVertLen = (int) backgroundData[setoff]; yoffs[i] = (backgroundData[setoff + 2]*moveTime) + yoffs[i]; if (yoffs[i] > Height) {yoffs[i] = 0;} gl.glPushMatrix(); gl.glTranslatef(0, yoffs[i], i+60); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, backgroundVertsWrapped); gl.glDrawArrays(GL10.GL_TRIANGLES, (setVertOff * 6) - 0, (setVertLen *6) - 1); gl.glTranslatef(0, -Height, 0); gl.glDrawArrays(GL10.GL_TRIANGLES, (setVertOff * 6) - 0, (setVertLen *6) - 1); setVertOff = (int) (setVertOff + setVertLen); gl.glPopMatrix(); } //arena frame gl.glPushMatrix(); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, arenaWallsWrapped); gl.glColorPointer(4, GL10.GL_FLOAT, 0, arenaColorsWrapped); gl.glColor4f(.1f, .5f, 1f, 1f); gl.glTranslatef(0, 0, 50); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, (int)(arenaWalls.length / 3)); gl.glPopMatrix(); //arena2 frame if (arena2 == true){ gl.glLoadIdentity(); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, pitVertsWrapped); gl.glColorPointer(4, GL10.GL_FLOAT, 0, pitColorsWrapped); gl.glTranslatef(0, -Height, 40); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, (int)(pitVertsWrapped.capacity() / 3)); } if (wallHitStartTime != 0) { float timeRemaining = (wallHitStartTime + wallHitDrawTime)-System.currentTimeMillis(); if (timeRemaining>0) { gl.glPushMatrix(); float percentDone = 1-(timeRemaining/wallHitDrawTime); gl.glLoadIdentity(); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, pixelVertsWrapped); gl.glColorPointer(4, GL10.GL_FLOAT, 0, pixelColorsWrapped); gl.glTranslatef(wallHit[0], wallHit[1], 0); gl.glScalef(8, Height*percentDone, 0); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 12); gl.glPopMatrix(); } else { wallHitStartTime = 0; } } gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } public void init(GL10 gl) { if (arena2 == true) { AssetManager assetManager = lResources.getAssets(); try { // byte[] ba = {111,111}; DataInputStream Dis = new DataInputStream(assetManager .open("arena2.ogl")); pitVertsWrapped = LoadFloatArray.FromDataInputStream(Dis); pitColorsWrapped = MakeFakeLighting(pitVertsWrapped.array(), .25f, .50f, 1f, 200, .5f); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } if ((Height != 854) || (Width != 480)) { arenaWalls = ScaleFloats(arenaWalls, Width / 480f, Height / 854f); } arenaWallsWrapped = FloatBuffer.wrap(arenaWalls); arenaColorsWrapped = MakeFakeLighting(arenaWalls, .03f, .16f, .33f, .33f, 3); pixelVertsWrapped = FloatBuffer.wrap(pixelVerts); pixelColorsWrapped = MakeFakeLighting(pixelVerts, .03f, .16f, .33f, .10f, 20); initDone=true; } public void onSurfaceChanged(GL10 gl, int nwidth, int nheight) { Width= nwidth; Height = nheight; // avoid division by zero if (Height == 0) Height = 1; // draw on the entire screen gl.glViewport(0, 0, Width, Height); // setup projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(0, Width, Height, 0, 100, -100); // gl.glOrthof(-nwidth*2, nwidth*2, nheight*2,-nheight*2, 100, -100); // GLU.gluPerspective(gl, 180.0f, (float)nwidth / (float)nheight, // 1000.0f, -1000.0f); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); System.gc(); if (initDone == false){ SetupStars(); init(gl); } } public void SetupStars(){ backgroundVerts = new float[(int) SumOfStrideI(backgroundData,0,3)*triangleCoords.length]; backgroundColors = new float[(int) SumOfStrideI(backgroundData,0,3)*triangleColors.length]; int iii=0; int vc=0; float ascale=1; for (int i=0;i<backgroundColors.length-1;i=i+1){ if (iii==0){ascale = (float) Math.random();} if (vc==3){ backgroundColors[i]= (float) (triangleColors[iii]*(ascale)); }else if(vc==2){ backgroundColors[i]= (float) (triangleColors[iii]-(Math.random()*.2)); }else{ backgroundColors[i]= (float) (triangleColors[iii]-(Math.random()*.3)); } iii=iii+1;if (iii> triangleColors.length-1){iii=0;} vc=vc+1; if (vc>3){vc=0;} } int ii=0; int i =0; int set =0; while(ii<backgroundVerts.length-1){ float scale = (float) backgroundData[(set*3)+1]; int length= (int) backgroundData[(set*3)]; for (i=0;i<length;i=i+1){ if (set ==0){ AddVertsToArray(ScaleFloats(triangleCoords, scale,scale*.25f), backgroundVerts, (float)(Math.random()*Width),(float) (Math.random()*Height), ii); }else{ AddVertsToArray(ScaleFloats(triangleCoords, scale), backgroundVerts, (float)(Math.random()*Width),(float) (Math.random()*Height), ii);} ii=ii+triangleCoords.length; } set=set+1; } backgroundVertsWrapped = FloatBuffer.wrap(backgroundVerts); backgroundColorsWrapped = FloatBuffer.wrap(backgroundColors); } public void AddVertsToArray(float[] sva,float[]dva,float ox,float oy,int start){ //x for (int i=0;i<sva.length;i=i+3){ if((start+i)<dva.length){dva[start+i]= sva[i]+ox;} } //y for (int i=1;i<sva.length;i=i+3){ if((start+i)<dva.length){dva[start+i]= sva[i]+oy;} } //z for (int i=2;i<sva.length;i=i+3){ if((start+i)<dva.length){dva[start+i]= sva[i];} } } public FloatBuffer MakeFakeLighting(float[] sa,float r, float g,float b,float a,float multby){ float[] da = new float[((sa.length/3)*4)]; int vertex=0; for (int i=0;i<sa.length;i=i+3){ if (sa[i+2]>=1){ da[(vertex*4)+0]= r*multby*sa[i+2]; da[(vertex*4)+1]= g*multby*sa[i+2]; da[(vertex*4)+2]= b*multby*sa[i+2]; da[(vertex*4)+3]= a*multby*sa[i+2]; }else if (sa[i+2]<=-1){ float divisor = (multby*(-sa[i+2])); da[(vertex*4)+0]= r / divisor; da[(vertex*4)+1]= g / divisor; da[(vertex*4)+2]= b / divisor; da[(vertex*4)+3]= a / divisor; }else{ da[(vertex*4)+0]= r; da[(vertex*4)+1]= g; da[(vertex*4)+2]= b; da[(vertex*4)+3]= a; } vertex = vertex+1; } return FloatBuffer.wrap(da); } public float[] ScaleFloats(float[] va,float s){ float[] reta= new float[va.length]; for (int i=0;i<va.length;i=i+1){ reta[i]=va[i]*s; } return reta; } public float[] ScaleFloats(float[] va,float sx,float sy){ float[] reta= new float[va.length]; int cnt = 0; for (int i=0;i<va.length;i=i+1){ if (cnt==0){reta[i]=va[i]*sx;} else if (cnt==1){reta[i]=va[i]*sy;} else if (cnt==2){reta[i]=va[i];} cnt = cnt +1;if (cnt>2){cnt=0;} } return reta; } }

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  • Fast way to perform addition of 2 LARGE float arrays in Android. Optional JNI or Opengl ES

    - by nathan
    I simply need to add floatArray1 to floatArray2 storing the result in floatArray2.. no third array.. all arrays are one dimensional but are very large... probibly as large as the os will let me get away with. Max i would need is two float arrays with 40,000 floats each... but i could get away with 1/10th that i suppose minimum. Would love to do this in 1/30th or 1/60th of a second but that does not seem possible? Also if the code is JNI,NDK or OpenGL ES thats fine.. does android have an assembly language or like machine code i could use somehow?

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  • Interrupt On GAS

    - by Nathan Campos
    I'm trying to convert my simple program from Intel syntax to the AT&T(to compile it with GAS). I've successfully converted a big part of my application, but I'm still getting an error with the int(the interrupts). My function is like this: printf: mov $0x0e, %ah mov $0x07, %bl nextchar: lodsb or %al, %al jz return int 10 jmp nextchar return: ret msg db "Welcome To Track!", 0Ah But when I compile it, I got this: hello.S: Assembler messages: hello.S:13: Error: operand size mismatch for int' hello.S:19: Error: no such instruction:msg db "Hello, World!",0Ah' What I need to do?

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  • How can I check that I didn't break anything when refactoring?

    - by Nathan Fellman
    I'm about to embark on a bout of refactoring of some functions in my code. I have a nice amount of unit tests that will ensure I didn't break anything, but I'm not sure about the coverage they give me. Are there any tools that can analyze the code and see that the functionality remains the same? I plan to refactor some rather isolated code, so I don't need to check the entire program, just the areas that I'm working on. For context, the code I'm working on is in C/C++, and I work in Linux with GCC and VIM.

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  • How to have comments from FB app in website appear on the websites fb fanpage?

    - by Nathan Jon Grant
    I m a graphic designer and have created a website in Joomla that uses a "lightbox" (ignite gallery) plugin to view images from the site. I have created a facebook 'website' app that allows for comments to be posted via facebook in the lightbox (also a like button) - all of which are really just options that you allow in the ignite gallery options. Everything seems to work fine, I can comment and it will appear under the photo in the lightbox, as I asked it too, it also sends a copy of the comment to the commenter's facebook page with links. How do I also get the comments from the website (lightbox plugin) to also appear on the clients "fan page" that already exists?? Much appreciate any help..

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  • NHibernate - get List<long> representing primary keys?

    - by Nathan
    I have a situation where I definitely don't want to get the whole domain object. Basically, the entity has a primary key of long (.NET)/bigint(sql server 2005). I simply need to pass the primary key to an external system which will access the database directly - and since the list of ids could be large, I don't want to rehydrate the entire domain object just to get the Id. In linq2sql, I could accomplish this with a projection, but I am restricted to NHibernate 1.2.1.4000, which doesn't support Linq. Is there a way to accomplish this using NHibernate 1.2.1.4000? (I am open to using a named-query if that will work)

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  • How do I see if something is getting touched?

    - by Nathan
    Is there some way in objective C to see if an instance is being touched such as: - (void)viewDidLoad { [super viewDidLoad]; if (recordButton.touched = YES) { NSLog (@"record button got touched"); } } Can't they just make these things easy? Could someone help?

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  • Is it possible to get last modified date from an assets file?

    - by Nathan Fig
    Hi, all Bizarre question: is it possible to get the last modified date of a file in the assets folder, or would that be pointless and impossible? I ask because I'm copying a read-only database out of there into the data folder on application start up, but would rather only perform the copy if the existing file is older than the one stored in the assets folder (or if the file doesn't exist). If that's not possible, anyone know of a better convention? I can post that in a separate question if needed. TIA!

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  • Strategies for Mapping Views in NHibernate

    - by Nathan Fisher
    It seems that NHibernate needs to have an id tag specified as part of the mapping. This presents a problem for views as most of the time (in my experience) a view will not have an Id. I have mapped views before in nhibernate, but they way I did it seemed to be be messy to me. Here is a contrived example of how I am doing it currently. Mapping <class name="ProductView" table="viewProduct" mutable="false" > <id name="Id" type="Guid"> <generator class="guid.comb" /> </id> <property name="Name" /> <!-- more properties --> </class> View SQL Select NewID() as Id, ProductName as Name, --More columns From Product Class public class ProductView { public virtual Id {get; set;} public virtual Name {get; set;} } I don't need an Id for the product or in the case of some views I may not have an id for the view, depending on if I have control over the View Is there a better way of mapping views to objects in nhibernate?

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  • find: Prevent .git folders from printing to STDOUT

    - by Nathan Neff
    Hello, I have a find command that I run, to find files named 'foo' in a directory. I want to skip the ".git" directory. The command below works, EXCEPT, it prints an annoying ".git" any time it skips a .git directory find . ( -name .git ) -prune -o -name 'foo' How can I prevent the skipped ".git" directories from printing to STDOUT? Thanks, --Nate

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  • Using VirtualMode on a DataGridView when the number of rows/columns isn't known

    - by Nathan Baulch
    I need to display an unknown length sequence of dictionaries with unknown keys efficiently in a data grid. This sequence is the result of a potentially slow LINQ query that could contain any number of results. At first I thought that VirtualMode on DataGridView was what I was looking for but it appears that the number of rows and columns must be known upfront. I tried adding a single row and column then adding more as needed from the CellValueNeeded event but this doesn't work. Is this even possible with VirtualMode? Or do I need to estimate how many rows are visible on the screen and manually build up the rows/columns? And if so, how do I ensure that a vertical scrollbar is present and react appropriately when a user uses it?

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  • C# Reflection and Getting Properties

    - by Nathan
    I have the following dummy class structure and I am trying to find out how to get the properties from each instance of the class People in PeopleList. I know how to get the properties from a single instance of People but can't for the life of me figure out how to get it from PeopleList. I am sure this is really straightforward but can someone point me in the right direction? public class Example { public class People { private string _name; public string Name { get { return _name; } set { _name = value; } } private int _age; public int Age { get { return _age; } set { _age = value; } } public People() { } public People(string name, int age) { this._name = name; this._age = age; } } public class PeopleList : List<People> { public static void DoStuff() { PeopleList newList = new PeopleList(); // Do some stuff newList.Add(new People("Tim", 35)); } } }

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  • Get newly created window using Win32 API hooks

    - by Nathan W
    This may be a long short or not even possible but no harm in asking. What I am trying to do is monitor an application for any new windows it creates in its MDI control. I have implemented hooking in C# and can capture the MDICREATE window message but because I need to get information about the window after is has been created the MDICREATE message isn't much help because at that stage the window hasn't been created in the other application yet. Without going into to much detail I just need to be able to see when a new window has been created. Is this possible? Thanks

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  • node.js and jsdom - no way to detect that an http 500 error was returned?

    - by Nathan Ridley
    I'm using jsdom with node.js and I'm trying to get it to provide me with some indication that an http error has occurred. I've set up a test server that simply returns an http 500 header for all requests, but when I attempt to load it with jsdom, jsdom doesn't throw any error and doesn't seem to provide me with any information that would identify that an http 500 error was returned. What's the best way to detect an http 500 error?

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  • C# Cast Class to Overridden Class

    - by Nathan Tornquist
    I have a class Application that I need to override with INotifyPropertyChanged events. I have written the logic to override the original class and ended up creating SuperApplication I am pulling the data from a library though, and cannot change the loading logic. I just need a way to get the data from the original class into my superClass. I've tried things like superClass = (SuperApplication)standardClass; but it hasn't worked. How would I go about doing this? If it helps, this is the code I'm using to override the original class: public class SuperCreditApplication : CreditApplication { public SuperCreditApplicant Applicant { get; set; } public SuperCreditApplicant CoApplicant { get; set; } } public class SuperCreditApplicant : CreditApplicant { public SuperProspect Prospect { get; set; } } public class SuperProspect : Prospect, INotifyPropertyChanged { public State DriverLicenseState { get { return DriverLicenseState; } set { DriverLicenseState = value; OnPropertyChanged("DriverLicenseState"); } } public event PropertyChangedEventHandler PropertyChanged; private void OnPropertyChanged(string propertyName) { if (PropertyChanged != null) { PropertyChanged(this, new PropertyChangedEventArgs(propertyName)); } } }

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  • Working With Feeds and Lists

    - by Nathan Campos
    I'm using a ListView component to list up some informations at a RSS feed, but when the user clicks the row, I want to change into a detailed view of that RSS Item, so far I've done this: function parseFeed(feed) { var html = ""; for(var i = 0; i < feed.items.length && i < 5; i++) { var item = feed.items[i]; var title = item.title; html += "\n<li onClick='goDetailed()'>\n"; html += "<h3><a href='#' class='ui-link-inherit'>" + title + "</a></h3>\n"; html += "<p>" + item.description + "</p>\n"; html += "</li>"; } $("#dList").append(html); $("#dList").listview('refresh'); } function goDetailed() { $.mobile.changePage($('#detailedPage')); } One of my problems is that the Back button won't come back(it does nothing). My other question is how I can pass the item.title, item.description, item.link and item.updated of the selected row(feed item) to some <div data-role="content">'s at the detail page.

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  • Can getters and setters be inlined when definition and declaration are seperated in .h and .cpp files?

    - by Nathan
    I have searched and have been unable to verify how the GCC compiler will handle inlining getters and setters when declaration is in .h file and definition is in .cpp file. Most seem to say that GCC can't see across these source file barriers and won't be able to inline these at all, while others disagree. I have looked at the documentation and I can't find the answer there either. Did I miss it? I do realize that inlining is a choice made by the compiler and is not always guaranteed, but assuming optimal situations, is it at least possible?

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  • jQuery selector not selecting

    - by Paul Nathan
    I am unable to get this event to fire: $("#about").click(function() { //I have put alert("foo") here, won't fire $("#about_stuff").toggle(); }); snip <li ><a href="#a" id="about">About</a> I've tested the toggle line in Firebug and it successfully works - I am at my wits end, I've checked it against multiple examples and it persistently refuses to work.

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  • F# Higher-order property accessors

    - by Nathan Sanders
    I just upgraded my prototyping tuple to a record. Someday it may become a real class. In the meantime, I want to translate code like this: type Example = int * int let examples = [(1,2); (3,4); (5,6)] let field1s = Seq.map (fst >> printfn "%d") examples to this: type Example = { Field1 : int Field2 : int Description : string } let examples = [{Field1 = 1; Field2 = 2; Description = "foo"} {Field1 = 3; Field2 = 4; Description = "bar"} {Field1 = 5; Field2 = 6; Description = "baz"}] let field1s = Seq.map Description examples The problem is that I expected to get a function Description : Example -> string when I declared the Example record, but I don't. I've poked around a little and tried properties on classes, but that doesn't work either. Am I just missing something in the documentation or will I have to write higher-order accessors manually? (That's the workaround I'm using now.)

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