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  • Published Android apk gives error "Package file was not signed correctly"

    - by David Read
    I recently uploaded my application to the android market however it's refusing to run when downloaded due to the error Package file was not signed correctly I first published the packet using eclipse, right click export, creating a keystore then publishing, however it refuses to work. I then downloaded the keytool and jarsigner and used them to sign an upgrade which I posted instead. However this gives the same error. I have no idea what I've done wrong, and since I cannot delete the application I cannot try and start again can anyone help me? Thanks

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  • Why signed android apk is not running on emulator

    - by Maxood
    I have made a signed apk of an android project. Whenever my client try to run it on the emulator, he faces the following error message: D:\Android\android-sdk- windows\tools>adb install -r abc.apk 500 KB/s (6940708 bytes in 13.534s) pkg: /data/local/tmp/abc.apk Failure [INSTALL_PARSE_FAILED_NO_CERTIFICATES] What is the resolution?

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  • Retrieving text from password field [python][pyqt4]

    - by Dr. Johnson
    def welcomeStage (self): self.test = QtGui.QLineEdit (self) self.test.move (50, 150) QtCore.QObject.connect (self.test, QtCore.SIGNAL ('returnPressed()'), self.passwordStage) def passwordStage (self): self.email = self.test.text() self.test.clear() self.test.setEchoMode (QtGui.QLineEdit.Password) QtCore.QObject.connect (self.test, QtCore.SIGNAL ('returnPressed()'), self.loginStage) def loginStage (self): self.pwd = self.test.text() print self.pwd if len (self.pwd) < 0: welcomeStage () return Simply put, I am making a login form. The user enters their email, then the text field is cleared and echo mode is set to Password mode. The text() function returns the email fine, but when I call text() after I have changed the echo mode, it returns 0. I've been pouring over the documentation looking for anything regarding the text() function and how it operates when Password mode is on, however I have not found anything. Does anybody know how this is done?

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  • Pointer Arithmetic & Signed / Unsigned Conversions!

    - by Jay
    Incase of pointer arithmetic, are the integers automatically converted to their signed variants? If yes, why? Suppose I do pointer + uiVal where pointer is a pointer to int and uiVal is initialized to -1, then I find that the address in pointers get decremented by 4. Why is the unsigned value of -1 not considered here?

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  • SharePoint 2010: WebPartZone not rendered when i'm not signed in

    - by Michael
    Hi all! I have a custom WebPart on my welcome page in SharePoint 2010. When I open the page without signing on, the whole WebPartZone remains unrendered (according to the responded html). When signed in, my WebPart works perfectly. Afaik, my WebPart does not require any special permission, it just pulls content from some lists on the same SharePoint site. Any ideas? thx, M

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  • kill unsigned / signed comparison error

    - by anon
    In general, I want warnings of unsigned vs signed. However, in this particular case, I want it supressed; std::vector<Blah> blahs; for(int i = 0; i < blahs.size(); ++i) { ... I want to kill this comparison. Thanks! (using g++)

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  • PKCS#7 Signed Code Image extracting

    - by sid
    Hi, I wanted to extract the Signer Informations from PKCS#7 Signed Code Image using C/CPP. I wanted to know the openssl API's. I am Able to extract Using bouncy castle (CMSSignedData). Please let me know the openssl API's which I can use in C/CPP to extract the each signers and signer informations and verify the Signers. is there any API like X509_LOOKUP_buffer() instead of X509_LOOKUP_file() ??? Thanks in advance opensid

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  • Can using Chronic impair your sense of time?

    - by Trip
    Haha.. I'm using Chronic to parse the time users add in the Calendar. Where the code works and implements the right time, the end result is that, IF a user adds a time, then it has no date, and because it has no date, it will not show in results. Any ideas? def set_dates unless self.natural_date.blank? || Chronic.parse(self.natural_date).blank? # check if we are dealing with a date or a date + time if time_provided?(self.natural_date) self.date = nil self.time = Chronic.parse(self.natural_date) else self.date = Chronic.parse(self.natural_date).to_date self.time = nil end end unless self.natural_end_date.blank? || Chronic.parse(self.natural_end_date).blank? # check if we are dealing with a date or a date + time if time_provided?(self.natural_end_date) self.end_date = nil self.end_time = Chronic.parse(self.natural_end_date) else self.end_date = Chronic.parse(self.natural_end_date).to_date self.end_time = nil end end end Edit: Here is the time_provided? method: def time_provided?(natural_date_string) date_span = Chronic.parse(natural_date_string, :guess => false) (date_span.last - date_span.first).to_i == 1 end

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  • Can using Chronic impair you sense of time?

    - by Trip
    Haha.. I'm using Chronic to parse the time users add in the Calendar. Where the code works and implements the right time, the end result is that, IF a user adds a time, then it has no date, and because it has no date, it will not show in results. Any ideas? def set_dates unless self.natural_date.blank? || Chronic.parse(self.natural_date).blank? # check if we are dealing with a date or a date + time if time_provided?(self.natural_date) self.date = nil self.time = Chronic.parse(self.natural_date) else self.date = Chronic.parse(self.natural_date).to_date self.time = nil end end unless self.natural_end_date.blank? || Chronic.parse(self.natural_end_date).blank? # check if we are dealing with a date or a date + time if time_provided?(self.natural_end_date) self.end_date = nil self.end_time = Chronic.parse(self.natural_end_date) else self.end_date = Chronic.parse(self.natural_end_date).to_date self.end_time = nil end end end

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  • Are C++ enums signed or unsigned?

    - by Matt
    Are C++ enums signed or unsigned? And by extension is it safe to validate an input by checking that it is <= your max value, and leave out = your min value (assuming you started at 0 and incremented by 1)?

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  • Need Directions to become a programmer [closed]

    - by Omin
    Before youguys go on about how there are many types of programmers, please read through the post. Long term goal: Develop my own software (company) Short term goal: Get a job that involves coding/programming Current status: Support Analyst (at a software company but does not involve any programming) with 40k salary, 3rd year computer engineering student I had everything figured out. I'm going to develop a 2D scrolling game for iphone or android, publish the app, sell a bunch, and then apply at a studios as a software developer. And then something hit me. I think I need to get a job that involes programming to learn as much as I can in the shortest time possible. So I got a phone interview at a fast growing start up software company, passed that no problem, but then had to take an online technical assessment. That failed miserably. I thought that if I could just present myself, show that I am hard working, positive attitude, eager to make self improvements, type of a guy, I could get the job. I was wrong. And now, I am lost. Im thinking of staying with my job until I find a new one as a programmer. I will be working, self studying, and trying to make this happen without finishing university. I forgot to mention that the online technical assessment was based on data structures/algorithms, OO design, runtime complexity. I was hoping that I could get some guidence. Should I be focusing on app development or study computer science fundamentals? I have a list of books I can be going through: Learning C# O'Reilly (I got interested in C# because of Unity3D and Mono), C# 5.0 in a Nutshell, Head First Design Patterns, Code Complete, Introduction to Algorithms, Programming Interviews Exposed, Cracking the Coding Interview, The Google Resume.

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  • Simple iOS glDrawElements - BAD_ACCESS

    - by user699215
    You can copy paste this into the default OpenGl template created in Xcode. Why am I not seeing anything :-) It is strange as the glDrawArrays(GL_TRIANGLES, 0, 3); is working fine, but with glDrawElements(GL_TRIANGLE_STRIP, sizeof(indices)/sizeof(GLubyte), GL_UNSIGNED_BYTE, indices); Is giving BAD_ACCESS? Copy paste this into Xcode default OpenGl template: ViewController #import "ViewController.h" #define BUFFER_OFFSET(i) ((char *)NULL + (i)) // Uniform index. enum { UNIFORM_MODELVIEWPROJECTION_MATRIX, UNIFORM_NORMAL_MATRIX, NUM_UNIFORMS }; GLint uniforms[NUM_UNIFORMS]; // Attribute index. enum { ATTRIB_VERTEX, ATTRIB_NORMAL, NUM_ATTRIBUTES }; @interface ViewController () { GLKMatrix4 _modelViewProjectionMatrix; GLKMatrix3 _normalMatrix; float _rotation; GLuint _vertexArray; GLuint _vertexBuffer; NSArray* arrayOfVertex; } @property (strong, nonatomic) EAGLContext *context; @property (strong, nonatomic) GLKBaseEffect *effect; - (void)setupGL; - (void)tearDownGL; @end @implementation ViewController - (void)viewDidLoad { [super viewDidLoad]; self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]; GLKView *view = (GLKView *)self.view; view.context = self.context; view.drawableDepthFormat = GLKViewDrawableDepthFormat24; [self setupGL]; } - (void)dealloc { [self tearDownGL]; if ([EAGLContext currentContext] == self.context) { [EAGLContext setCurrentContext:nil]; } } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; if ([self isViewLoaded] && ([[self view] window] == nil)) { self.view = nil; [self tearDownGL]; if ([EAGLContext currentContext] == self.context) { [EAGLContext setCurrentContext:nil]; } self.context = nil; } // Dispose of any resources that can be recreated. } GLuint vertexBufferID; GLuint indexBufferID; static const GLfloat vertices[9] = { -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5 }; static const GLubyte indices[3] = { 0, 1, 2 }; - (void)setupGL { [EAGLContext setCurrentContext:self.context]; // [self loadShaders]; self.effect = [[GLKBaseEffect alloc] init]; self.effect.light0.enabled = GL_TRUE; self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f); glEnable(GL_DEPTH_TEST); // glGenVertexArraysOES(1, &_vertexArray); // glBindVertexArrayOES(_vertexArray); glGenBuffers(1, &vertexBufferID); glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glGenBuffers(1, &indexBufferID); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, // Specifies the index of the generic vertex attribute to be modified. 3, // Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4. GL_FLOAT, // GL_FALSE, // 0, // BUFFER_OFFSET(0)); // // glBindVertexArrayOES(0); } - (void)tearDownGL { [EAGLContext setCurrentContext:self.context]; glDeleteBuffers(1, &_vertexBuffer); glDeleteVertexArraysOES(1, &_vertexArray); self.effect = nil; } #pragma mark - GLKView and GLKViewController delegate methods - (void)update { float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); self.effect.transform.projectionMatrix = projectionMatrix; GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f); baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f); // Compute the model view matrix for the object rendered with GLKit GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); self.effect.transform.modelviewMatrix = modelViewMatrix; // Compute the model view matrix for the object rendered with ES2 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL); _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); _rotation += self.timeSinceLastUpdate * 0.5f; } int i; - (void)glkView:(GLKView *)view drawInRect:(CGRect)rect { glClearColor(0.65f, 0.65f, 0.65f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // glBindVertexArrayOES(_vertexArray); // Render the object with GLKit [self.effect prepareToDraw]; //glDrawArrays(GL_TRIANGLES, 0, 3); // Render the object again with ES2 // glDrawArrays(GL_TRIANGLES, 0, 3); glDrawElements(GL_TRIANGLE_STRIP, sizeof(indices)/sizeof(GLubyte), GL_UNSIGNED_BYTE, indices); } @end

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  • Trusted Root certificates regularly disappear on Windows 7

    - by Evgeny
    I've installed several self-signed certificates on my Windows 7 Ultimate x64 machine for development purposes. One was installed into Trusted Root CAs and 2 were installed into My Certificates and Trusted People. Every day or two the certificate installed into Trusted Root CAs disappears and I have to re-install it! This is annoying the hell out of me. Why is it happening and how do I stop it? The other certificates (installed into other stores) do not disappear. My first thought was some kind of Group Policy, but my machine is not part of a domain - though it does obtains its IP address from a corporate DHCP server, so I'm not sure if they can somehow still manage to apply Group Policy to me.

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  • Scrolling a canvas as a shape you're moving approaches its edges

    - by Steven Sproat
    Hi, I develop a Python-based drawing program, Whyteboard. I have tools that the user can create new shapes on the canvas, such as text/images/rectangles/circles/polygons. I also have a Select tool that allows the users to modify these shapes - for example, moving a shape's position, resizing, or editing polygon's points' positions. I'm adding in a new feature where moving or resizing a point near the canvas edge will automatically scroll the canvas. I think it's a good idea in terms of program usability, and annoys me when other program's don't have this feature. I've made some good progress on coding this; below is some Python code to demonstrate what I'm doing. These functions demonstrate how some shapes calculate their "edges": def find_edges(self): """A line.""" self.edges = {EDGE_TOP: min(self.y, self.y2), EDGE_RIGHT: max(self.x, self.x2), EDGE_BOTTOM: max(self.y, self.y2), EDGE_LEFT: min(self. x, self.x2)} def find_edges(self): """An image""" self.edges = {EDGE_TOP: self.y, EDGE_RIGHT: self.x + self.image.GetWidth(), EDGE_BOTTOM: self.y + self.image.GetWidth(), EDGE_LEFT: self.x} def find_edges(self): """Get the bounding rectangle for the polygon""" xmin = min(x for x, y in self.points) ymin = min(y for x, y in self.points) xmax = max(x for x, y in self.points) ymax = max(y for x, y in self.points) self.edges = {EDGE_TOP: ymin, EDGE_RIGHT: xmax, EDGE_BOTTOM: ymax, EDGE_LEFT: xmin} And here's the code I have so far to implement the scrolling when a shape nears the edge: def check_canvas_scroll(self, x, y, moving=False): """ We check that the x/y coords are within 50px from the edge of the canvas and scroll the canvas accordingly. If the shape is being moved, we need to check specific edges of the shape (e.g. left/right side of rectangle) """ size = self.board.GetClientSizeTuple() # visible area of the canvas if not self.board.area > size: # canvas is too small to need to scroll return start = self.board.GetViewStart() # user's starting "viewport" scroll = (-1, -1) # -1 means no change if moving: if self.shape.edges[EDGE_RIGHT] > start[0] + size[0] - 50: scroll = (start[0] + 5, -1) if self.shape.edges[EDGE_BOTTOM] > start[1] + size[1] - 50: scroll = (-1, start[1] + 5) # snip others else: if x > start[0] + size[0] - 50: scroll = (start[0] + 5, -1) if y > start[1] + size[1] - 50: scroll = (-1, start[1] + 5) # snip others self.board.Scroll(*scroll) This code actually works pretty well. If we're moving a shape, then we need to know its edges to calculate when they're coming close to the canvas edge. If we're resizing just a single point, then we just use the x/y coords of that point to see if it's close to the edge. The problem I'm having is a little tricky to describe - basically, if you move a shape to the left, and stop moving it, if you positioned the shape within the 50px from the canvas, then the next time you go to move the shape, the code that says "ok, is this shape close to the end?" gets triggered, and the canvas scrolls to the left, even if you're moving the shape to the right. Can anyone think on how to stop this? I created a youtube video to demonstrate the issue. At about 0:54, I move a polygon to the left of the canvas and position it there. The next time I move it, the canvas scrolls to the left even though I'm moving it right Another thing I'd like to add, but I'm stuck on is the scroll gaining momentum the longer a shape is scrolling? So, with a large canvas, you're not moving a shape for ages, moving 5px at a time, when you need to cover a 2000px distance. Any suggestions there? Thanks all - sorry for the super long question!

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  • Accessing multiple view controllers in page controller

    - by Apple Delegates
    I am showing view in ipad like a book, single view shows two view. I want to add more views so that when view flipped third and fourth view appears and further. I am using the code below to do so. I am adding ViewControllers to array it got kill at orientation method at this line " ContentViewController *currentViewController = [self.pageViewController.viewControllers objectAtIndex:0];". - (void)viewDidLoad { [super viewDidLoad]; //Instantiate the model array self.modelArray = [[NSMutableArray alloc] init]; for (int index = 1; index <= 12 ; index++) { [self.modelArray addObject:[NSString stringWithFormat:@"Page %d",index]]; } //Step 1 //Instantiate the UIPageViewController. self.pageViewController = [[UIPageViewController alloc] initWithTransitionStyle:UIPageViewControllerTransitionStylePageCurl navigationOrientation:UIPageViewControllerNavigationOrientationHorizontal options:nil]; //Step 2: //Assign the delegate and datasource as self. self.pageViewController.delegate = self; self.pageViewController.dataSource = self; //Step 3: //Set the initial view controllers. ViewOne *one = [[ViewOne alloc]initWithNibName:@"ViewOne" bundle:nil]; viewTwo *two = [[viewTwo alloc]initWithNibName:@"ViewTwo" bundle:nil]; ContentViewController *contentViewController = [[ContentViewController alloc] initWithNibName:@"ContentViewController" bundle:nil]; contentViewController.labelContents = [self.modelArray objectAtIndex:0]; // NSArray *viewControllers = [NSArray arrayWithObject:contentViewController]; viewControllers = [NSArray arrayWithObjects:contentViewController,one,two,nil]; [self.pageViewController setViewControllers:viewControllers direction:UIPageViewControllerNavigationDirectionForward animated:NO completion:nil]; //Step 4: //ViewController containment steps //Add the pageViewController as the childViewController [self addChildViewController:self.pageViewController]; //Add the view of the pageViewController to the current view [self.view addSubview:self.pageViewController.view]; //Call didMoveToParentViewController: of the childViewController, the UIPageViewController instance in our case. [self.pageViewController didMoveToParentViewController:self]; //Step 5: // set the pageViewController's frame as an inset rect. CGRect pageViewRect = self.view.bounds; pageViewRect = CGRectInset(pageViewRect, 40.0, 40.0); self.pageViewController.view.frame = pageViewRect; //Step 6: //Assign the gestureRecognizers property of our pageViewController to our view's gestureRecognizers property. self.view.gestureRecognizers = self.pageViewController.gestureRecognizers; } - (UIPageViewControllerSpineLocation)pageViewController:(UIPageViewController *)pageViewController spineLocationForInterfaceOrientation:(UIInterfaceOrientation)orientation { if(UIInterfaceOrientationIsPortrait(orientation)) { //Set the array with only 1 view controller UIViewController *currentViewController = [self.pageViewController.viewControllers objectAtIndex:0]; NSArray *viewControllers = [NSArray arrayWithObject:currentViewController]; [self.pageViewController setViewControllers:viewControllers direction:UIPageViewControllerNavigationDirectionForward animated:YES completion:NULL]; //Important- Set the doubleSided property to NO. self.pageViewController.doubleSided = NO; //Return the spine location return UIPageViewControllerSpineLocationMin; } else { // NSArray *viewControllers = nil; ContentViewController *currentViewController = [self.pageViewController.viewControllers objectAtIndex:0]; NSUInteger currentIndex = [self.modelArray indexOfObject:[(ContentViewController *)currentViewController labelContents]]; if(currentIndex == 0 || currentIndex %2 == 0) { UIViewController *nextViewController = [self pageViewController:self.pageViewController viewControllerAfterViewController:currentViewController]; viewControllers = [NSArray arrayWithObjects:currentViewController, nextViewController, nil]; } else { UIViewController *previousViewController = [self pageViewController:self.pageViewController viewControllerBeforeViewController:currentViewController]; viewControllers = [NSArray arrayWithObjects:previousViewController, currentViewController, nil]; } //Now, set the viewControllers property of UIPageViewController [self.pageViewController setViewControllers:viewControllers direction:UIPageViewControllerNavigationDirectionForward animated:YES completion:NULL]; return UIPageViewControllerSpineLocationMid; } }

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  • Fitting Gaussian KDE in numpy/scipy in Python

    - by user248237
    I am fitting a Gaussian kernel density estimator to a variable that is the difference of two vectors, called "diff", as follows: gaussian_kde_covfact(diff, smoothing_param) -- where gaussian_kde_covfact is defined as: class gaussian_kde_covfact(stats.gaussian_kde): def __init__(self, dataset, covfact = 'scotts'): self.covfact = covfact scipy.stats.gaussian_kde.__init__(self, dataset) def _compute_covariance_(self): '''not used''' self.inv_cov = np.linalg.inv(self.covariance) self._norm_factor = sqrt(np.linalg.det(2*np.pi*self.covariance)) * self.n def covariance_factor(self): if self.covfact in ['sc', 'scotts']: return self.scotts_factor() if self.covfact in ['si', 'silverman']: return self.silverman_factor() elif self.covfact: return float(self.covfact) else: raise ValueError, \ 'covariance factor has to be scotts, silverman or a number' def reset_covfact(self, covfact): self.covfact = covfact self.covariance_factor() self._compute_covariance() This works, but there is an edge case where the diff is a vector of all 0s. In that case, I get the error: File "/srv/pkg/python/python-packages/python26/scipy/scipy-0.7.1/lib/python2.6/site-packages/scipy/stats/kde.py", line 334, in _compute_covariance self.inv_cov = linalg.inv(self.covariance) File "/srv/pkg/python/python-packages/python26/scipy/scipy-0.7.1/lib/python2.6/site-packages/scipy/linalg/basic.py", line 382, in inv if info>0: raise LinAlgError, "singular matrix" numpy.linalg.linalg.LinAlgError: singular matrix What's a way to get around this? In this case, I'd like it to return a density that's essentially peaked completely at a difference of 0, with no mass everywhere else. thanks.

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