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  • "input not supported" at login screen after ati driver is installed

    - by squalo78
    I'm running ubuntu 11.10 and I installed the Ati driver from the oficial page. When i reboot, the grub and the splash screen are working (at lower resolution) but instead of the login screen, it shows "input not supported" message. If I use "Ctrl+Alt+ keypad +" I can see my login screen at 640x480 resolution and login. I don't know how to make login screen displays 1440x900@60, that is the resolution set on my session. I'm running Ubuntu 11.10 with ati hd4200 video card, a monitor acer aL1916w that supports the resolution 1440x900.

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  • Completing a Basic ASP.NET 3.5 User Input Validation Project

    You learned the basics and configuration steps of the most common types of validation web controls used in ASP.NET 3.5 in the first two parts of this tutorial series. In this last part you will learn how to integrate all of these validation web controls in a working ASP.NET project. You will also learn not only how to validate user input in the client side but also how to validate the page on the server side.... Microsoft SQL Server? Value Calculator Reduce Costs & Increase Value with Microsoft SQL Server? 2008. Download Today!

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  • Cannot type backquote or backtick in xterm

    - by Cocoro Cara
    Ubuntu 10.10, XTerm(261), Keyboard layout = Canadian Somehow, the backquote (backtick = `) character can't be input does not get entered in XTerm. I type it and nothing happens. The cursor does not move forward. I know it works because I can input it in Terminal (gnome-terminal). The only strange thing is that I have to type the key twice for it to appear. Just to test it, I tried typing it in other applications, and the same thing happens. Have to type it twice in FF, gedit, etc. One more strange thing, I could not input it into this textbox in which I am typing this message. But I can input it in the URL bar, search bar, etc. Someone please help me solve this mystery. I like to use XTerm and I need the backquotes.

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  • How do I install a language pack in Windows 7 Home Premium?

    - by ekaj
    Specifically, I want Korean (link), but I hope this helps other people in general. According to this page, it is only possible for Ultimate and Enterprise. Specifically, I'd like to enable my keyboard to type in Korean, and I specified Korean as the input language (Start - type "Input Languages", only result). Under the General tab, I selected Add, and specified Korean.. but it doesn't work, because the language pack isn't installed I presume. Would anyone know how to add different language input / packs to Windows 7 Home Premium? Also, I tried following this tutorial on adding a language pack to HP, but the .cab keeps disappearing so it will not work. Note: Unlike the link in the tutorial as well, I do not have an option to change the display language of Windows, only the option to change input methods.

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  • Tetris Movement - Implementation

    - by James Brauman
    Hi gamedev, I'm developing a Tetris clone and working on the input at the moment. When I was prototyping, movement was triggered by releasing a directional key. However, in most Tetris games I've played the movement is a bit more complex. When a directional key is pressed, the shape moves one space in that direction. After a short interval, if the key is still held down, the shape starts moving in the direction continuously until the key is released. In the case of the down key being pressed, there is no pause between the initial movement and the subsequent continuous movement. I've come up with a solution, and it works well, but it's totally over-engineered. Hey, at least I can recognize when things are getting silly, right? :) public class TetrisMover { List registeredKeys; Dictionary continuousPressedTime; Dictionary totalPressedTime; Dictionary initialIntervals; Dictionary continousIntervals; Dictionary keyActions; Dictionary initialActionDone; KeyboardState currentKeyboardState; public TetrisMover() { *snip* } public void Update(GameTime gameTime) { currentKeyboardState = Keyboard.GetState(); foreach (Keys currentKey in registeredKeys) { if (currentKeyboardState.IsKeyUp(currentKey)) { continuousPressedTime[currentKey] = TimeSpan.Zero; totalPressedTime[currentKey] = TimeSpan.Zero; initialActionDone[currentKey] = false; } else { if (initialActionDone[currentKey] == false) { keyActions[currentKey](); initialActionDone[currentKey] = true; } totalPressedTime[currentKey] += gameTime.ElapsedGameTime; if (totalPressedTime[currentKey] = initialIntervals[currentKey]) { continuousPressedTime[currentKey] += gameTime.ElapsedGameTime; if (continuousPressedTime[currentKey] = continousIntervals[currentKey]) { keyActions[currentKey](); continuousPressedTime[currentKey] = TimeSpan.Zero; } } } } } public void RegisterKey(Keys key, TimeSpan initialInterval, TimeSpan continuousInterval, Action keyAction) { if (registeredKeys.Contains(key)) throw new InvalidOperationException( string.Format("The key %s is already registered.", key)); registeredKeys.Add(key); continuousPressedTime.Add(key, TimeSpan.Zero); totalPressedTime.Add(key, TimeSpan.Zero); initialIntervals.Add(key, initialInterval); continousIntervals.Add(key, continuousInterval); keyActions.Add(key, keyAction); initialActionDone.Add(key, false); } public void UnregisterKey(Keys key) { *snip* } } I'm updating it every frame, and this is how I'm registering keys for movement: tetrisMover.RegisterKey( Keys.Left, keyHoldStartSpecialInterval, keyHoldMovementInterval, () = { Move(Direction.Left); }); tetrisMover.RegisterKey( Keys.Right, keyHoldStartSpecialInterval, keyHoldMovementInterval, () = { Move(Direction.Right); }); tetrisMover.RegisterKey( Keys.Down, TimeSpan.Zero, keyHoldMovementInterval, () = { PerformGravity(); }); Issues that this doesn't address: If both left and right are held down, the shape moves back and forth really quick. If a directional key is held down and the turn finishes and the shape is replaced by a new one, the new one will move quickly in that direction instead of the little pause it is supposed to have. I could fix the issues, but I think it will make the solution even worse. How would you implement this?

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  • How do I get a TextBox to only accept numeric input in WPF?

    - by Giffyguy
    I'm looking to accept digits and the decimal point, but no sign. I've looked at samples using the NumericUpDown control for WinForms, and this sample of a NumericUpDown custom control from Microsoft. But so far it seems like NumericUpDown (supported by WPF or not) is not going to provide the functionality that I want. The way my app is designed, nobody in their right mind is going to want to mess with the arrows. They don't make any practical sense, in the context of my app. So I'm looking for a simple way to make a standard WPF TextBox accept only the characters that I want. Is this possible? Is it practical? Thanks, SO!

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  • What are the basics of dealing with user input events in Android?

    - by user279112
    Hello. I thought I had understood this question, but something is quite wrong here. When the user (me, so far) tries to press keys, nothing really happens, and I am having a lot of trouble understanding what it is that I've missed. Consider this before I present some code to help clarify my problem: I am using Android's Lunar Lander example to make my first "real" Android program. In that example, of course, there exist a class LunarView, and class nested therein LunarThread. In my code the equivalents of these classes are Graphics and GraphicsThread, respectively. Also I can make sprite animations in 2D just fine on Android. I have a Player class, and let's say GraphicsThread has a Player member referred to as "player". This class has four coordinates - x1, y1, x2, and y2 - and they define a rectangle in which the sprite is to be drawn. I've worked it out so that I can handle that perfectly. Whenever the doDraw(Canvas canvas) method is invoked, it'll just look at the values of those coordinates and draw the sprite accordingly. Now let's say - and this isn't really what I'm trying to do with the program - I'm trying to make the program where all it does is display the Player sprite at one location of the screen UNTIL the FIRST time the user presses the Dpad's left button. Then the location will be changed to another set position on the screen, and the sprite will be drawn at that position for the rest of the program invariably. Also note that the GraphicsThread member in Graphics is called "thread", and that the SurfaceHolder member in GraphicsThread is called "mSurfaceHolder". So consider this method in class Graphics: @Override public boolean onKeyDown(int keyCode, KeyEvent msg) { return thread.keyDownHandler(keyCode, msg); } Also please consider this method in class GraphicsThread: boolean keyDownHandler(int keyCode, KeyEvent msg) { synchronized (mSurfaceHolder) { if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) { player.x1 = 100; player.y1 = 100; player.x2 = 120; player.y2 = 150; } } return true; } Now then assuming that player's coordinates start off as (200, 200, 220, 250), why won't he do anything different when I press Dpad: Left? Thanks!

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  • How do I overwrite a file currently being read by Python

    - by Brian
    Hi guys, I am not too sure the best way to word this, but what I want to do, is read a pdf file, make various modifications, and save the modified pdf over the original file. As of now, I am able to save the modified pdf to a separate file, but I am looking to replace the original, not create a new file. Here is my current code: from pyPdf import PdfFileWriter, PdfFileReader output = PdfFileWriter() input = PdfFileReader(file('input.pdf', 'rb')) blank = PdfFileReader(file('C:\\BLANK.pdf', 'rb')) # Copy the input pdf to the output. for page in range(int(input.getNumPages())): output.addPage(input.getPage(page)) # Add a blank page if needed. if (input.getNumPages() % 2 != 0): output.addPage(blank.getPage(0)) # Write the output to pdf. outputStream = file('input.pdf', 'wb') output.write(outputStream) outputStream.close() If i change the outputStream to a different file name, it works fine, I just cant save over the input file because it is still being used. I have tried to .close() the stream, but it was giving me errors as well. I have a feeling this has a fairly simple solution, I just haven't had any luck finding it. Thanks!

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  • jQuery: What listener do I use to check for browser auto filling the password input field?

    - by Jannis
    Hi, I have a simple problem that I cannot seem to find a solution to. Basically on this website here: http://dev.supply.net.nz/vendorapp/ (currently in development) I have some fancy label animations sliding things in and out on focus & blur. However once the user has logged in once the browser will most likely remember the password associated with the users email address/login. (Which is good and should not be disabled.) However I run into issues triggering my label slide out animation when the browser sets the value on the #password field automatically as the event for this is neither focus nor blur. Does anyone know which listener to use to run my function when the browser 'auto fills' the users password? Here is a quick screenshot of the issue:

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  • Tab Index on div

    - by Mithun P
    Please see the form HTML code below <form method="post" action="register"> <div class="email"> Email <input type="text" tabindex="1" id="email" value="" name="email"> </div> </div> <div class="agreement"> <div tabindex="2" class="terms_radio"> <div onclick="changeTerm(this);" class="radio" id="terms_radio_wrapper" style="background-position: left 0pt;"> <input type="radio" id="terms" value="1" name="terms"><label for="terms">I have read and understood the ZapAV</label> </div> </div> </div> <div class="form_submit"> <input type="button" tabindex="3" value="Cancel" name="cancel"> <input type="submit" tabindex="4" value="Submit" name="submit"> </div> </form> Here I syled teh agreement check box insuch a way that radio input is completly hidden and background image is applied to the wrapper div, and onclick of the wrapper div will toggle the backgroud image as well as the checked status of teh radio input. I need to set the tabindex index on the 'terms_radio' DIV, simply tabindex="2" attribute on div is not working, Is it possible to bring the dotted border on the label for the radio input up on pressing the TAB when the cursor is at email input field?

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  • Splitting string to integer from single-line user input?

    - by pootzko
    I just started learning some ruby, and I want to do something like this: print "Insert two numbers: " a, b = gets.split(" ") but I want to make a and b to be integers at the same time (in the same line).. If I add .to_i to the second line (before or after split(" ")), it doesn't work... so, how should I approach this? mapping, splitting, slicing? ok, I know I could use scanf, but other than scanf, how would I do this? sorry for such a noobish question, but I just couldn't find a good enough answer only googling...

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  • Max number of nested \input in LaTeX/Beamer

    - by P. Henaff
    When using the beamer documentclass, it looks like the third level of nested input is ignored: \documentclass{beamer} \input{body} body.tex: \begin{document} \input{file1} \input{file2} \end{document} file2.tex: \input{file21} The content of file21.tex is ignored with documentclass beamer, but correctly inserted if I use a documentclass article, for example. Has anyone seen something like this?

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  • Attention Extension Developers: Your input wanted!

    - by John 'JB' Brock
    Your Input Wanted! I've posted a lot of different topics throughout 2011, and would really like to provide info that is most important to you, the extension developer, as we head for 2012. What are the most important areas that you want to learn more about? Post your requests for examples and topics in the comments section. Let me know what you are struggling with, or something that you worked out, but it took way to long to figure out.  I'll take the list and do my best to provide samples over the coming months. Please provide the version of JDeveloper that you want the topic to cover. Remember: 11gR1 = 11.1.1.x (e.g. 11.1.1.5.0) 11gR2 = 11.1.2.x (e.g. 11.1.2.1.0) Thanks in advance for your comments and suggestions.  Let's get the JDev Extension community going in 2012! --jb John "JB" BrockOracle Product Manager - JDev ESDK

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  • When "W" is held, the character moves forward, but when "W" and "A" is held, movement completely stops

    - by Vlad1k
    I am making a 2D game, and when I hold the key "w", the player goes forward, but when I hold both "w" and "a", the movement stops completely, when I want it to go forward, while shifting to the left. Here is my script: var speed = 4; function Update() { // Make the character walk forward if "w" is being held if(Input.GetKey("w")) { rigidbody.velocity = transform.forward * speed; } // Stop the movement if "w" is not being held if(Input.GetKeyUp("w")) { rigidbody.velocity = transform.forward * 0; } // Make the character walk forward if "s" is being held if(Input.GetKey("s")) { rigidbody.velocity = transform.forward * -speed; } // Stop the movement if "s" is not being held if(Input.GetKeyUp("s")) { rigidbody.velocity = transform.forward * 0; } // Make the character walk left if "a" is being held if(Input.GetKey("a")) { rigidbody.velocity = transform.right * -speed; } // Stop the movement if "a" is not being held if(Input.GetKeyUp("a")) { rigidbody.velocity = transform.right * 0; } //Make the character walk right if "d" is being held if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } // Stop the movement if "d" is not being held if(Input.GetKeyUp("d")) { rigidbody.velocity = transform.right * 0; } } PLEASE MAKE THE CODE BETTER! I AM NEW! EDIT: Here is a video to show my problem. http://www.screenr.com/3oxH Here is the newest code: var speed = 4f; function Update() { if(Input.GetKey("w")) { rigidbody.velocity = transform.forward * speed; } else if(Input.GetKey("s")) { rigidbody.velocity = transform.forward * -speed; } else if(Input.GetKey("a")) { rigidbody.velocity = transform.right * -speed; } else if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } if(Input.GetKeyUp("w")) { rigidbody.velocity = transform.forward * 0; } if(Input.GetKeyUp("s")) { rigidbody.velocity = transform.forward * 0; } if(Input.GetKeyUp("a")) { rigidbody.velocity = transform.right * 0; } if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } if(Input.GetKeyUp("d")) { rigidbody.velocity = transform.right * 0; } }

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  • minecraft wont take keyboard input

    - by Drew S
    After upgrading to 13.10 FTB(minecraft) wont take keyboard input after login in. I can click the buttons but it will not let me type in a address on multiplayer, or copy/paste with mouse. Since upgrading I cannot run the other mod packs either, only the one I had installed from 13.04. I get this when running a new modpack: 2013-10-28 15:14:52 [INFO] [STDERR] Exception in thread "Minecraft main thread" java.lang.ExceptionInInitializerError 2013-10-28 15:14:52 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:355) 2013-10-28 15:14:52 [INFO] [STDERR] at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56) 2013-10-28 15:14:52 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:733) 2013-10-28 15:14:52 [INFO] [STDERR] at java.lang.Thread.run(Thread.java:724) 2013-10-28 15:14:52 [INFO] [STDERR] Caused by: java.lang.ArrayIndexOutOfBoundsException: 0 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.XRandR$Screen.<init>(XRandR.java:234) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.XRandR$Screen.<init>(XRandR.java:196) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.XRandR.populate(XRandR.java:87) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.XRandR.access$100(XRandR.java:52) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.XRandR$1.run(XRandR.java:110) 2013-10-28 15:14:52 [INFO] [STDERR] at java.security.AccessController.doPrivileged(Native Method) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.XRandR.getConfiguration(XRandR.java:108) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.LinuxDisplay.init(LinuxDisplay.java:618) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.Display.<clinit>(Display.java:135) 2013-10-28 15:14:52 [INFO] [STDERR] ... 4 more

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  • Haskell: Best tools to validate textual input?

    - by Ana
    In Haskell, there are a few different options to "parsing text". I know of Alex & Happy, Parsec and Attoparsec. Probably some others. I'd like to put together a library where the user can input pieces of a URL (scheme e.g. HTTP, hostname, username, port, path, query, etc.) I'd like to validate the pieces according to the ABNF specified in RFC 3986. In other words, I'd like to put together a set of functions such as: validateScheme :: String -> Bool validateUsername :: String -> Bool validatePassword :: String -> Bool validateAuthority :: String -> Bool validatePath :: String -> Bool validateQuery :: String -> Bool What is the most appropriate tool to use to write these functions? Alex's regexps is very concise, but it's a tokenizer and doesn't straightforwardly allow you to parse using specific rules, so it's not quite what I'm looking for, but perhaps it can be wrangled into doing this easily. I've written Parsec code that does some of the above, but it looks very different from the original ABNF and unnecessarily long. So, there must be an easier and/or more appropriate way. Recommendations?

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  • RPi and Java Embedded GPIO: Using Java to read input

    - by hinkmond
    Now that we've learned about using Java code to control the output of the Raspberry Pi GPIO ports (by lighting up LEDs from a Java app on the RPi for now and noting in the future the same Java code can be used to drive industrial automation or medical equipment, etc.), let's move on to learn about reading input from the RPi GPIO using Java code. As before, we need to start out with the necessary hardware. For this exercise we will connect a Static Electricity Detector to the RPi GPIO port and read the value of that sensor using Java code. The circuit we'll use is from William J. Beaty and is described at this Web link. See: Static Electricity Detector He calls it an "Electric Charge" detector, which is a bit misleading. A Field Effect Transistor is subject to nearby electro-magnetic fields, such as a static charge on a nearby object, not really an electric charge. So, this sensor will detect static electricity (or ghosts if you are into paranormal activity ). Take a look at the circuit and in the next blog posts we'll step through how to connect it to the GPIO port of your RPi and then how to write Java code to access this fun sensor. Hinkmond

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  • Input/output error, when trying to install on netbook [closed]

    - by Ben
    Been trying to install ubuntu on my Samsung NB30 netbook, but I have been running into the same error over and over again. [Errno 5] Input/output error This particular error is often due to a faulty CD/DVD disk or drive, or a faulty hard disk. It may help to clean the CD/DVD, to burn the CD/DVD at a lower speed, to clean the CD/DVD drive lens (cleaning kits are often available from electronics suppliers), to check whether the hard disk is old and in need of replacement, or to move the system to a cooler environment. I'm installing from the USB bootable version, I get the exact same error at the exact same point when trying to install both ubuntu desktop and ubuntu desktop remix. I've tried redownloading both ISOs twice and I've tried two different USB sticks (one being completely new). I've tried installing from with in an ubuntu live session and I get the exact same problem. I've ran a bootable memtest and everything passes with no errors, I've also ran a dmesg in terminal after the installer fails here's what it reported - http://bit.ly/exAQRR Thanks in advance! EDIT: I know this was ages ago, but to anyone out there with the same issue, the problem turned out to be the downloaded image, my internet is poor at the best of times and the ISO failed the MD5sum check, if this happens to you I recommend you download the ISO image by torrent, it'll check the integrity of the file is maintained.

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  • Software architecture for two similar classes which require different input parameters for the same method

    - by I Like to Code
    I am writing code to simulate a supply chain. The supply chain can be simulated in either an intermediate stocking or a cross-docking configuration. So, I wrote two simulator objects IstockSimulator and XdockSimulator. Since the two objects share certain behaviors (e.g. making shipments, demand arriving), I wrote an abstract simulator object AbstractSimulator which is a parent class of the two simulator objects. The abstract simulator object has a method runSimulation() which takes an input parameter of class SimulationParameters. Up till now, the simulation parameters only contains fields that are common to both simulator objects, such as randomSeed, simulationStartPeriod and simulationEndPeriod. However, I now want to include fields that are specific to the type of simulation that is being run, i.e. an IstockSimulationParameters class for an intermediate stocking simulation, and a XdockSimulationParameters class for a cross-docking simulation. My current idea is take the method runSimulation() out of the AbstractSimulator class, but to put a runSimulation(IstockSimulationParameters) method in the IstockSimulator class, and a runSimulation(XdockSimulationParameters) method in the IstockSimulator class. I am worried however, that this approach will lead to code duplication. What should I do?

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  • Option Button in Keyboard Layout > Input Sources is not pressable

    - by user98647
    I would like to set the Caps-lock key as a Compose key, which you do, as far as I remember, by pressing the Options Button in Keyboard Layout Input Sources and then enabling the appropriate option there. That Button is not pressable though since I switched to 12.10. It did work in previous releases of Ubuntu. gnome-control-center puts out these errors, when I click on Keyboard Layout: (gnome-control-center:3645): common-cc-panel-WARNING **: Could not find current language '?\u0003C!\u007f' in the treeview (gnome-control-center:3645): common-cc-panel-WARNING **: locale '"en_US.UTF-8"' isn't valid I'm not sure if the errors are related though, maybe they are related to the "interface switching to chinese bug" which seems surprisingly widespread: Language changed to Chinese, how do I change it back? Language Support has an unwanted Chinese language option Nautilus Folders Turned Chinese Desktop 12.04 gnome/cairo suddenly in Chinese Unwanted Chinese language got set in system settings I cannot set my system back to English from Chinese Language Gnome-classic language turned into Chinese, how do I change it back to English? Strange display language in gnome shell I'm not sure they are related to this bug, but I just wanted to mention it, maybe it helps!

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  • Emacs stops taking input when a file has changed on disk [migrated]

    - by recf
    I'm using Emacs v24.3.1 on Windows 8. I had a file change on disk while I had an Emacs buffer open with that file. As soon as I attempt to make a change to the buffer, a message appears in the minibuffer. Fileblah.txt changed on disk; really edit the buffer? (y, n, r or C-h) I would expect to be able to hit r to have it reload the disk version of the file, but nothing happens. Emacs completely stops responding to input. None of the listed keys work, nor do any other keys as far as I can tell. I can't C-g out of the minibuffer. Alt-F4 doesn't work, not does Close window from the task bar. I have to kill the process from task manager. Anyone have any idea what I'm doing wrong here? In cases it's various modes not playing nice with each other, for reference, my init.el is here. Nothing complex. Here's the breakdown: better-defaults (ido-mode, remove menu-bar, uniquify buffer `forward, saveplace) recentf-mode custom frame title visual-line-mode require final newline and delete trailing whitespace on save Markdown mode with auto-mode-alist Flyspell with Aspell backend Powershell mode with auto-mode-alist Ruby auto-mode-alist Puppet mode with auto-mode-alist Feature (Gherkin) mode with auto-mode-alist The specific file was a markdown file with Github-flavored Markdown mode and Flyspell mode enabled.

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  • How to input data into user defined variables into MySql query

    - by user292791
    Simple Shell script echo "Enter 1 for month of March" echo "Enter 2 for month of April" echo "Enter 3 for month of May" read Month case "$Month" in 1) echo "enter establishment name" read a; mysql -u root -p $a < "March.sql";; 2) echo "enter establishment name" read b; mysql -u root -p $b < "April.sql";; 3) echo "enter establishment name" read c; mysql -u root -p $c < "May.sql";; esac done In this i have three other query files March.sql, April.sql, May.sql. i'm linking this in shell script . Example of .sql file: SELECT DISTINCT substr( a.case_no, 3, 2 ), b.case_type, b.type_name, a.case_no into outfile '/tmp/April.csv' FIELDS TERMINATED BY ',' ENCLOSED BY '"' LINES TERMINATED BY '\r\n' FROM Civil_t AS a, Case_type_t AS b, disposal_proc AS c WHERE substr( a.case_no, 3, 2 ) = b.case_type AND a.date_of_decision BETWEEN '2014-04-01' AND '2014-04-30' AND a.case_no = c.case_no AND a.court_no =1; I have to alter the .sql script every time. Is there any method to read the variables from shell script and use it in mysql. For example:- echo "enter date" read a #input date Now i have read a "date" and i want to use it in March.sql query in where clause. Is there is any method of using this variable in .sql query.

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  • C# XNA Handle mouse events?

    - by user406470
    I'm making a 2D game engine called Clixel over on GitHub. The problem I have relates to two classes, ClxMouse and ClxButton. In it I have a mouse class - the code for that can be viewed here. ClxMouse using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace org.clixel { public class ClxMouse : ClxSprite { private MouseState _curmouse, _lastmouse; public int Sensitivity = 3; public bool Lock = true; public Vector2 Change { get { return new Vector2(_curmouse.X - _lastmouse.X, _curmouse.Y - _lastmouse.Y); } } private int _scrollwheel; public int ScrollWheel { get { return _scrollwheel; } } public bool LeftDown { get { if (_curmouse.LeftButton == ButtonState.Pressed) return true; else return false; } } public bool RightDown { get { if (_curmouse.RightButton == ButtonState.Pressed) return true; else return false; } } public bool MiddleDown { get { if (_curmouse.MiddleButton == ButtonState.Pressed) return true; else return false; } } public bool LeftPressed { get { if (_curmouse.LeftButton == ButtonState.Pressed && _lastmouse.LeftButton == ButtonState.Released) return true; else return false; } } public bool RightPressed { get { if (_curmouse.RightButton == ButtonState.Pressed && _lastmouse.RightButton == ButtonState.Released) return true; else return false; } } public bool MiddlePressed { get { if (_curmouse.MiddleButton == ButtonState.Pressed && _lastmouse.MiddleButton == ButtonState.Released) return true; else return false; } } public bool LeftReleased { get { if (_curmouse.LeftButton == ButtonState.Released && _lastmouse.LeftButton == ButtonState.Pressed) return true; else return false; } } public bool RightReleased { get { if (_curmouse.RightButton == ButtonState.Released && _lastmouse.RightButton == ButtonState.Pressed) return true; else return false; } } public bool MiddleReleased { get { if (_curmouse.MiddleButton == ButtonState.Released && _lastmouse.MiddleButton == ButtonState.Pressed) return true; else return false; } } public MouseState CurMouse { get { return _curmouse; } } public MouseState LastMouse { get { return _lastmouse; } } public ClxMouse() : base(ClxG.Textures.Default.Cursor) { _curmouse = Mouse.GetState(); _lastmouse = _curmouse; CollisionBox = new Rectangle(ClxG.Screen.Center.X, ClxG.Screen.Center.Y, Texture.Width, Texture.Height); this.Solid = false; DefaultPosition = new Vector2(CollisionBox.X, CollisionBox.Y); Mouse.SetPosition(CollisionBox.X, CollisionBox.Y); } public ClxMouse(Texture2D _texture) : base(_texture) { _curmouse = Mouse.GetState(); _lastmouse = _curmouse; CollisionBox = new Rectangle(ClxG.Screen.Center.X, ClxG.Screen.Center.Y, Texture.Width, Texture.Height); DefaultPosition = new Vector2(CollisionBox.X, CollisionBox.Y); } public override void Update() { _lastmouse = _curmouse; _curmouse = Mouse.GetState(); if (_curmouse != _lastmouse) { if (ClxG.Game.IsActive) { _scrollwheel = _curmouse.ScrollWheelValue; Velocity = new Vector2(Change.X / Sensitivity, Change.Y / Sensitivity); if (Lock) Mouse.SetPosition(ClxG.Screen.Center.X, ClxG.Screen.Center.Y); _curmouse = Mouse.GetState(); } base.Update(); } } public override void Draw(SpriteBatch _sb) { base.Draw(_sb); } } } ClxButton using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace org.clixel { public class ClxButton : ClxSprite { /// <summary> /// The color when the mouse is over the button /// </summary> public Color HoverColor; /// <summary> /// The color when the color is being clicked /// </summary> public Color ClickColor; /// <summary> /// The color when the button is inactive /// </summary> public Color InactiveColor; /// <summary> /// The color when the button is active /// </summary> public Color ActiveColor; /// <summary> /// The color after the button has been clicked. /// </summary> public Color ClickedColor; /// <summary> /// The text to be displayed on the button, set to "" if no text is needed. /// </summary> public string Text; /// <summary> /// The ClxText object to be displayed. /// </summary> public ClxText TextRender; /// <summary> /// The ClxState that should be ResetAndShow() when the button is clicked. /// </summary> public ClxState ClickState; /// <summary> /// Collision check to make sure onCollide() only runs once per frame, /// since only the mouse needs to be collision checked. /// </summary> private bool _runonce = false; /// <summary> /// Gets a value indicating whether this instance is colliding. /// </summary> /// <value> /// <c>true</c> if this instance is colliding; otherwise, <c>false</c>. /// </value> public bool IsColliding { get { return _runonce; } } /// <summary> /// Initializes a new instance of the <see cref="ClxButton"/> class. /// </summary> public ClxButton() : base(ClxG.Textures.Default.Button) { HoverColor = Color.Red; ClickColor = Color.Blue; InactiveColor = Color.Gray; ActiveColor = Color.White; ClickedColor = Color.Yellow; Text = Name + ID + " Unset!"; TextRender = new ClxText(); TextRender.Text = Text; TextRender.TextPadding = new Vector2(5, 5); ClickState = null; CollideObjects(ClxG.Mouse); } /// <summary> /// Initializes a new instance of the <see cref="ClxButton"/> class. /// </summary> /// <param name="_texture">The button texture.</param> public ClxButton(Texture2D _texture) : base(_texture) { HoverColor = Color.Red; ClickColor = Color.Blue; InactiveColor = Color.Gray; ActiveColor = Color.White; ClickedColor = Color.Yellow; Texture = _texture; Text = Name + ID; TextRender = new ClxText(); TextRender.Name = this.Name + ".TextRender"; TextRender.Text = Text; TextRender.TextPadding = new Vector2(5, 5); TextRender.Reset(); ClickState = null; CollideObjects(ClxG.Mouse); } /// <summary> /// Draws the debug information, run from ClxG.DrawDebug unless manual control is assumed. /// </summary> /// <param name="_sb">SpriteBatch used for drawing.</param> public override void DrawDebug(SpriteBatch _sb) { _runonce = false; TextRender.DrawDebug(_sb); _sb.Draw(Texture, ActualRectangle, new Rectangle(0, 0, Texture.Width, Texture.Height), DebugColor, Rotation, Origin, Flip, Layer); _sb.Draw(ClxG.Textures.Default.DebugBG, new Rectangle(ActualRectangle.X - DebugLineWidth, ActualRectangle.Y - DebugLineWidth, ActualRectangle.Width + DebugLineWidth * 2, ActualRectangle.Height + DebugLineWidth * 2), new Rectangle(0, 0, ClxG.Textures.Default.DebugBG.Width, ClxG.Textures.Default.DebugBG.Height), DebugOutline, Rotation, Origin, Flip, Layer - 0.1f); _sb.Draw(ClxG.Textures.Default.DebugBG, ActualRectangle, new Rectangle(0, 0, ClxG.Textures.Default.DebugBG.Width, ClxG.Textures.Default.DebugBG.Height), DebugBGColor, Rotation, Origin, Flip, Layer - 0.01f); } /// <summary> /// Draws using the SpriteBatch, run from ClxG.Draw unless manual control is assumed. /// </summary> /// <param name="_sb">SpriteBatch used for drawing.</param> public override void Draw(SpriteBatch _sb) { _runonce = false; TextRender.Draw(_sb); if (Visible) if (Debug) { DrawDebug(_sb); } else _sb.Draw(Texture, ActualRectangle, new Rectangle(0, 0, Texture.Width, Texture.Height), Color, Rotation, Origin, Flip, Layer); } /// <summary> /// Updates this instance. /// </summary> public override void Update() { if (this.Color != ActiveColor) this.Color = ActiveColor; TextRender.Layer = this.Layer + 0.03f; TextRender.Text = Text; TextRender.Scale = .5f; TextRender.Name = this.Name + ".TextRender"; TextRender.Origin = new Vector2(TextRender.CollisionBox.Center.X, TextRender.CollisionBox.Center.Y); TextRender.Center(this); TextRender.Update(); this.CollisionBox.Width = (int)(TextRender.CollisionBox.Width * TextRender.Scale) + (int)(TextRender.TextPadding.X * 2); this.CollisionBox.Height = (int)(TextRender.CollisionBox.Height * TextRender.Scale) + (int)(TextRender.TextPadding.Y * 2); base.Update(); } /// <summary> /// Collide event, takes the colliding object to call it's proper collision code. /// You'd want to use something like if(typeof(collider) == typeof(ClxObject) /// </summary> /// <param name="collider">The colliding object.</param> public override void onCollide(ClxObject collider) { if (!_runonce) { _runonce = true; UpdateEvents(); base.onCollide(collider); } } /// <summary> /// Updates the mouse based events. /// </summary> public void UpdateEvents() { onHover(); if (ClxG.Mouse.LeftReleased) { onLeftReleased(); return; } if (ClxG.Mouse.RightReleased) { onRightReleased(); return; } if (ClxG.Mouse.MiddleReleased) { onMiddleReleased(); return; } if (ClxG.Mouse.LeftPressed) { onLeftClicked(); return; } if (ClxG.Mouse.RightPressed) { onRightClicked(); return; } if (ClxG.Mouse.MiddlePressed) { onMiddleClicked(); return; } if (ClxG.Mouse.LeftDown) { onLeftClick(); return; } if (ClxG.Mouse.RightDown) { onRightClick(); return; } if (ClxG.Mouse.MiddleDown) { onMiddleClick(); return; } } /// <summary> /// Shows the state of the click. /// </summary> public void ShowClickState() { if (ClickState != null) { ClickState.ResetAndShow(); } } /// <summary> /// Hover event /// </summary> virtual public void onHover() { this.Color = HoverColor; } /// <summary> /// Left click event /// </summary> virtual public void onLeftClick() { this.Color = ClickColor; } /// <summary> /// Right click event /// </summary> virtual public void onRightClick() { } /// <summary> /// Middle click event /// </summary> virtual public void onMiddleClick() { } /// <summary> /// Left click event, called once per click /// </summary> virtual public void onLeftClicked() { ShowClickState(); } /// <summary> /// Right click event, called once per click /// </summary> virtual public void onRightClicked() { this.Reset(); } /// <summary> /// Middle click event, called once per click /// </summary> virtual public void onMiddleClicked() { } /// <summary> /// Ons the left released. /// </summary> virtual public void onLeftReleased() { this.Color = ClickedColor; } virtual public void onRightReleased() { } virtual public void onMiddleReleased() { } } } The issue I have is that I have all these have event styled methods, especially in ClxButton with all the onLeftClick, onRightClick, etc, etc. Is there a better way for me to handle these events to be a lot more easier for a programmer to use? I was looking at normal events on some other sites, (I'd post them but I need more rep.) and didn't really see a good way to implement delegate events into my framework. I'm not really sure how these events work, could someone possibly lay out how these events are processed for me? TL:DR * Is there a better way to handle events like this? * Are events a viable solution to this problem? Thanks in advance for any help.

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