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  • value was "" blank when refreshing the page manually

    - by crisgomez
    Hi, I have a problem regarding the maintaining of value when page was refresh.I assign a value into a hidden control using javascript below: function displaytab(tabID) { var tabId = document.getElementById("ctl00_MainContent_tabId"); switch (tabID) { case 1: tabId.value=1; break; case 2: tabId.value=2; break; case 3: tabId.value=3; break; default: tabId.value=0; break; } but when i refresh the page the value was ("") blank. Is there any way how to resolved this issue? or what is the best way to do this?

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  • jQuery, Forms, Browser Refreshes

    - by Eric Cope
    I have a large form with some fields values dependent on previous elements. I use jquery's .trigger event to trigger the dependent field's update functions. When I refresh the page (click reload or click back), the previous values selected are still there, but the dependent fields are not reflecting the other element's values. How can I trigger the update functions upon refresh? I saw a way to prevent the browser from using the form's cached values. I'd rather use the cached values and update the elements dependent on the elements with cached values.

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  • What requests do browsers' "F5" and "Ctrl + F5" refreshes generate?

    - by Morgan Cheng
    Is there a standard for what actions F5 and Ctrl+F5 trigger in web browsers? I once did experiment in IE6 and Firefox 2.x. The "F5" refresh would trigger a HTTP request sent to the server with an "If-Modified-Since" header, while "Ctrl+F5" would not have such a header. In my understanding, F5 will try to utilize cached content as much as possible, while "Ctrl+F5" is intended to abandon all cached content and just retrieve all content from the servers again. But today, I noticed that in some of the latest browsers (Chrome, IE8) it doesn't work in this way anymore. Both "F5" and "Ctrl+F5" send the "If-Modified-Since" header. So how is this supposed to work, or (if there is no standard) how do the major browsers differ in how they implement these refresh features?

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  • Reusing OAuth request token when user refresh page - Twitter4j on GAE

    - by Tahir Akram
    Hi I am using Twitter4J API on GAE/J. I want to use the request token when user came to my page. (called back URL). And press refresh button. I write following code for that. But When user press refresh button. I got Authentication credentials error. Please see the stacktrance. It works fine when user first time used that token. HomeServlet.java code: HttpSession session = request.getSession(); twitter.setOAuthConsumer(FFConstants.CONSUMER_KEY, FFConstants.CONSUMER_SECRET); String token = (String) session.getAttribute("token"); String authorizedToken = (String)session.getAttribute("authorizedToken"); User user = null; if (!token.equals(authorizedToken)){ AccessToken accessToken = twitter.getOAuthAccessToken( token, (String) session .getAttribute("tokenSecret")); twitter.setOAuthAccessToken(accessToken); user = twitter.verifyCredentials(); session.setAttribute("authorizedToken", token); session.setAttribute("user", user); }else{ user = (User)session.getAttribute("user"); } TwitterUser twitterUser = new TwitterUser(); twitterUser.setFollowersCount(user.getFollowersCount()); twitterUser.setFriendsCount(user.getFriendsCount()); twitterUser.setFullName(user.getName()); twitterUser.setScreenName(user.getScreenName()); twitterUser.setLocation(user.getLocation()); Please suggest how I can do that. I have seen on many website. They retain the user with the same token. Even if user press browser refresh buttion again and again. Please help. Exception stacktrace: Reason: twitter4j.TwitterException: 401:Authentication credentials were missing or incorrect. /friends/ids.xml This method requires authentication. at twitter4j.http.HttpClient.httpRequest(HttpClient.java:469) at twitter4j.http.HttpClient.get(HttpClient.java:412) at twitter4j.Twitter.get(Twitter.java:276) at twitter4j.Twitter.get(Twitter.java:228) at twitter4j.Twitter.getFriendsIDs(Twitter.java:1819) at com.tff.servlet.HomeServlet.doGet(HomeServlet.java:86) at javax.servlet.http.HttpServlet.service(HttpServlet.java:693) at javax.servlet.http.HttpServlet.service(HttpServlet.java:806) at org.mortbay.jetty.servlet.ServletHolder.handle(ServletHolder.java:487) at org.mortbay.jetty.servlet.ServletHandler$CachedChain.doFilter(ServletHandler.java:1093) at com.google.apphosting.utils.servlet.ParseBlobUploadFilter.doFilter(ParseBlobUploadFilter.java:97) at org.mortbay.jetty.servlet.ServletHandler$CachedChain.doFilter(ServletHandler.java:1084) at com.google.apphosting.runtime.jetty.SaveSessionFilter.doFilter(SaveSessionFilter.java:35) at org.mortbay.jetty.servlet.ServletHandler$CachedChain.doFilter(ServletHandler.java:1084) at com.google.apphosting.utils.servlet.TransactionCleanupFilter.doFilter(TransactionCleanupFilter.java:43) at org.mortbay.jetty.servlet.ServletHandler$CachedChain.doFilter(ServletHandler.java:1084) at org.mortbay.jetty.servlet.ServletHandler.handle(ServletHandler.java:360) at org.mortbay.jetty.security.SecurityHandler.handle(SecurityHandler.java:216) at org.mortbay.jetty.servlet.SessionHandler.handle(SessionHandler.java:181) at org.mortbay.jetty.handler.ContextHandler.handle(ContextHandler.java:712) at org.mortbay.jetty.webapp.WebAppContext.handle(WebAppContext.java:405) at com.google.apphosting.runtime.jetty.AppVersionHandlerMap.handle(AppVersionHandlerMap.java:238) at org.mortbay.jetty.handler.HandlerWrapper.handle(HandlerWrapper.java:139) at org.mortbay.jetty.Server.handle(Server.java:313) at org.mortbay.jetty.HttpConnection.handleRequest(HttpConnection.java:506) at org.mortbay.jetty.HttpConnection$RequestHandler.headerComplete(HttpConnection.java:830) at com.google.apphosting.runtime.jetty.RpcRequestParser.parseAvailable(RpcRequestParser.java:76) at org.mortbay.jetty.HttpConnection.handle(HttpConnection.java:381) at com.google.apphosting.runtime.jetty.JettyServletEngineAdapter.serviceRequest(JettyServletEngineAdapter.java:135) at com.google.apphosting.runtime.JavaRuntime.handleRequest(JavaRuntime.java:235) at com.google.apphosting.base.RuntimePb$EvaluationRuntime$6.handleBlockingRequest(RuntimePb.java:5235) at com.google.apphosting.base.RuntimePb$EvaluationRuntime$6.handleBlockingRequest(RuntimePb.java:5233) at com.google.net.rpc.impl.BlockingApplicationHandler.handleRequest(BlockingApplicationHandler.java:24) at com.google.net.rpc.impl.RpcUtil.runRpcInApplication(RpcUtil.java:363) at com.google.net.rpc.impl.Server$2.run(Server.java:838) at com.google.tracing.LocalTraceSpanRunnable.run(LocalTraceSpanRunnable.java:56) at com.google.tracing.LocalTraceSpanBuilder.internalContinueSpan(LocalTraceSpanBuilder.java:536) at com.google.net.rpc.impl.Server.startRpc(Server.java:793) at com.google.net.rpc.impl.Server.processRequest(Server.java:368) at com.google.net.rpc.impl.ServerConnection.messageReceived(ServerConnection.java:448) at com.google.net.rpc.impl.RpcConnection.parseMessages(RpcConnection.java:319) at com.google.net.rpc.impl.RpcConnection.dataReceived(RpcConnection.java:290) at com.google.net.async.Connection.handleReadEvent(Connection.java:466) at com.google.net.async.EventDispatcher.processNetworkEvents(EventDispatcher.java:759) at com.google.net.async.EventDispatcher.internalLoop(EventDispatcher.java:205) at com.google.net.async.EventDispatcher.loop(EventDispatcher.java:101) at com.google.net.rpc.RpcService.runUntilServerShutdown(RpcService.java:251) at com.google.apphosting.runtime.JavaRuntime$RpcRunnable.run(JavaRuntime.java:394) at java.lang.Thread.run(Unknown Source)

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  • JQuery Cycle fails on Page Refresh

    - by Darknight
    In a similar issue as this one: http://stackoverflow.com/questions/1719475/jquery-cycle-firefox-squishing-images I've managed to overcome the initial problem using Jeffs answer in the above link. However now I have noticed a new bug, upon page refresh it simply does not work. I have tried a hard refresh (ctrl+F5) but this does not work. However when you come page to the page it loads fine. here is my modified version (taken from Jeff's): <script type="text/javascript"> $(document).ready(function() { var imagesRemaining = $('#slideshow img').length; $('#slideshow img').bind('load', function(e) { imagesRemaining = imagesRemaining - 1; if (imagesRemaining == 0) { $('#slideshow').show(); $('#slideshow').cycle({ fx: 'shuffle', speed: 1200 }); } }); }); </script> Any ideas? I've also tried JQuery Live but could not implement it correctly. I've also tried Meta tags to force images to load. But it only works first time round.

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  • Get data from database without refresh whole page

    - by stefanz
    Hello everybody. My project is about a school admin I have a page called : createClass.php, where user inserts grade, profile etc. When he press "submit" page called createdClass.php is loading. Inside this page I have all code which insert data into database and also an "if" structure which says : "Class already exists" if in database is another class with same specifications. Also in second page (createdClass.php) i have a small table which shows the place of each student. First time all cells are green (this means that place is free) and if i click one of them appear a popup window which let me to add info about student from that place. If a place is busy the cell will be red (take a look here : http://screencast.com/t/NzM2YzYxNjct). The big problem is that the cell will be red only after refresh the page (the place ask for data from database). If I press refresh appears "class already exists". To test the code i added in a comment all lines which verify and add respectively classroom . I think my problem can be solved with ajax. I'm waiting for an answer. Regards Stefan

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  • writing a meta refresh method for rails

    - by aaronstacy
    I want a method in app/controllers/application.rb that can prepend/append text to whatever template gets rendered. Of course I can't call render twice w/o getting a double render error, so is this possible? I want to redirect after a delay using a meta refresh. Here's what I've got: app/controllers/application_controller.rb: def redirect_after_delay (url, delay) @redirect_delay = delay @redirect_url = url render end app/views/layouts/application.html.erb <!DOCTYPE html> <html lang="en"> <head> <%= yield :refresh_tag %> </head> <body> <%= yield %> </body> </html> So then if I want to add a redirect-after-delay, I add the following to 1) my controller and 2) the action's view: app/controllers/my_controller.rb def my_action redirect_after_delay 'http://www.google.com', 3 if some_condition end app/views/my_controller/my_action.html.erb <% content_for :refresh_tag do %> <meta http-equiv='refresh' content='<%=@redirect_delay%>;url=<%=@redirect_url%>'> <% end %> <h1>Please wait while you are redirected...</h1> Since the content_for block never changes, is it possible to do this in some generic way so that I don't have to put <%= yield :refresh_tag %> in each template? (e.g. could redirect_after_delay add it into whatever template is going to be rendered?)

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  • Why does Firefox + My code Destroys FireFox refresh

    - by acidzombie24
    I am soo angry right now. I lost hours and i dont know why this happens. Its a semi rant but i'll try to keep it short My code would not work, even after refreshing it was broken I fixed my code or so i thought because it stops working without me changing anything (you would think i am imagining this...) I somehow decide to make a new window or tab i run my code and verifies it works. I write more code and see everything is broken again I write test in a new window and see my code does work I see my code doesnt work and firebug DOES NOT HELP I notice when i create a new tab everything works I realize refreshing does not work and i MUST make a new tab for my code to work. Then i knew instantly what the problem was. I modify a display:none textbox but i set the values incorrectly. I cant see it because it is hidden. Now some of you might say its my fault because when doing a refresh all of the data may be cache. But here is the kicker. I was using POST data. I posted in between of the refresh each and everytime. Whats the point of using POST when the same data is cached and use anyways? If theres no chance for a search engine to follow a block user get link then why should i bother making anything post when security or repeat actions are not an issue? POST didnt seem to do anything.

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  • ASP.net attachment then refresh page

    - by Russell
    I am working on a c# project using ASP .net. I have a list of reports with a hyperlink for each, which calls the web server, retrieves a PDF and then returns the PDF for the user to save or open: ASPX page: <table> <tr> <td> <a href="#" onclick="SubmitFormToOpenReport();">Open Report 1</a> <td> </tr> ... </table> ASP.Net: context.Response.Clear(); context.Response.AddHeader("content-disposition", "attachment;filename=report.pdf"); context.Response.Charset = ""; context.Response.ContentType = "application/pdf"; context.Response.BinaryWrite(myReport); context.Response.Flush(); This works as expected, however I would like it to also refresh the page with an updated list. I am having trouble as the single request/response is returning the report. Is there a way to refresh the page as well? While there is a correct response, feel free to include answers which details alternative solutions/ideas for doing this.

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  • optimizing iPhone OpenGL ES fill rate

    - by NateS
    I have an Open GL ES game on the iPhone. My framerate is pretty sucky, ~20fps. Using the Xcode OpenGL ES performance tool on an iPhone 3G, it shows: Renderer Utilization: 95% to 99% Tiler Utilization: ~27% I am drawing a lot of pretty large images with a lot of blending. If I reduce the number of images drawn, framerates go from ~20 to ~40, though the performance tool results stay about the same (renderer still maxed). I think I'm being limited by the fill rate of the iPhone 3G, but I'm not sure. My questions are: How can I determine with more granularity where the bottleneck is? That is my biggest problem, I just don't know what is taking all the time. If it is fillrate, is there anything I do to improve it besides just drawing less? I am using texture atlases. I have tried to minimize image binds, though it isn't always possible (drawing order, not everything fits on one 1024x1024 texture, etc). Every frame I do 10 image binds. This seem pretty reasonable, but I could be mistaken. I'm using vertex arrays and glDrawArrays. I don't really have a lot of geometry. I can try to be more precise if needed. Each image is 2 triangles and I try to batch things were possible, though often (maybe half the time) images are drawn with individual glDrawArrays calls. Besides the images, I have ~60 triangles worth of geometry being rendered in ~6 glDrawArrays calls. I often glTranslate before calling glDrawArrays. Would it improve the framerate to switch to VBOs? I don't think it is a huge amount of geometry, but maybe it is faster for other reasons? Are there certain things to watch out for that could reduce performance? Eg, should I avoid glTranslate, glColor4g, etc? I'm using glScissor in a 3 places per frame. Each use consists of 2 glScissor calls, one to set it up, and one to reset it to what it was. I don't know if there is much of a performance impact here. If I used PVRTC would it be able to render faster? Currently all my images are GL_RGBA. I don't have memory issues. Here is a rough idea of what I'm drawing, in this order: 1) Switch to perspective matrix. 2) Draw a full screen background image 3) Draw a full screen image with translucency (this one has a scrolling texture). 4) Draw a few sprites. 5) Switch to ortho matrix. 6) Draw a few sprites. 7) Switch to perspective matrix. 8) Draw sprites and some other textured geometry. 9) Switch to ortho matrix. 10) Draw a few sprites (eg, game HUD). Steps 1-6 draw a bunch of background stuff. 8 draws most of the game content. 10 draws the HUD. As you can see, there are many layers, some of them full screen and some of the sprites are pretty large (1/4 of the screen). The layers use translucency, so I have to draw them in back-to-front order. This is further complicated by needing to draw various layers in ortho and others in perspective. I will gladly provide additional information if reqested. Thanks in advance for any performance tips or general advice on my problem!

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  • Complete refresh of the OS - windows 7.

    - by Vael Victus
    So, the girlfriend's got a virus, and it's pretty nasty. I don't have the time to mess around with it, and she's not so bad with computers, but this is out of her league. (considering her idea of fixing the problem was to download a virus scan that was malware itself) I think I remember hearing that it's possible to put in some restore/recovery disk that comes with the computer to bring Windows back to the way it was originally right from the factory. The problem is, I bought that computer off the shelf - literally - and I don't think I received a disk, or if I had, it's probably gone now. Do you guys have any idea what I could do? I'm all for reformatting, it's just a toy PC for her. I just don't have a disk to re-install windows 7 with.

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  • iPhone email PDF refresh

    - by nate
    I email out daily sales reports via SQL Server Reporting Services. However, a few users receive on iPhones and the reports don't reload when a new one comes in. It thinks it is the same file as the previous day's report. Is there a way to clear the cache or force a reload?

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  • Why Standards Place Limits on Data Transfer Rates?

    - by Mehrdad
    This is a rather general question about hardware and standards in general: Why do they place limits on data transfer rates, and disallow manufacturers from exceeding those rates? (E.g. 100 Mbit/s for Wireless G, 150 Mbit/s for Wireless N, ...) Why not allow for some sort of handshake protocol, whereby the devices being connected agree upon the maximum throughput that they each support, and use that value instead? Why does there have to be a hard-coded limit, which would require a new standard for every single improvement to a data rate?

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  • teamviewer display is slow to refresh

    - by brunoais
    I'm using teamviewer from time to time to connect my portable computer with my desktop computer when I need to check on something (personal use). One of the main things I've been noticing is that it is quite slow transfering the screen updates that keep happening. This happens more frequently when I'm moving full windows or when I open a window or when watching a small movie clip. I've tested the lowest maximum p2p speed I ever got in the last week between both and it is the desktop's upload speed of 6MB/s with the ping of 40ms (usually ~15 ms). With this I was expecting to have very sharp image and fast transfer speeds which is not what is happening. Just to clarify, both computer's individual core's CPU is not reaching its peak (25%) while teamviewer is active, so the encryption and decryption is not the cause. Why my connection between both computers so slow?

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  • refresh windows network performance counters in command line

    - by michalv82
    I am testing a USB device connected to a windows PC. When the device is connected then windows has another network interface going through the device. I need to get the bytes transffered for that specific interface, basically I need the data shown in the networking tab in the task manager for my interface adapter. I found this question which helped to get this info: ms windows network activity bytes send and receive in command line However I have a problem when I run multiple tests - each time I disconnect and connect the device there's another line for the interface, like below. In the task manager networking tab I only see one record for my interface but I don't know how I can know from command line which is the lastest and current instance (it's not like the first line or last line is always the current interface, I noticed it's not consistent): wmic path Win32_PerfRawData_Tcpip_NetworkInterface Get Name,PacketsReceivedPerSec,PacketsSentPerSec,BytesReceivedPersec,BytesSentPersec BytesReceivedPersec BytesSentPersec Name PacketsReceivedPersec PacketsSentPersec 422666370 6317989292 Intel[R] 82579LM Gigabit Network Connection 2715169 8109643 49150 375973 My USB Device 432 568 0 0 My USB Device _2 0 0 0 0 My USB Device _3 0 0 0 0 My USB Device _6 0 0 0 0 Local Area Connection* 9 0 0

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  • Centos OS resource footprint vs Ubuntu package refresh

    - by webworm
    I am trying to determine which distro to sink my teeth into. I am new to the Linux world and would like to choose a distro to focus on. I have read that CentOS uses less resources than Ubuntu, which is an issue for me since I am renting a VPS and resource cost is an issue. I have also read that Ubuntu has more up-to-date packages which is a concern for me as I want to use PHP and some packages that have a fair amount of dependencies. I am not using Linux as a desktop OS, rather just as a server for Apache, PHP, PERL, and Java development. What would be the best choice for a server OS? CentOS or Ubuntu? Are the resource requirements that different? Are the packages that different between the two? Thanks.

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  • using trickle to slow down browser

    - by tester
    according to trickle's man page, http://linux.die.net/man/1/trickle i can limit the download speed of a process, e.g. trickle -u 10 -d 20 ncftp to Launch ncftp(1) limiting its upload capacity to 10 KB/s, and download capacity at 20 KB/s. how would I go about limiting google-chrome or firefox with trickle? Edit: For those of you asking why I asked such an obvious question, I tried trickle -u 10 -d 20 firefox and I'm getting an error trickle: Could not reach trickled, working independently: No such file or directory firefox opens right after, but is definitely not rate limited...

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  • When does a cached website refresh?

    - by user142485
    If i go to example.com [placeholder for different website] it creates the numerous cache entries in the browser for different items on the page and two entries for example.com. One of which expires in 1.5hrs and the other has 'No expiration time.' What I am wondering is: when does the browser display the cached page and when does it get the newest version from the server (when re-visiting the site)? What do the two different expiration times for the top level domain mean? A web page I went to was temporarily redirecting to a different page. After it was back up, I was still getting redirected to the temp page even though the correct page was up. Would this have eventually resolved itself based on expiration times or does the cache need to be cleared?

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  • Display on secondary video card (Nvidia 8400 GS): horrible refresh, bogs system

    - by minameismud
    This is my work computer, but it's a small shop. We do business software development. The most hardcore thing we create is some web animations with html5 and fancy javascript/css. The base machine is a Dell Precision T3500 - Xeon W3550 (3.07GHz quad), 6GB ram, pair of 500GB harddrives, and Win 7 x64 Enterprise SP1. My primary video card is an ATI FirePro V4800 1GB in a PCIe slot of some speed driving a pair of 23s at 1920x1080 through DisplayPort-HDMI adapters. The secondary card is an NVidia GeForce 8400GS in a PCI slot driving a single 17" at 1280x1024 through DVI. On either of the 23" monitors, windows move smoothly, scroll quickly, and are generally very responsive. On the 17", it's slow, chunky, and when I'm trying to scroll a ton of content, Windows will occasionally suggest I drop to the Windows Basic theme. I've updated drivers for both cards, and I've gotten every Windows update relating to video. Specifically: ATI FirePro Provider: Advanced Micro Devices, Inc Date: 6/22/2014 Version: 13.352.1014.0 NVidia 8400 GS Provider: NVIDIA Date: 7/2/2014 Version: 9.18.13.4052 Unfortunately, new hardware isn't really an option. Is there anything I can do software-wise to speed up the NVidia-driven monitor?

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • treeview loses data when page is being refreshed in asp.net

    - by Greg
    Hi, I have a treeview and I written a code for his "treeNodePopulate" event: protected void ycActiveTree_TreeNodePopulate(object sender, TreeNodeEventArgs e) { if (Application["idList"] != null && e.Node.Depth == 0) { string[] words = ((String)Application["idList"]).Split(' '); // Yellow Card details TreeNode child = new TreeNode(""); // Go over all the yellow card details and populate the treeview for (int i = 1; i < words.Length; i++) { child.SelectAction = TreeNodeSelectAction.None; // Same yellow card if (words[i] != "*") { // End of details and start of point ip's if (words[i] == "$") { // Add the yellow card node TreeNode yellowCardNode = new TreeNode(child.Text); yellowCardNode.SelectAction = TreeNodeSelectAction.Expand; e.Node.ChildNodes.Add(yellowCardNode); child.Text = ""; } // yellow card details else { child.Text = child.Text + words[i] + " "; } } // End of yellow card else { child.PopulateOnDemand = false; child.SelectAction = TreeNodeSelectAction.None; // Populate the yellow card node e.Node.ChildNodes[e.Node.ChildNodes.Count - 1].ChildNodes.Add(child); TreeNode moveChild = new TreeNode("Move To Reviewed"); moveChild.PopulateOnDemand = false; moveChild.SelectAction = TreeNodeSelectAction.Select; e.Node.ChildNodes[e.Node.ChildNodes.Count - 1].ChildNodes.Add(moveChild); child = new TreeNode(""); } } Application["idList"] = null; } } I want the treenode to get the data from the Application variable and then nullify the Application variable so that the tree will take data from Applcation only if there is something in it (I put data into the application from another page and then redirect to this page) But when I refresh this page the data in the treenode isnt being saved. I mean after the refresh the Application is null so he isnt doing anything. The question is why is the data that I put in the treenode earlier isnt being saved? The "enableViewState" property is set to "true".. Thanks in advance, Greg

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  • How to clear wxpython frame content when dragging a panel?

    - by aF
    Hello, I have 3 panels and I want to make drags on them. The problem is that when I do a drag on one this happens: How can I refresh the frame to happear its color when the panel is no longer there? This is the code that I have to make the drag: def onMouseMove(self, event): (self.pointWidth, self.pointHeight) = event.GetPosition() (self.width, self.height) = self.GetSizeTuple() if (self.pointWidth>100 and self.pointWidth<(self.width-100) and self.pointHeight < 15) or self.parent.dragging: self.SetCursor(wx.StockCursor(wx.CURSOR_SIZING)) """implement dragging""" if not event.Dragging(): self.w = 0 self.h = 0 return self.CaptureMouse() if self.w == 0 and self.h == 0: (self.w, self.h) = event.GetPosition() else: (posw, posh) = event.GetPosition() displacement = self.h - posh self.SetPosition( self.GetPosition() - (0, displacement)) else: self.SetCursor(wx.StockCursor(wx.CURSOR_ARROW)) def onDraggingDown(self, event): if self.pointWidth>100 and self.pointWidth<(self.width-100) and self.pointHeight < 15: self.parent.dragging = 1 self.SetCursor(wx.StockCursor(wx.CURSOR_ARROW)) self.SetBackgroundColour('BLUE') self.parent.SetTransparent(220) self.Refresh() def onDraggingUp(self, event): self.parent.dragging = 0 self.parent.SetTransparent(255) self.SetCursor(wx.StockCursor(wx.CURSOR_ARROW)) and this are the binds for this events: self.Bind(wx.EVT_MOTION, self.onMouseMove) self.Bind(wx.EVT_LEFT_DOWN, self.onDraggingDown) self.Bind(wx.EVT_LEFT_UP, self.onDraggingUp) With this, if I click on the top of the panel, and move down or up, the panel position changes (I drag the panel) to the position of the mouse.

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  • Memory leak on CollectionView.View.Refresh

    - by Dabblernl
    I have defined my binding thus: <TreeView ItemsSource="{Binding UsersView.View}" ItemTemplate="{StaticResource MyDataTemplate}" /> The CollectionViewSource is defined thus: private ObservableCollection<UserData> users; public CollectionViewSource UsersView{get;set;} UsersView=new CollectionViewSource{Source=users}; UsersView.SortDescriptions.Add( new SortDescription("IsLoggedOn",ListSortDirection.Descending); UsersView.SortDescriptions.Add( new SortDescription("Username",ListSortDirection.Ascending); So far, so good, this works as expected: The view shows first the users that are logged on in alphabetical order, then the ones that are not. However, the IsLoggedIn property of the UserData is updated every few seconds by a backgroundworker thread and then the code calls: UsersView.View.Refresh(); on the UI thread. Again this works as expected: users that log on are moved from the bottom of the view to the top and vice versa. However: Every time I call the Refresh method on the view the application hoards 3,5MB of extra memory, which is only released after application shutdown (or after an OutOfMemoryException...) I did some research and below is a list of fixes that did NOT work: The UserData class implements INotifyPropertyChanged Changing the underlying users collection does not make any difference at all: any IENumerable<UserData as a source for the CollectionViewSource causes the problem. -Changing the ColletionViewSource to a List<UserData (and refreshing the binding) or inheriting from ObservableCollection to get access to the underlying Items collection to sort that in place does not work. I am out of ideas! Help? EDIT: I found it: The Resource MyDataTemplate contains a Label that is bound to a UserData object to show one of its properties, the UserData objects being handed down by the TreeView's ItemsSource. The Label has a ContextMenu defined thus: <ContextMenu Background="Transparent" Width="325" Opacity=".8" HasDropShadow="True"> <PrivateMessengerUI:MyUserData IsReadOnly="True" > <PrivateMessengerUI:MyUserData.DataContext> <Binding Path="."/> </PrivateMessengerUI:MyUserData.DataContext> </PrivateMessengerUI:MyUserData> </ContextMenu> The MyUserData object is a UserControl that shows All properties of the UserData object. In this way the user first only sees one piece of data of a user and on a right click sees all of it. When I remove the MyUserData UserControl from the DataTemplate the memory leak disappears! How can I still implement the behaviour as specified above?

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  • Why meta refresh followed by 2 redirects?

    - by twneale
    I have encountered several websites where the initial visit by a user results in a http-equiv refresh to another (usually gibberish) url, which then promptly redirects (302) to another gibberish url, which in turn immediately redirects to yet a fourth url that actually displays the landing page for the site. My question is: what the heck? Why would a server be set up to behave this way? Here is list of a few sites that do this: New York State Library - http://nysl.nysed.gov New York State Regulations provided by Westlaw - http://government.westlaw.com/linkedslice/default.asp?SP=nycrr-1000

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  • How does RoR's reloading content on refresh work?

    - by aharon
    RoR allows you to, as long as the env is development, change parts of the your application code and then just refresh the browser--and everything is changed, without having to restart Mongrel. How does this work, and where in the Rails codebase is this done? (Or, alternatively, is there some easy way to do this with Rack+Mongrel?) Thanks so much.

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