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  • The frame buffer layout of the current display cannot be made to match...

    - by adambox
    I get this error when I have VM running in VMWare Workstation on my work PC and try Remote Desktop-ing in from my iMac at home. I just upgraded VMWare Workstation to 7.0 from 6.0 and now I'm getting it when I try to resume my VM at work. It then asks me the scary question of whether I want to preserve or discard the suspended state. I don't want to lose stuff! ack! Update I backed up my VM and tried hitting that "discard" button and the result was a reboot of the VM. I then tried restoring to a snapshot, and none of my snapshots work! Is there anyway to fix this so I can run 7 but still have my old snapshots? The frame buffer layout of the current display cannot be made to match the frame buffer layout stored in the snapshot. The dimensions of the frame buffer in the snapshot are: Max width 3200, Max height 1770, Max size 22659072. The dimensions of the frame buffer on the current display are: Max width 3200, Max height 1600, Max size 20512768. Error encountered while trying to restore the virtual machine state from file "C:\Documents and Settings\adam\My Documents\My Virtual Machines\dev\Windows XP Professional.vmss". What do I do so I don't break things horribly?

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  • How can I efficiently update only the entities that matter in a given frame?

    - by lezebulon
    I'm making a RTS, which can potentially have lots of units in one map (think Age of Empires). I'm looking for a way to update my units. I want to avoid calling a virtual Update() method every frame on every entity. On the other hand, units that are not in view should still be updated and behave "normally." I'm assuming this is a fairly standard question; what would be a way to handle this situation?

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  • For Loop Question?

    - by NextRev
    I'm programming an app for the iPhone. I'm not very good with loops just yet. How do I shorten this code into a for loop? if(CGRectContainsRect([space1 frame], [box frame])){ space1.image = [UIImage imageNamed:@"box.png"]; } else if(CGRectContainsRect([space2 frame], [box frame])){ space2.image = [UIImage imageNamed:@"box.png"]; } else if(CGRectContainsRect([space3 frame], [box frame])){ space3.image = [UIImage imageNamed:@"box.png"]; } else if(CGRectContainsRect([space4 frame], [box frame])){ space4.image = [UIImage imageNamed:@"box.png"]; } else if(CGRectContainsRect([space5 frame], [box frame])){ space5.image = [UIImage imageNamed:@"box.png"]; }

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  • Is it possible to repair a Cisco 3500 XL (3548) switch with POST Error messages?

    - by Alex
    I've got an old Cisco 3500 XL, and it seems to have hardware issues. I've loaded the latest IOS and cleared all config. Does anyone have any experience fixing the switch core? I'm a reasonably competent SMD solderer, can I replace/reflow some chips? I've checked the power supply voltages and it's all within tolerance, and no visible signs of any component damage. Some chips are hot to the touch. I understand that these were EOL as of 2007, but should have a lifetime warranty for the electronics. I don't have a Cisco support contract, so I can't file a ticket. What should I do? Console output: switch: dir flash: Directory of flash:/ 2 -rwx 1811584 <date> c3500xl-c3h2s-mz.120-5.WC17.bin 1799680 bytes available (1812992 bytes used) switch: boot Loading "flash:c3500xl-c3h2s-mz.120-5.WC17.bin"...################################################################################################################################################################################### File "flash:c3500xl-c3h2s-mz.120-5.WC17.bin" uncompressed and installed, entry point: 0x3000 executing... Restricted Rights Legend Use, duplication, or disclosure by the Government is subject to restrictions as set forth in subparagraph (c) of the Commercial Computer Software - Restricted Rights clause at FAR sec. 52.227-19 and subparagraph (c) (1) (ii) of the Rights in Technical Data and Computer Software clause at DFARS sec. 252.227-7013. cisco Systems, Inc. 170 West Tasman Drive San Jose, California 95134-1706 Cisco Internetwork Operating System Software IOS (tm) C3500XL Software (C3500XL-C3H2S-M), Version 12.0(5)WC17, RELEASE SOFTWARE (fc1) Copyright (c) 1986-2007 by cisco Systems, Inc. Compiled Tue 13-Feb-07 15:04 by antonino Image text-base: 0x00003000, data-base: 0x00352924 Initializing C3500XL flash... flashfs[1]: 1 files, 1 directories flashfs[1]: 0 orphaned files, 0 orphaned directories flashfs[1]: Total bytes: 3612672 flashfs[1]: Bytes used: 1812992 flashfs[1]: Bytes available: 1799680 flashfs[1]: flashfs fsck took 3 seconds. flashfs[1]: Initialization complete. ...done Initializing C3500XL flash. C3500XL POST: System Board Test: Passed C3500XL POST: Daughter Card Test: Passed C3500XL POST: CPU Buffer Test: Passed C3500XL POST: CPU Notify RAM Test: Passed C3500XL POST: CPU Interface Test: Passed C3500XL POST: Testing Switch Core: Passed Error with Switch Core BIST test Phase 0. Returns: Test Complete Low : 0x0FFFFFFF, Test Complete High : 0xFFFFFFFE Test Phase Low : 0x00000040, Test Phase High : 0x00000000 Test Phase Third : 0x00000000, Test Complete Third : 0x000001F8 C3500XL POST FAILURE: Testing Switch Core: Failed C3500XL POST FAILURE: Testing Buffer Table: Failed C3500XL POST FAILURE: Data Buffer Test: Failed C3500XL POST FAILURE: Configuring Switch Parameters: Failed C3500XL POST FAILURE: Switch Core BIST failed. C3500XL POST FAILURE: Cannot test Modules due to failure of Switch Core POST Del Mar Failure (0th Del Mar): req system failed to init C3500XL POST FAILURE: C3500XL POST FAILURE: ATM: required system failed to init C3500XL POST: Ethernet Controller Test: Passed C3500XL POST FAILURE: MII Test: Failed C3500XL POST FAILURE: Error waiting for Ethernet Controller and SW_PARAMS C3500XL POST FAILURE: Initialization/POST failed C3500XL POST FAILURE: AT: Failing because system POST failed Exception (8192)! Debug Exception (Could be NULL pointer dereference) CPU Register Context: Vector = 0x00002000 PC = 0x000F36F4 MSR = 0x00029200 CR = 0x22000024 LR = 0x000F6964 CTR = 0x001DE46C XER = 0x00000000 R0 = 0x00000000 R1 = 0x004E2580 R2 = 0x00000000 R3 = 0x00000000 R4 = 0x00000001 R5 = 0x00000000 R6 = 0x004E2718 R7 = 0x004E2718 R8 = 0x00000008 R9 = 0x00000000 R10 = 0x0000FFFF R11 = 0x00480000 R12 = 0x42000024 R13 = 0x00000000 R14 = 0x00000000 R15 = 0x00000000 R16 = 0x00000000 R17 = 0x00000000 R18 = 0x00000000 R19 = 0x00000000 R20 = 0x00000000 R21 = 0x00000000 R22 = 0x00000000 R23 = 0x00000000 R24 = 0x00000000 R25 = 0x00000020 R26 = 0x004E2718 R27 = 0x004E2718 R28 = 0x00000020 R29 = 0x00002513 R30 = 0x00000001 R31 = 0x00000000 Stack trace: PC = 0x000F36F4, SP = 0x004E2580 Frame 00: SP = 0x004E25A0 PC = 0x40000016 Frame 01: SP = 0x004E2618 PC = 0x000F6964 Frame 02: SP = 0x004E26A8 PC = 0x000F76DC Frame 03: SP = 0x004E26C8 PC = 0x000E8114 Frame 04: SP = 0x004E26F0 PC = 0x001F5BF8 Frame 05: SP = 0x004E2710 PC = 0x001F5CF4 Frame 06: SP = 0x004E2748 PC = 0x0023F4DC Frame 07: SP = 0x004E2750 PC = 0x0023E650 Frame 08: SP = 0x004E27C8 PC = 0x0023E89C Frame 09: SP = 0x004E27E0 PC = 0x0028AF34 Frame 10: SP = 0x004E27E8 PC = 0x001E38F8 Frame 11: SP = 0x004E2808 PC = 0x001E39A8 Frame 12: SP = 0x004E2820 PC = 0x0014E220 Frame 13: SP = 0x004E28C8 PC = 0x0014E39C Frame 14: SP = 0x00000000 PC = 0x001EB510

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  • Picker view wont rotate- iPhone

    - by lotuseater
    hi, I am making a booking page. I have included 3 pickers in it. I have included all the delegates required for the pickers to work but it wont rotate. I have enabled user interaction and multitouch in the nib file. Here is my code. Please help me. :( @interface ChooseContactsFrom : UIViewController { IBOutlet UIPickerView *statePickup; IBOutlet UIPickerView *paymentMethodPickup; IBOutlet UIDatePicker *expiryDatePickup; IBOutlet UIView *statePickupView; IBOutlet UIView *paymentMethodPickupView; IBOutlet UIView *expiryDatePickupView; } (void)viewDidLoad { self.title = @"Choose Contacts"; //Fill in the states name/ stateArray = [[NSArray alloc]initWithObjects:@"",nil]; paymentModeArray = [[NSArray alloc] initWithObjects:@"Credit Card", @"Cash",@"Account",@"Voucher",@"Debit Card", nil]; paymentMethodPickup.frame = CGRectMake(0.0, 44.0, paymentMethodPickup.frame.size.width, paymentMethodPickup.frame.size.height); paymentMethodPickup.userInteractionEnabled = YES; paymentMethodPickup.multipleTouchEnabled = YES; paymentMethodPickupView.frame = CGRectMake(0.0, 210.0, paymentMethodPickupView.frame.size.width, paymentMethodPickupView.frame.size.height); statePickup.frame = CGRectMake(0.0, 44.0,statePickup.frame.size.width, statePickup.frame.size.height); statePickupView.frame = CGRectMake(0.0, 210.0, statePickupView.frame.size.width, statePickupView.frame.size.height); stateArray = [[NSArray alloc] initWithObjects:@"state1", @"state2", @"state3", @"state4", @"state5", @"state6", @"state7", @"state8", @"state9", @"state10", nil]; expiryDatePickup.frame = CGRectMake(0.0, 44.0, expiryDatePickup.frame.size.width, expiryDatePickup.frame.size.height); expiryDatePickupView.frame = CGRectMake(0.0, 210.0, expiryDatePickupView.frame.size.width, expiryDatePickupView.frame.size.height); [super viewDidLoad]; } -(IBAction)back:(id)sender { [self dismissModalViewControllerAnimated:YES]; } pragma mark pickerView delegates (NSInteger)numberOfComponentsInPickerView:(UIPickerView *)thePickerView { return 1; } (NSInteger)pickerView:(UIPickerView *)thePickerView numberOfRowsInComponent:(NSInteger)component { if( thePickerView == statePickup) { return [stateArray count]; } else if(thePickerView == paymentMethodPickup) { return [paymentModeArray count]; } else { return 0; } } (NSString *)pickerView:(UIPickerView *)thePickerView titleForRow:(NSInteger)row forComponent:(NSInteger)component { if(thePickerView == statePickup) { return [stateArray objectAtIndex:row]; } else if(thePickerView == paymentMethodPickup) { return [paymentModeArray objectAtIndex:row]; } else { return @" "; } } (CGFloat)pickerView:(UIPickerView *)pickerView rowHeightForComponent:(NSInteger)component{ return 50; } (CGFloat)pickerView:(UIPickerView *)pickerView widthForComponent:(NSInteger)component { return 250; } (void)pickerView:(UIPickerView *)thepickerView didSelectRow:(NSInteger)row inComponent:(NSInteger)component { if(thepickerView == statePickup) { state.text=[stateArray objectAtIndex:row]; } if(thepickerView == paymentMethodPickup) { payment.text=[paymentModeArray objectAtIndex:row]; } } (void)ClearSubviews { //[firstName resignFirstResponder]; // [lastName resignFirstResponder]; // [email resignFirstResponder]; // [address1 resignFirstResponder]; // [address2 resignFirstResponder]; // [city resignFirstResponder]; // //[state resignFirstResponder]; // [payment resignFirstResponder]; // [creditCard resignFirstResponder]; // [expirydate removeFromSuperview]; // [statePickup removeFromSuperview]; // [paymentMethodPickup removeFromSuperview]; } (BOOL)textFieldShouldBeginEditing:(UITextField *)textField { // [self showPicker:textField]; //[self setViewMovedUp]; if(textField == firstName || textField == lastName || textField == email || textField == address1 || textField == address2 ||textField == city) { [self ClearSubviews]; //pickerToolbar.hidden = TRUE; return YES; } else if(textField == payment) { [self ClearSubviews]; [self setViewMovedUp]; [payment setText:[paymentModeArray objectAtIndex:0]]; [self.view insertSubview:paymentMethodPickupView aboveSubview:self.view]; return NO; } else if(textField == state) { [self ClearSubviews]; [self setViewMovedUp]; [state setText:[stateArray objectAtIndex:0]]; [self.view insertSubview:statePickupView aboveSubview:self.view]; return NO; } else if(textField == expirydate) { [self setViewMovedUp]; expiryDatePickup.date = [NSDate date]; NSDate *date1 = [NSDate date]; NSDateFormatter *dateFormatter = [[NSDateFormatter alloc] init]; [dateFormatter setDateStyle:NSDateFormatterMediumStyle]; NSString *strDate=[dateFormatter stringFromDate:date1]; NSString *str=[[NSString alloc] initWithString: strDate]; [expirydate setText:str]; [self.view insertSubview:expiryDatePickupView aboveSubview:self.view]; return NO; } else if(textField == creditCard) { [self ClearSubviews]; [self setViewMovedUp]; return YES; } else { [self ClearSubviews]; return YES; } } -(BOOL)textFieldShouldEndEditing:(UITextField *)textField { return YES; } (void)textFieldDidEndEditing:(UITextField *)textField { if(textField == creditCard) { [self moveDown]; } } (BOOL)textFieldShouldReturn:(UITextField *)textField { [firstName resignFirstResponder]; [lastName resignFirstResponder]; [email resignFirstResponder]; [address1 resignFirstResponder]; [address2 resignFirstResponder]; [city resignFirstResponder]; [creditCard resignFirstResponder]; return YES; } -(IBAction)textFieldDoneEditing:(id)sender { [sender resignFirstResponder]; } ////////----------------------------------------------------------------------- pragma mark move screen (void)setViewMovedUp { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.3]; // Make changes to the view's frame inside the animation block. They will be animated instead // of taking place immediately. CGRect rect = [self.view frame]; // If moving up, not only decrease the origin but increase the height so the view // covers the entire screen behind the keyboard. rect.origin.y -= 50.0f; rect.size.height -= 80.0f; [self.view setFrame:rect]; [UIView commitAnimations]; } -(void)moveDown { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.3]; // Make changes to the view's frame inside the animation block. They will be animated instead // of taking place immediately. CGRect rect = [self.view frame]; rect.origin.y += 50.0f; rect.size.height += 80.0f; [self.view setFrame:rect]; // [UIView setBackgroundColor:[UIColor darkGrayColor]]; [UIView commitAnimations]; } pragma mark Method to show pickers -(void)showPicker:(UITextField *)textField { if(textField == expirydate) { expiryDatePickup .date = [NSDate date]; NSDate *date1 = [NSDate date]; NSDateFormatter *dateFormatter = [[NSDateFormatter alloc] init]; [dateFormatter setDateStyle:NSDateFormatterMediumStyle]; NSString *strDate=[dateFormatter stringFromDate:date1]; NSString *str=[[NSString alloc] initWithString: strDate]; [expirydate setText:str]; [self.view insertSubview:expiryDatePickup aboveSubview:self.view]; } else if(textField == payment) { [payment setText:[paymentModeArray objectAtIndex:0]]; [self.view insertSubview:paymentMethodPickupView aboveSubview:self.view]; } else if(textField == state) { [state setText:[stateArray objectAtIndex:0]]; [self.view insertSubview:statePickupView aboveSubview:self.view]; } } (IBAction)datePickerChanged:(id)sender { NSDateFormatter *dateFormatter = [[NSDateFormatter alloc] init]; [dateFormatter setDateStyle:NSDateFormatterMediumStyle]; NSDate *date=expiryDatePickup.date; formattedDateString1 = [dateFormatter stringFromDate:date]; [expirydate setText:formattedDateString1]; NSCalendar *gregorian = [[NSCalendar alloc] initWithCalendarIdentifier:NSGregorianCalendar]; unsigned int unitFlags = NSMonthCalendarUnit | NSDayCalendarUnit; components = [gregorian components:unitFlags fromDate:date]; [gregorian release]; } pragma mark done and cancel methods -(IBAction) btnCancelExpiryDate:(id)sender { [self moveDown]; [expirydate setText:@" "]; [expiryDatePickupView removeFromSuperview]; } -(IBAction) btnDoneExpiryDate:(id)sender { [self moveDown]; [expiryDatePickupView removeFromSuperview]; expiryDatePickup .date = [NSDate date]; } -(IBAction)cancelPaymentType:(id)sender { [self moveDown]; [payment setText:@" "]; [paymentMethodPickupView removeFromSuperview]; } -(IBAction)donePaymentType:(id)sender { [self moveDown]; [paymentMethodPickupView removeFromSuperview]; } -(IBAction)doneState:(id)sender { [self moveDown]; [statePickupView removeFromSuperview]; } (IBAction)cancelState:(id)sender; { [self moveDown]; [state setText:@" "]; [statePickupView removeFromSuperview]; }

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  • How do I change the frame position for a custom MKAnnotationView?

    - by andrei
    I am trying to make a custom annotation view by subclassing MKAnnotationView and overriding the drawRect method. I want the view to be drawn offset from the annotation's position, somewhat like MKPinAnnotationView does it, so that the point of the pin is at the specified coordinates, rather than the middle of the pin. So I set the frame position and size as shown below. However, it doesn't look like I can affect the position of the frame at all, only the size. The image ends up being drawn centered over the annotation position. Any tips on how to achieve what I want? MyAnnotationView.h: @interface MyAnnotationView : MKAnnotationView { } MyAnnotationView.m: - (id)initWithAnnotation:(id <MKAnnotation>)annotation reuseIdentifier:(NSString *)reuseIdentifier { if (self = [super initWithAnnotation:annotation reuseIdentifier:reuseIdentifier]) { self.canShowCallout = YES; self.backgroundColor = [UIColor clearColor]; // Position the frame so that the bottom of it touches the annotation position self.frame = CGRectMake(0, -16, 32, 32); } return self; } - (void)drawRect:(CGRect)rect { [[UIImage imageNamed:@"blue-dot.png"] drawInRect:rect]; }

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  • UIView's frame, bounds, center, origin, when to use what?

    - by Boon
    UIView has the concept of frame, bounds, center, and origin, and they all seem to be interrelated. Most of the time, I deal with frame when setting the position and size of a UIView (or subclass). I understand that the frame is using global coordinate system and the bounds is using coordinate of the local view (therefore it's x and y are 0, but not always), but it's still confusing to me when to use what. Question: Under what context (and what's the right time) the other properties (bounds, center, origin) should be used?

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  • JQuery/JavaScript confusion with Previous and Next buttons.

    - by Anders H
    I've got some inherited JQuery code that isn't working as I'd think and I'm just not even sure what to research or look up next. The Problem: I've got a few DIVs within the HTML: a container, a "frame" and the content. If the content is longer than the frame, it's cut off using overflow:hidden and a Next - button appears. The next button works correctly. However, there's also a previous button with similar code, but it does not work as expected and just displays whenever the next button does. Whenever either button is hidden, it will not reappear again when navigating back through the "pages". When the I may be overlooking something in the code, but here it is in full. The HTML: <div id="draggable" class="ui-widget-content"> <div id="draggable-title" class="cufon">about</div> <a id="draggable-close" href="javascript:void(0);"><div class="close-img icon"></div></a> <div class="clear"></div> <div id="draggable-frame"> <div id="draggable-content"> </div> </div> <a id="prevContent" href="javascript:void(0);">&laquo; previous</a><a id="nextContent" href="javascript:void(0);">next &raquo;</a> </div> The JavaScript: $(function() { $("#draggable").draggable(); }); $(document).ready(function(){ $("#draggable-frame").scrollTop(0); $("#prevContent").click(function(){ $("#draggable-content").fadeOut("medium"); setTimeout("showPrev()", 250); if($("#draggable-frame").scrollTop()+$("#draggable-frame").height() >= $("#draggable-content").height()) { $("#prevContent").hide(); } $("#draggable-content").fadeIn("medium"); }); $("#nextContent").click(function(){ $("#draggable-content").fadeOut("medium"); setTimeout("showNext()", 250); if($("#draggable-frame").scrollTop()+$("#draggable-frame").height() >= $("#draggable-content").height()) { $("#nextContent").hide(); } $("#draggable-content").fadeIn("medium"); }); $("#draggable-close").click(function(){ $("#draggable").fadeOut("medium"); }); $("#prevContent").hide(); $("#nextContent").hide(); showContent("about"); $(".opener").click(function(){ $("#draggable-frame").scrollTop(0); $("#draggable").fadeIn("medium"); showContent($(this).attr("title")); }); }); // function showPrev() { $("#draggable-frame").scrollTop($("#draggable-frame").scrollTop() - $("#draggable-frame").height()); } // function showNext() { $("#draggable-frame").scrollTop($("#draggable-frame").scrollTop() + $("#draggable-frame").height()); } function showContent(title) { $("#draggable-title").html(title); $("#draggable-content").html($("#"+title).html()); Cufon.replace('.cufon', { fontFamily: 'cav', hover: true }); $("#nextContent").hide(); $("#prevContent").hide(); if($("#draggable-content").height() > $("#draggable-frame").height()) { $("#nextContent").show(); } if($("#draggable-content").height() > $("#draggable-frame").height()) { $("#prevContent").show(); } } Even just point me in the right direction to research would be a big help right now. Thank you.

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  • How to call a JavaScript function from one frame to another in Chrome/Webkit with file protocol

    - by bambax
    I have developed an application that has a list of items in one frame; when one clicks on an item it does something in another frame (loads an image). This used to work fine in all browsers, including Chrome 3; now it still works fine in Firefox but in recent versions of Chrome (I believe since 4) it throws this error: Unsafe JavaScript attempt to access frame with URL (...) from frame with URL (...). Domains, protocols and ports must match. This is obviously a security "feature" but is it possible to get around it? Here is a simple test: index.html: <html> <frameset cols="50%,50%"> <frame src="left.html" name="left"/> <frame src="right.html" name="right"/> </frameset> </html> left.html: <html> <body> <a href="javascript:parent.right.test('hello');">click me</a> </body> </html> right.html: <html> <body> <script> function test(msg) { alert(msg); } </script> </body> </html> The above works in Firefox 3.6 and Chrome 3 but in Chrome 5 it throws the above error... Edit: added the @cols attribute to the frameset element in fact it works in Chrome if and only if the pages are served with the http protocol (and from the same domain) but my problem is when pages are local and served from a file:// protocol. Then it works in Firefox (all versions) and Chrome 3 but not Chrome 5 (I don't have Chrome 4 so I'm not shure about that specific version (and don't know if it's even possible to download a specific Chrome version?) -- but for Chrome 5 I'm very sure it doesn't work).

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  • ASP.NET/Vb.net: How to create a frame after an image is uploaded ?

    - by stighy
    Hi guys, i would like to create a fixed size frame for user photos uploaded. I've tought: i, can create a fixed sized image (200 width x 600 height for example), with my personal frame (top, left, bottom, right element graphics) , and in the center a transparency. Ok, but i don't know how to merge the photo into the frame and save the new photo format. Does anybody have some piece of code to help me ? Thank you!

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  • How the JOptionPane works

    - by DevAno1
    How can I control what happens with window after clicking JOPtionPane buttons ? I'm trying to implement simple file chooser. In my frame I have 3 buttons (OK, Cancel, Browse). Browse button opens file search window, and after picking files should return to main frame. Clicking OK will open a frame with the content of the file. Now porblem looks this way. With the code below, I can choose file but directly after that a new frame is created, and my frame with buttons dissapears : import java.io.File; import java.io.BufferedReader; import java.io.FileReader; import java.io.IOException; import java.awt.*; import javax.swing.*; import java.io.*; public class Main { public static void main(String args[]) { javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { show("Window"); } }); } public static void show(String frame_name){ JFrame frame = new JFrame(frame_name); frame.setPreferredSize(new Dimension(450, 300)); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); JPanel top = new JPanel(); top.setLayout(new BoxLayout(top, BoxLayout.Y_AXIS)); JFileChooser fc = new JFileChooser(new File(".")); JPanel creator = new JPanel(); creator.setLayout(new BoxLayout(creator, BoxLayout.Y_AXIS)); creator.add(top); String[] buttons = {"OK", "Cancel", "Browse"}; int rc = JOptionPane.showOptionDialog( null, creator, frame_name, JOptionPane.DEFAULT_OPTION, JOptionPane.PLAIN_MESSAGE, null, buttons, buttons[0] ); String approveButt = ""; switch(rc){ case 0: break; case 1: break; case 2: approveButt = buttons[rc]; int retVal = fc.showDialog(null, approveButt); if (retVal == JFileChooser.APPROVE_OPTION) System.out.println(approveButt + " " + fc.getSelectedFile()); break; } frame.pack(); frame.setVisible(true); } } With the second code I can return to my menu, but in no way I am able to pop this new frame, which appeared with first code. How to control this ? What am I missing ? public class Main { public static void main(String args[]) { javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { show("Window"); } }); } public static void show(String frame_name){ JFrame frame = new JFrame(frame_name); frame.setPreferredSize(new Dimension(450, 300)); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); JPanel top = new JPanel(); top.setLayout(new BoxLayout(top, BoxLayout.Y_AXIS)); JFileChooser fc = new JFileChooser(new File(".")); JPanel creator = new JPanel(); creator.setLayout(new BoxLayout(creator, BoxLayout.Y_AXIS)); creator.add(top); String[] buttons = {"OK", "Cancel", "Browse"}; String approveButt = ""; Plane m = null; int rc = -1; while (rc != 0) { rc = JOptionPane.showOptionDialog( null, creator, frame_name, JOptionPane.DEFAULT_OPTION, JOptionPane.PLAIN_MESSAGE, null, buttons, buttons[0] ); switch (rc) { case 0: m = new Plane(); case 1: System.exit(0); case 2: approveButt = buttons[rc]; int retVal = fc.showDialog(null, approveButt); if (retVal == JFileChooser.APPROVE_OPTION) System.out.println(approveButt + " " + fc.getSelectedFile()); break; default: break; } } addComponents(frame.getContentPane(), m); frame.pack(); frame.setVisible(true); } private static void addComponents(Container c, Plane e) { c.setLayout(new BoxLayout(c, BoxLayout.Y_AXIS)); c.add(e); } } class Plane extends JPanel { public Plane(){ } @Override public void paint(Graphics g){ g.setColor(Color.BLUE); g.fillRect(0, 0, 400, 250); } }

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  • [R] How to create a data.frame with a unknow number of columns ?

    - by Olivier
    Hello I would like to create, in a function, a boucle to create a data.frame with a variable number of columns. WIth something like : a = c("a","b") b = c(list(1,2,3), list(4,5,6)) data.frame(a,b) I would like to get a data-frame like : a 1 2 3 b 4 5 6 Instead of I obtain : a 1 2 3 4 5 6 b 1 2 3 4 5 6 Thank you ! PS : I also try with rbind, but it's doesn't work...

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  • Add JTabbedPane with buttons, labels ... in a frame with an absolute layout

    - by alibenmessaoud
    I have a code in java. package interfaces; import javax.swing.JPanel; public class TabbedPaneDemo extends JPanel { public TabbedPaneDemo() { JTabbedPane pane = new JTabbedPane(); JPanel dashboardPanel = new JPanel(); dashboardPanel.add(new JLabel("Dashboard")); // Add Dashboard Tab pane.addTab("Dashboard", dashboardPanel); JPanel transactionPanel = new JPanel(); transactionPanel.add(new JLabel("Transactions")); // Add Transactions Tab pane.addTab("Transactions", transactionPanel); JPanel accountPanel = new JPanel(); accountPanel.add(new JLabel("Account")); // Add Account Tab pane.addTab("Account", accountPanel); this.setLayout(new BorderLayout()); this.setPreferredSize(new Dimension(400, 200)); this.add(pane, BorderLayout.CENTER); } public static void main(String[] args) { JPanel panel = new TabbedPaneDemo(); panel.setOpaque(true); // panel.setBounds(12, 12, 45, 98); JFrame frame = new JFrame("JTabbedPane Demo"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setContentPane(panel); frame.pack(); frame.setVisible(true); }} and the output it's ! I want to change in this code to be like this. I want use an absolute layout (null). I want to add menu, buttons and labels with these tabs ... How can I do?? Thanks in advance. Best regards, Ali

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  • How to zoom IFRAME content only without using a frame set?

    - by Baskaran
    I need to zoom frame content only. Here in my web page I used zoom: 0.75; height: 520px; width: 800px;. If I increase the zoom value it means that the frame size will be increased. <HTML> <HEAD> <TITLE> New Document </TITLE> <STYLE> #frame { width: 800px; height: 520px; border: 1px solid black; } #frame { zoom: 0.75; -moz-transform: scale(0.75); -moz-transform-origin: 0 0; } </STYLE> </HEAD> <BODY> <IFRAME id="frame" src="http://www.google.com"></IFRAME> </BODY> </HTML> In the above sample HTML page I want to zoom the content of the IFRAME without changing the size of that IFRAME.

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  • how to call a javascript function in the top frame?

    - by Rory
    This seems really simple, but how do I call a javascript function that's defined in the top-level html, from a child frame? top html doc - 1st level frame - 2nd level frame my top html doc has a function called testFn(). In the 2nd level frame I have a button with onclick="top.testFn();" but this doesn't call the testFn(). In Firebug if I use a watch to execute top.testFn(); it says TypeError: testFn() is not a function. Should this all just work - in which case it's a problem with my documents, or is there some other way to call functions in the top-level window?

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  • How can I get an element from within a frameset frame using JavaScript?

    - by Nick
    I need to access and element from within a frameset frame. For example if I have the following markup: <frameset rows="33%,33%,*"> <frame src="frame1.html"/> <frame src="frame2.html"/> <frame src="frame3.html"/> </frameset> How can I get some element from one of the child frames? I have tried this: window.frames[1].getElementById('someElementId') This results in a type error: getElementById() is not a function. Can someone assist? Thanks!

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  • Why I cant be able to change the UITableViewCell detailTextLabel's frame?

    - by Simon
    Hi.. I am having a table view with default UITableViewCell of style UITableViewCellStyleValue2. I just want to move detailTextLabel few pixels to the right. I know it makes no sense to adjust its width and height :). I am trying to set detailTextLabel's frame with my x and y value. But its not affecting the its frame. I prefer to use default UITableViewCell, in this case, over a customized cell because the default UITableViewCell automatically manages the text alignment and centering of the labels.. How to change UITableViewCell detailTextLabel's frame? Am I allowed to change its frame? Thanks everyone..

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  • Why I cant be able to change the UITableViewCell detailTextLabel's frame (just the label's position)?

    - by Simon
    Hi.. I am having a table view with default UITableViewCell of style UITableViewCellStyleValue2. I just want to move detailTextLabel few pixels to the right. I know it makes no sense to adjust its width and height :). I am trying to set detailTextLabel's frame with my x and y value. But its not affecting the its frame. I prefer to use default UITableViewCell, in this case, over a customized cell because the default UITableViewCell automatically manages the text alignment and centering of the labels.. How to change UITableViewCell detailTextLabel's frame? Am I allowed to change its frame? Thanks everyone..

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • How to make a UITextField move up when keyboard is present

    - by philfreo
    EDIT: Over 1k views with 3 upvotes? If this question is helpful, vote it up :) With the iPhone SDK: I have a UIView with UITextFields that brings up a keyboard. I need it to be able to: Allow scrolling of the contents of the UIScrollView to see the other text fields once the keyboard is brought up Automatically "jump" (by scrolling up) or shortening I know that I need a UIScrollView. I've tried changing the class of my UIView to a UIScrollView but I'm still unable to scroll the textboxes up or down. Do I need both a UIView and a UIScrollView? Does one go inside the other? [EDIT: I now know that you want a UIView inside of a UIScrollView, and the trick is to programatically set the content size of the UIScrollView to the frame size of the UIView.] Then what needs to be implemented in order to automatically scroll to the active text field? Ideally as much of the setup of the components as possible will be done in Interface Builder. I'd like to only write code for what needs it. Note: the UIView (or UIScrollView) that I'm working with is brought up by a tabbar (UITabBar), which needs to function as normal. Edit: I am adding the scroll bar just for when the keyboard comes up. Even though it's not needed, I feel like it provides a better interface because then the user can scroll and change textboxes, for example. I've got it working where I change the frame size of the UIScrollView when the keyboard goes up and down. I'm simply using: -(void)textFieldDidBeginEditing:(UITextField *)textField { //Keyboard becomes visible scrollView.frame = CGRectMake(scrollView.frame.origin.x, scrollView.frame.origin.y, scrollView.frame.size.width, scrollView.frame.size.height - 215 + 50); //resize } -(void)textFieldDidEndEditing:(UITextField *)textField { //keyboard will hide scrollView.frame = CGRectMake(scrollView.frame.origin.x, scrollView.frame.origin.y, scrollView.frame.size.width, scrollView.frame.size.height + 215 - 50); //resize } However this doesn't automatically "move up" or center the lower text fields in the visible area, which is what I would really like.

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  • JAVA image transfer problem

    - by user579098
    Hi, I have a school assignment, to send a jpg image,split it into groups of 100 bytes, corrupt it, use a CRC check to locate the errors and re-transmit until it eventually is built back into its original form. It's practically ready, however when I check out the new images, they appear with errors.. I would really appreciate if someone could look at my code below and maybe locate this logical mistake as I can't understand what the problem is because everything looks ok :S For the file with all the data needed including photos and error patterns one could download it from this link:http://rapidshare.com/#!download|932tl2|443122762|Data.zip|739 Thanks in advance, Stefan p.s dont forget to change the paths in the code for the image and error files package networks; import java.io.*; // for file reader import java.util.zip.CRC32; // CRC32 IEEE (Ethernet) public class Main { /** * Reads a whole file into an array of bytes. * @param file The file in question. * @return Array of bytes containing file data. * @throws IOException Message contains why it failed. */ public static byte[] readFileArray(File file) throws IOException { InputStream is = new FileInputStream(file); byte[] data=new byte[(int)file.length()]; is.read(data); is.close(); return data; } /** * Writes (or overwrites if exists) a file with data from an array of bytes. * @param file The file in question. * @param data Array of bytes containing the new file data. * @throws IOException Message contains why it failed. */ public static void writeFileArray(File file, byte[] data) throws IOException { OutputStream os = new FileOutputStream(file,false); os.write(data); os.close(); } /** * Converts a long value to an array of bytes. * @param data The target variable. * @return Byte array conversion of data. * @see http://www.daniweb.com/code/snippet216874.html */ public static byte[] toByta(long data) { return new byte[] { (byte)((data >> 56) & 0xff), (byte)((data >> 48) & 0xff), (byte)((data >> 40) & 0xff), (byte)((data >> 32) & 0xff), (byte)((data >> 24) & 0xff), (byte)((data >> 16) & 0xff), (byte)((data >> 8) & 0xff), (byte)((data >> 0) & 0xff), }; } /** * Converts a an array of bytes to long value. * @param data The target variable. * @return Long value conversion of data. * @see http://www.daniweb.com/code/snippet216874.html */ public static long toLong(byte[] data) { if (data == null || data.length != 8) return 0x0; return (long)( // (Below) convert to longs before shift because digits // are lost with ints beyond the 32-bit limit (long)(0xff & data[0]) << 56 | (long)(0xff & data[1]) << 48 | (long)(0xff & data[2]) << 40 | (long)(0xff & data[3]) << 32 | (long)(0xff & data[4]) << 24 | (long)(0xff & data[5]) << 16 | (long)(0xff & data[6]) << 8 | (long)(0xff & data[7]) << 0 ); } public static byte[] nextNoise(){ byte[] result=new byte[100]; // copy a frame's worth of data (or remaining data if it is less than frame length) int read=Math.min(err_data.length-err_pstn, 100); System.arraycopy(err_data, err_pstn, result, 0, read); // if read data is less than frame length, reset position and add remaining data if(read<100){ err_pstn=100-read; System.arraycopy(err_data, 0, result, read, err_pstn); }else // otherwise, increase position err_pstn+=100; // return noise segment return result; } /** * Given some original data, it is purposefully corrupted according to a * second data array (which is read from a file). In pseudocode: * corrupt = original xor corruptor * @param data The original data. * @return The new (corrupted) data. */ public static byte[] corruptData(byte[] data){ // get the next noise sequence byte[] noise = nextNoise(); // finally, xor data with noise and return result for(int i=0; i<100; i++)data[i]^=noise[i]; return data; } /** * Given an array of data, a packet is created. In pseudocode: * frame = corrupt(data) + crc(data) * @param data The original frame data. * @return The resulting frame data. */ public static byte[] buildFrame(byte[] data){ // pack = [data]+crc32([data]) byte[] hash = new byte[8]; // calculate crc32 of data and copy it to byte array CRC32 crc = new CRC32(); crc.update(data); hash=toByta(crc.getValue()); // create a byte array holding the final packet byte[] pack = new byte[data.length+hash.length]; // create the corrupted data byte[] crpt = new byte[data.length]; crpt = corruptData(data); // copy corrupted data into pack System.arraycopy(crpt, 0, pack, 0, crpt.length); // copy hash into pack System.arraycopy(hash, 0, pack, data.length, hash.length); // return pack return pack; } /** * Verifies frame contents. * @param frame The frame data (data+crc32). * @return True if frame is valid, false otherwise. */ public static boolean verifyFrame(byte[] frame){ // allocate hash and data variables byte[] hash=new byte[8]; byte[] data=new byte[frame.length-hash.length]; // read frame into hash and data variables System.arraycopy(frame, frame.length-hash.length, hash, 0, hash.length); System.arraycopy(frame, 0, data, 0, frame.length-hash.length); // get crc32 of data CRC32 crc = new CRC32(); crc.update(data); // compare crc32 of data with crc32 of frame return crc.getValue()==toLong(hash); } /** * Transfers a file through a channel in frames and reconstructs it into a new file. * @param jpg_file File name of target file to transfer. * @param err_file The channel noise file used to simulate corruption. * @param out_file The name of the newly-created file. * @throws IOException */ public static void transferFile(String jpg_file, String err_file, String out_file) throws IOException { // read file data into global variables jpg_data = readFileArray(new File(jpg_file)); err_data = readFileArray(new File(err_file)); err_pstn = 0; // variable that will hold the final (transfered) data byte[] out_data = new byte[jpg_data.length]; // holds the current frame data byte[] frame_orig = new byte[100]; byte[] frame_sent = new byte[100]; // send file in chunks (frames) of 100 bytes for(int i=0; i<Math.ceil(jpg_data.length/100); i++){ // copy jpg data into frame and init first-time switch System.arraycopy(jpg_data, i*100, frame_orig, 0, 100); boolean not_first=false; System.out.print("Packet #"+i+": "); // repeat getting same frame until frame crc matches with frame content do { if(not_first)System.out.print("F"); frame_sent=buildFrame(frame_orig); not_first=true; }while(!verifyFrame(frame_sent)); // usually, you'd constrain this by time to prevent infinite loops (in // case the channel is so wacked up it doesn't get a single packet right) // copy frame to image file System.out.println("S"); System.arraycopy(frame_sent, 0, out_data, i*100, 100); } System.out.println("\nDone."); writeFileArray(new File(out_file),out_data); } // global variables for file data and pointer public static byte[] jpg_data; public static byte[] err_data; public static int err_pstn=0; public static void main(String[] args) throws IOException { // list of jpg files String[] jpg_file={ "C:\\Users\\Stefan\\Desktop\\Data\\Images\\photo1.jpg", "C:\\Users\\Stefan\\Desktop\\Data\\Images\\photo2.jpg", "C:\\Users\\Stefan\\Desktop\\Data\\Images\\photo3.jpg", "C:\\Users\\Stefan\\Desktop\\Data\\Images\\photo4.jpg" }; // list of error patterns String[] err_file={ "C:\\Users\\Stefan\\Desktop\\Data\\Error Pattern\\Error Pattern 1.DAT", "C:\\Users\\Stefan\\Desktop\\Data\\Error Pattern\\Error Pattern 2.DAT", "C:\\Users\\Stefan\\Desktop\\Data\\Error Pattern\\Error Pattern 3.DAT", "C:\\Users\\Stefan\\Desktop\\Data\\Error Pattern\\Error Pattern 4.DAT" }; // loop through all jpg/channel combinations and run tests for(int x=0; x<jpg_file.length; x++){ for(int y=0; y<err_file.length; y++){ System.out.println("Transfering photo"+(x+1)+".jpg using Pattern "+(y+1)+"..."); transferFile(jpg_file[x],err_file[y],jpg_file[x].replace("photo","CH#"+y+"_photo")); } } } }

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  • Why can't I pass an argument to create this window using wxpython?

    - by somefreakingguy
    I am trying to learn how to make a GUI in python! Following an online tutorial, I found that the following code 'works' in creating an empty window: import wx from sys import argv class bucky(wx.Frame): def __init__(self, parent, id): wx.Frame.__init__(self, parent, id, 'Frame aka window', size=(300, 200)) if __name__=='__main__': app=wx.PySimpleApp() frame=bucky(parent=None,id=-1) frame.Show() app.MainLoop() That gives me a window, which is great. However, what if I want to get an argument passed onto the program to determine the window size? I thought something like this ought to do the trick: import wx from sys import argv script, x, y = argv class mywindow(wx.Frame): def __init__(self, parent, id): wx.Frame.__init__(self, parent, id, 'Frame aka window', size=(x, y)) if __name__=='__main__': app=wx.PySimpleApp() frame=mywindow(parent=None,id=-1) frame.Show() app.MainLoop() But, alas, that does not work! Nor does the raw_input() function pass on the value. I keep getting the following error: C:/Python26/pythonw.exe -u "C:/Documents and Settings/Owner/Desktop/wz.py" File "C:/Documents and Settings/Owner/Desktop/wz.py", line 8 wx.Frame.__init__(self, parent, id, 'Frame aka window', size=(x y)) ^ SyntaxError: invalid syntax Thanks for the help!

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  • Resizing a UIView - expanding the top

    - by Mongus Pong
    I have a UIView inside of a UIScrollView that I want to resize. I can increase the height easily by : CGRect frame = self.drawinView.frame; frame.size.height += 100; self.drawinView.frame = frame; self.drawinScrollView.contentSize = CGSizeMake(frame.size.width, frame.size.height); And all is good. The above code will create a new area of the view at the bottom of the view that I can fill out. Now when I resize the view, I only want to be repainting the new portion of the view that has just been created. I dont want to have to repaint the whole view. However! I have run into difficulty when I need to expand the top of the view. Doing : CGRect frame = self.drawinView.frame; frame.origin.y -= 100; self.drawinView.frame = frame; self.drawinScrollView.contentSize = CGSizeMake(500, 600); does not work. How can I do this without having to repaint the entire view?

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