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  • Extracting one word based on special character using Regular Expression in C#

    - by Jankhana
    I am not very good at regular expression but want to do some thing like this : string="c test123 d split" I want to split the word based on "c" and "d". this can be any word which i already have. The string will be given by the user. i want "test123" and "split" as my output. and there can be any number of words i.e "c test123 d split e new" etc. c d e i have already with me. I want just the next word after that word i.e after c i have test123 and after d i have split and after e i have new so i need test123 and split and new. how can I do this??? And one more thing I will pass just c first than d and than e. not together all of them. I tried string strSearchWord="c "; Regex testRegex1 = new Regex(strSearchWord); List lstValues = testRegex1.Split("c test123 d split").ToList(); But it's working only for last character i.e for d it's giving the last word but for c it includes test123 d split. How shall I do this???

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  • Split a 2D scene in layers or have a z coordinate

    - by Bane
    I am in the process of writing a 2D game engine, and a dilemma emerged. Let me explain the situation... I have a Scene class, to which various objects can be added (Drawable, ParticleEmitter, Light2D, etc), and as this is a 2D scene, things will obviously be drawn over each other. My first thought was that I could have basic add and remove methods, but I soon realized that then there would be no way for the programmer to control the order in which things were drawn. So I can up with two options, each with its pros and cons. A) Would be to split the scene in layers. By that I mean instead of having the scene be a container of objects, have it be a container of layers, which are in turn the containers of objects. B) Would require to have some kind of z-coordinate, and then have the scene sorted so objects with lower z get drawn first. Option A is pretty solid, but the problem is with the lights. In what layer do I add it? Does it work cross-layer? On all bottom layers? And I still need the Z coordinate to calculate the shadow! Option B would require me to change all my code from having Vector2D positions, to some kind of class that inherits from Vector2D and adds a z coordinate to it (I don't want it to be a Vector3D because I still need all the same methods the 2D kind has, just with .z clamped on). Am I missing something? Is there an alternative to these methods? I'm working in Javascript, if that makes a difference.

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  • Split up a screen into regions

    - by nexen
    My task: I want to split up a screen into 3 regions for buffs-bar (with picked items), score-info and a game-map. It doesn't matter are regions intersect with each other or not. For example: I have a screen with width=1; height=1 and the origin of coordinates (0;0) is the left bottom point. I have 3 functions: draw items, draw info, draw map. If I use it without any matrix transformations, it draws fullscreen, because it's vertex coordinates are from 0;0 to 1;1. (pseudo-code) drawItems(); drawInfo(); drawMap(); And after that I see only map onto info onto items. My goal: I have some matrixes for transformation vertexes with 0;0-1;1 coordinates to strict regions. There is only one thing, what I need to do - set matrix before drawing. So my call of drawItems-function is like: (pseudo-code) adjustViewMatrixes_andSomethingElse(items.position_of_the_region_there_it_should_be_drawn, items.sizes_of_region_to_draw); setItemsMatrix(); drawItems(); //the same function with vertex coordinates 0;0->1;1, //but it draws in other coordinates, //because I have just set the matrix for region I know only some people will understand me, so there is a picture with regions which I need to make. Every region has 0;0 - 1;1 inner coordinates.

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  • List getting cleared every button click inside Update Panel?

    - by sah302
    No this isn't a copy of this question: http://stackoverflow.com/questions/654423/button-in-update-panel-is-doing-a-full-postback I've got a drop down inside an update panel, and I am trying to get it to allow the person using the page to add users to a list that is bound to a gridview. The list is a global variable, and on page_load I set that to the gridview's datasource and databind it. However, anytime I click the 'add a user' button, or the button to remove the user from the list. It appears like it is doing a full post back even though all these elements are inside the update Panel. Code Behind: Public accomplishmentTypeDao As New AccomplishmentTypeDao() Public accomplishmentDao As New AccomplishmentDao() Public userDao As New UserDao() Public facultyDictionary As New Dictionary(Of Guid, String) Public facultyList As New List(Of User) Public associatedFaculty As New List(Of User) Public facultyId As New Guid Protected Sub Page_Load(ByVal sender As Object, ByVal e As System.EventArgs) Handles Me.Load Page.Title = "Add a New Faculty Accomplishment" ddlAccomplishmentType.DataSource = accomplishmentTypeDao.getEntireTable() ddlAccomplishmentType.DataTextField = "Name" ddlAccomplishmentType.DataValueField = "Id" ddlAccomplishmentType.DataBind() facultyList = userDao.getListOfUsersByUserGroupName("Faculty") For Each faculty As User In facultyList facultyDictionary.Add(faculty.Id, faculty.LastName & ", " & faculty.FirstName) Next If Not Page.IsPostBack Then ddlFacultyList.DataSource = facultyDictionary ddlFacultyList.DataTextField = "Value" ddlFacultyList.DataValueField = "Key" ddlFacultyList.DataBind() End If gvAssociatedUsers.DataSource = associatedFaculty gvAssociatedUsers.DataBind() End Sub Protected Sub deleteUser(ByVal sender As Object, ByVal e As System.Web.UI.WebControls.CommandEventArgs) facultyId = New Guid(e.CommandArgument.ToString()) associatedFaculty.Remove(associatedFaculty.Find(Function(user) user.Id = facultyId)) gvAssociatedUsers.DataBind() upAssociatedFaculty.Update() End Sub Protected Sub btnAddUser_Click(ByVal sender As Object, ByVal e As EventArgs) Handles btnAddUser.Click facultyId = New Guid(ddlFacultyList.SelectedValue) associatedFaculty.Add(facultyList.Find(Function(user) user.Id = facultyId)) gvAssociatedUsers.DataBind() upAssociatedFaculty.Update() End Sub Markup: <asp:ScriptManager ID="ScriptManager1" runat="server"> </asp:ScriptManager> <asp:UpdatePanel ID="upAssociatedFaculty" runat="server" UpdateMode="Conditional"> <ContentTemplate> <p><b>Created By:</b> <asp:Label ID="lblCreatedBy" runat="server"></asp:Label></p> <p><b>Accomplishment Type: </b><asp:DropDownList ID="ddlAccomplishmentType" runat="server"></asp:DropDownList></p> <p><b>Accomplishment Applies To: </b><asp:DropDownList ID="ddlFacultyList" runat="server"></asp:DropDownList> &nbsp;<asp:Button ID="btnAddUser" runat="server" Text="Add Faculty" /></p> <p> <asp:GridView ID="gvAssociatedUsers" runat="server" AutoGenerateColumns="false" GridLines="None" ShowHeader="false"> <Columns> <asp:BoundField DataField="Id" HeaderText="Id" Visible="False" /> <asp:TemplateField ShowHeader="False"> <ItemTemplate> <span style="margin-left: 15px;"> <p><%#Eval("LastName")%>, <%#Eval("FirstName")%> <asp:Button ID="btnUnassignUser" runat="server" CausesValidation="false" CommandArgument='<%# Eval("Id") %>' CommandName="Delete" OnCommand="deleteUser" Text='Remove' /></p> </span> </ItemTemplate> </asp:TemplateField> </Columns> <EmptyDataTemplate> <em>There are currently no faculty associated with this accomplishment.</em> </EmptyDataTemplate> </asp:GridView> </p> </ContentTemplate> </asp:UpdatePanel> Now I thought the point of an update panel was to be able to update things inside of it without doing a full post_back and reloading the page. So if that's the case, why is it calling page_load everytime I click the buttons? I ran this code and debug and I see that even before any of the code associated with button press fires, page_load runs again. I tried putting the gvAssociatedUser.Datasource = associatedFaculty and the line below inside the Page.IsPostBack check, that prevented the page from working. I tried every combination of settings of the update panel for ChildrenAsTriggers and UpdateMode, and none of them worked. I know this is something simple, but all the combinations I've tried won't get it to work. How can I make this thing work? Edited: It wasn't causing a full postback so I was wrong as to the cause. I thought the page was doing a full post back thus resetting my associatedFaculty list global variable, but it isn't doing a full postback. The issue I am having is everytime I click btnAddUser it will add one element to the associatedFaculty list and thus bound to gvAssociatedusers. This works the first time, but the second time I click it, it overwrites the first element. So it appears like my associatedFaculty list is getting reset each time I click the button?

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  • How to split a git repository while preserving subdirectories?

    - by Thomas
    What I want is similar to this question. However, I want the directory that is split into a separate repo to remain a subdirectory in that repo: I have this: foo/ .git/ bar/ baz/ qux/ And I want: foo/ .git/ bar/ baz/ quux/ .git/ qux/ # Note: still a subdirectory How to do this in git? I could use the method from this answer if there is some way to move all the new repo's contents into a subdirectory, throughout history.

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  • OBJ model loaded in LWJGL has a black area with no texture

    - by gambiting
    I have a problem with loading an .obj file in LWJGL and its textures. The object is a tree(it's a paid model from TurboSquid, so I can't post it here,but here's the link if you want to see how it should look like): http://www.turbosquid.com/FullPreview/Index.cfm/ID/701294 I wrote a custom OBJ loader using the LWJGL tutorial from their wiki. It looks like this: public class OBJLoader { public static Model loadModel(File f) throws FileNotFoundException, IOException { BufferedReader reader = new BufferedReader(new FileReader(f)); Model m = new Model(); String line; Texture currentTexture = null; while((line=reader.readLine()) != null) { if(line.startsWith("v ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); float z = Float.valueOf(line.split(" ")[3]); m.verticies.add(new Vector3f(x,y,z)); }else if(line.startsWith("vn ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); float z = Float.valueOf(line.split(" ")[3]); m.normals.add(new Vector3f(x,y,z)); }else if(line.startsWith("vt ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); m.texVerticies.add(new Vector2f(x,y)); }else if(line.startsWith("f ")) { Vector3f vertexIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[0]), Float.valueOf(line.split(" ")[2].split("/")[0]), Float.valueOf(line.split(" ")[3].split("/")[0])); Vector3f textureIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[1]), Float.valueOf(line.split(" ")[2].split("/")[1]), Float.valueOf(line.split(" ")[3].split("/")[1])); Vector3f normalIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[2]), Float.valueOf(line.split(" ")[2].split("/")[2]), Float.valueOf(line.split(" ")[3].split("/")[2])); m.faces.add(new Face(vertexIndicies,textureIndicies,normalIndicies,currentTexture.getTextureID())); }else if(line.startsWith("g ")) { if(line.length()>2) { String name = line.split(" ")[1]; currentTexture = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("res/" + name + ".png")); System.out.println(currentTexture.getTextureID()); } } } reader.close(); System.out.println(m.verticies.size() + " verticies"); System.out.println(m.normals.size() + " normals"); System.out.println(m.texVerticies.size() + " texture coordinates"); System.out.println(m.faces.size() + " faces"); return m; } } Then I create a display list for my model using this code: objectDisplayList = GL11.glGenLists(1); GL11.glNewList(objectDisplayList, GL11.GL_COMPILE); Model m = null; try { m = OBJLoader.loadModel(new File("res/untitled4.obj")); } catch (Exception e1) { e1.printStackTrace(); } int currentTexture=0; for(Face face: m.faces) { if(face.texture!=currentTexture) { currentTexture = face.texture; GL11.glBindTexture(GL11.GL_TEXTURE_2D, currentTexture); } GL11.glColor3f(1f, 1f, 1f); GL11.glBegin(GL11.GL_TRIANGLES); Vector3f n1 = m.normals.get((int) face.normal.x - 1); GL11.glNormal3f(n1.x, n1.y, n1.z); Vector2f t1 = m.texVerticies.get((int) face.textures.x -1); GL11.glTexCoord2f(t1.x, t1.y); Vector3f v1 = m.verticies.get((int) face.vertex.x - 1); GL11.glVertex3f(v1.x, v1.y, v1.z); Vector3f n2 = m.normals.get((int) face.normal.y - 1); GL11.glNormal3f(n2.x, n2.y, n2.z); Vector2f t2 = m.texVerticies.get((int) face.textures.y -1); GL11.glTexCoord2f(t2.x, t2.y); Vector3f v2 = m.verticies.get((int) face.vertex.y - 1); GL11.glVertex3f(v2.x, v2.y, v2.z); Vector3f n3 = m.normals.get((int) face.normal.z - 1); GL11.glNormal3f(n3.x, n3.y, n3.z); Vector2f t3 = m.texVerticies.get((int) face.textures.z -1); GL11.glTexCoord2f(t3.x, t3.y); Vector3f v3 = m.verticies.get((int) face.vertex.z - 1); GL11.glVertex3f(v3.x, v3.y, v3.z); GL11.glEnd(); } GL11.glEndList(); The currentTexture is an int - it contains the ID of the currently used texture. So my model looks absolutely fine without textures: (sorry I cannot post hyperlinks since I am a new user) i.imgur.com/VtoK0.png But look what happens if I enable GL_TEXTURE_2D: i.imgur.com/z8Kli.png i.imgur.com/5e9nn.png i.imgur.com/FAHM9.png As you can see an entire side of the tree appears to be missing - and it's not transparent, since it's not in the colour of the background - it's rendered black. It's not a problem with the model - if I load it using Kanji's OBJ loader it works fine(but the thing is,that I need to write my own OBJ loader) i.imgur.com/YDATo.png this is my OpenGL init section: //init display try { Display.setDisplayMode(new DisplayMode(Support.SCREEN_WIDTH, Support.SCREEN_HEIGHT)); Display.create(); Display.setVSyncEnabled(true); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glClearColor(1.0f, 0.0f, 0.0f, 1.0f); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LESS); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_NORMALIZE); GL11.glMatrixMode(GL11.GL_PROJECTION); GLU.gluPerspective (90.0f,800f/600f, 1f, 500.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glCullFace(GL11.GL_BACK); //enable lighting GL11.glEnable(GL11.GL_LIGHTING); ByteBuffer temp = ByteBuffer.allocateDirect(16); temp.order(ByteOrder.nativeOrder()); GL11.glMaterial(GL11.GL_FRONT, GL11.GL_DIFFUSE, (FloatBuffer)temp.asFloatBuffer().put(lightDiffuse).flip()); GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS,(int)material_shinyness); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_DIFFUSE, (FloatBuffer)temp.asFloatBuffer().put(lightDiffuse2).flip()); // Setup The Diffuse Light GL11.glLight(GL11.GL_LIGHT2, GL11.GL_POSITION,(FloatBuffer)temp.asFloatBuffer().put(lightPosition2).flip()); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_AMBIENT,(FloatBuffer)temp.asFloatBuffer().put(lightAmbient).flip()); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_SPECULAR,(FloatBuffer)temp.asFloatBuffer().put(lightDiffuse2).flip()); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_CONSTANT_ATTENUATION, 0.1f); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_LINEAR_ATTENUATION, 0.0f); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_QUADRATIC_ATTENUATION, 0.0f); GL11.glEnable(GL11.GL_LIGHT2); Could somebody please help me?

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  • Change power button to 'Ask' in Xubuntu 13.10

    - by Gully.Moy
    I have recently installed Xubuntu 13.10 on my Vaio vpcea making me a Linux beginner. The problem is that laptop's power button is right on the edge of the bezel making it far too easy to press accidentally, in my opinion a design fault by Sony. At present, when I press the power button it shuts down strait away and as you can imagine, when I'm accidentally pressing it all the time it gets very annoying! So I planned to change it to ask what I would like to do when I press it or at least ask if I'm sure. So I went through the xfce GUI options "Settings Manager" - "Power Manager" to the field "When power button is pressed", but it was already set to "Ask". So I did some digging and found a thread telling me to navigate to /etc/xdg/xfce4/xfconf/xfce-perchannel-xml/xfce4-power-manager.xml where it said to find power-button-action and check that value="3". It already did. So I looked some more and found this thread which focuses on acpi scripts. I tried solution 1 & 2 using sudoedit to change the files accordingly (I have made executable bash shell scripts already so I think I followed them correctly), but still no difference. I also found this thread which instructed me to edit /etc/systemd/logind.conf so that HandlePowerKey=ignore. Still no luck. I even tried my own approach to completely disable /etc/acpi/powerbtn.sh by renaming it powerbtn.sh.bak hoping for at least no response from the power button... and I have done many reboots in between... but still it shuts down! I have also read that some people have the file /etc/acpi/events/power_button, but I do not. So does anyone have any other ideas? What else could be executing the shutdown sequence Is there something I'm missing? I haven't undone any of these actions so every one of the above files is currently edited on my computer, with the exception that "Solution 2" automatically undone "Solution 1" above. Thanks guys.

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  • How to highlight the button untill the next view is changed in iphone?

    - by Pugal Devan
    Hi, I am new to iphone development. I have created five buttons in the view controller. If i clicked the button it goes to the corresponding view. Now i want to display the button in highlighted state when it is clicked. It should go back to the normal state only when i click the other button.(See the image below). I have set the another image for highigthting buttons when i clicked it, but it shows that highlighted state only one sec. Now i want to display the buttons highlighted till another button is clicked. Same like a Tabbar operations.(I have used buttons instead of tabbar for my requirements). Now i have used the following code, void didLoad { [btn1 setImage:[UIImage imageNamed:@"ContentColor.png"] forState:UIControlStateHighlighted]; [btn2 setImage:[UIImage imageNamed:@"bColor.png"] forState:UIControlStateHighlighted]; [btn3 setImage:[UIImage imageNamed:@"ShColor.png"] forState:UIControlStateHighlighted]; [btn4 setImage:[UIImage imageNamed:@"PicturesColor.png"] forState:UIControlStateHighlighted]; [btn5 setImage:[UIImage imageNamed:@"infoColor.png"] forState:UIControlStateHighlighted]; } Please help me out. Thanks.

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  • How to use jQuery to show/hide divs based on radio button selection?

    - by manoj382
    Hello, I have some radio buttons and I'd like to have different hidden divs show up based on which radio button is selected. Here's what the HTML looks like: <form name="form1" id="my_form" method="post" action=""> <div><label><input type="radio" name="group1" value="opt1">opt1</label></div> <div><label><input type="radio" name="group1" value="opt2">opt2</label></div> <div><label><input type="radio" name="group1" value="opt3">opt3</label></div> <input type="submit" value="Submit"> </form> .... <style type="text/css"> .desc { display: none; } </style> .... <div id="opt1" class="desc">lorem ipsum dolor</div> <div id="opt2" class="desc">consectetur adipisicing</div> <div id="opt3" class="desc">sed do eiusmod tempor</div> And here's my jQuery: $(document).ready(function(){ $("input[name$='group2']").click(function() { var test = $(this).val(); $("#"+test).show(); }); }); The reason I'm doing it that way is because my radio buttons and divs are being generated dynamically (the value of the radio button will always have a corresponding div). The code above works partially - the divs will show when the correct button is checked, but I need to add in some code to make the divs hide again once the button is unchecked. Thanks!

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  • why is css not being applied to this jquery anchor button?

    - by Tim
    I must be missing something very basic in the CSS. My jQuery anchor button is functional, but it's rendering as a simple underlined label, not asa rounded-corner UI button. I would be grateful if someone could point out the error in this simple example. Thanks !DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <HTML LANG="en-US"> <HEAD> <TITLE>button test</TITLE> <META http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta http-equiv="Expires" content="Sat, 22 May 2010 00:00:11 GMT"> <link href="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8/themes/base/jquery-ui.css" rel="stylesheet" type="text/css"> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"></script> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8.1/jquery-ui.min.js"></script> <SCRIPT type="text/javascript"> $(document).ready( function() { $('a','.test').click(function(){showIntro();return false;}); }); function showIntro() { document.location.href="intro.htm"; } </script> <body> <div class='test'><a href="#">Button</a></div> </body> </html>

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  • HP Envy dv6t-7300: Disabled WiFi through button and can't enable it anymore

    - by Mateus B. Cassiano
    Well, I have a HP Envy dv6t-7300 laptop that came with a Ralink RT5390 WiFi card. Everything was working perfectly, and eventually I press the WiFi button in my keyboard to toggle the card on/off. Until today, all worked right: if the wifi was off (wifi LED amber) and I press the wifi button, after a few seconds the LED turn white and everything works. If I repeat the process, the wifi LED turn amber and the card get disabled, but now, I can't turn it on anymore. running sudo rfkill list all I get: 0: phy0: Wireless LAN Soft blocked: no Hard blocked: no 1: hp-wifi: Wireless LAN Soft blocked: no Hard blocked: yes So, I ran sudo rfkill unblock all but nothing changed. As a side note, if I run sudo ifconfig wlan0 up, the indicator LED gets white (indicating that the card was enabled), but Ubuntu still say that the card is blocked by hardware. Extra information: the card works without issues in windows and in Ubuntu installer (booting from a live CD). I'm using the card out-of-box, using the drivers already included in Ubuntu 12.10. The module rt2800pci is loaded and working fine, not blacklisted, etc, etc. The card and the button toggle worked flawlessly until today, when I toggled it off and can't turn it on anymore... The problem is back, but in a different manner: if I don't press the wifi key a few times during the grub loading, in the login screen the wifi button will be ambar (disabled), pressing it will toggle it white (enabled) or ambar (disabled) again, but ubuntu still says that the network card was disabled by hardware and doesn't connect... In other words, if I don't press the WiFi button a few times when Ubuntu is booting, it will be stuck with the "network card was disabled by hardware" message, even if the light is white (enabled). Any clue? Maybe a error in some startup script or config file?

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  • Button in C#

    Button class in Windows Forms represents a Button control. A Button control is a child control placed on a Form and used to process click event and can be clicked by a mouse click or by pressing ENTER or ESC keys.

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  • Target a specific Button and Style it

    - by CoffeeAddict
    I've got a button inside my div. The image is showing some kind of padding around it <div id="member-name" hidden="true"> <span><button id="expandButton"><img src="~/Content/Images/plus.jpg" /></button></span><p id="member-fullName"></p> </div> Not sure how to get rid of this issue, see the grey around that plus image..I want to get rid of that. Here's the image alone, see that there is nothing around it: here is my css (just various related snippets to all this): div { padding: 0px;} input[type="submit"], input[type="button"], button { background-color: #ffffff; cursor: pointer; font-size: 11px; font-weight: 600; padding: 0px; margin: 0px; width: auto; vertical-align: middle; } #member-name { margin: 30px 0px 0px 0px; height: 20px; font-weight: bold; color: white; padding: 1px 1px 0px 1px; background-color: #d28105; border: 1px solid darkgray; overflow: hidden; } #member-name.p { display: inline-block; } /* #member-name.input[type="submit"] { margin: 0px;padding: 0px; } - this does not work, probably wrong syntax anyway */

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  • How to make buttons in python/pygame?

    - by user1334014
    I'm making a game in pygame and on the first screen I want there to be buttons that you can press to (i) start the game, (ii) load a new screen with instructions, and (iii) exit the program. I've found this code online for button making, but I don't really understand it (I'm not that good at object oriented programming). If I could get some explanation as to what it's doing that would be great. Also, when I use it and try to open a file on my computer using the file path, I get the error sh: filepath :Permission denied, which I don't know how to solve. #load_image is used in most pygame programs for loading images def load_image(name, colorkey=None): fullname = os.path.join('data', name) try: image = pygame.image.load(fullname) except pygame.error, message: print 'Cannot load image:', fullname raise SystemExit, message image = image.convert() if colorkey is not None: if colorkey is -1: colorkey = image.get_at((0,0)) image.set_colorkey(colorkey, RLEACCEL) return image, image.get_rect() class Button(pygame.sprite.Sprite): """Class used to create a button, use setCords to set position of topleft corner. Method pressed() returns a boolean and should be called inside the input loop.""" def __init__(self): pygame.sprite.Sprite.__init__(self) self.image, self.rect = load_image('button.png', -1) def setCords(self,x,y): self.rect.topleft = x,y def pressed(self,mouse): if mouse[0] > self.rect.topleft[0]: if mouse[1] > self.rect.topleft[1]: if mouse[0] < self.rect.bottomright[0]: if mouse[1] < self.rect.bottomright[1]: return True else: return False else: return False else: return False else: return False def main(): button = Button() #Button class is created button.setCords(200,200) #Button is displayed at 200,200 while 1: for event in pygame.event.get(): if event.type == MOUSEBUTTONDOWN: mouse = pygame.mouse.get_pos() if button.pressed(mouse): #Button's pressed method is called print ('button hit') if __name__ == '__main__': main() Thank you to anyone who can help me.

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