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  • Strange issue with fixed form border styles in Vista

    - by Nazgulled
    My previous post about this issue didn't got too many answers and it was kinda specific and hard to understand. I think I've managed to understand the problem better and I now believe it to be a Vista issue... The problem lies on all types of fixed border styles like FixedDialog, Fixed3D, FixedSingle and FixedToolWindow. It does not happen on the sizable ones. This problem, like I said, it also happens only on Vista. Let's say you have a form with any of the fixed border styles and set the starting location to 0,0. What you want here is for the form to be snapped to the top left corner of the screen. This works just fine if the form border style is one of the sizable options, if it's fixed, well, the form will be a little bit outside of the screen working area both to the left and top. What's more strange about this is that the form location does not change, it sill is 0,0, but a few pixels of the form are still drawn outside of the working screen area. I tested this on XP and it didn't happen, the problem is Vista specific. On XP, the only difference was the border size that change a bit between any of the styles. But the form was always perfectly snapped to position 0,0. If possible, without finding how many pixels are being drawn outside of the working area and then add that to the form location, is there a possible way to fix or workaround this?

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  • Cocos2d - smooth sprite movement in tile map RPG

    - by Lendo92
    I've been working on a 2-D Gameboy style RPG for a while now, and the game logic is mostly all done so I'm starting to try to make things look good. One thing I've noticed is that the walking movement / screen movement is a little bit choppy. Technically, it should work fine, but either it seems to be having some quirks, either due to taking up a lot of processing power or just timing inconsistencies between moving the screen and moving the sprite. To move the sprite, once I know where I want to move it, I call: tempPos.y += 3*theHKMap.tileSize.width/5; id actionMove = [CCMoveTo actionWithDuration:0.1 position:tempPos]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(orientOneMove)]; [guy runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; [self setCenterOfScreen:position]; Then, in orientOneMove, I call: [self.guy setTexture:[[CCTextureCache sharedTextureCache] addImage:@"guysprite07.png"]]; //the walking picture-I change texture back at the end of the movement id actionMove = [CCMoveTo actionWithDuration:0.15 position:self.tempLocation2]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(toggleTouchEnabled)]; [guy runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; The code for the concurrently running setCenterOfScreen:position method is: id actionMove = [CCMoveTo actionWithDuration:0.25 position:difference]; [self runAction: [CCSequence actions:actionMove, nil, nil]]; So the setCenterOfScreen moves the camera in one clean move while the guy moving is chopped into two actions to animate it (which I believe might be inefficient.) It's hard to tell what is making the movement not perfectly clean from looking at it, but essentially the guy isn't always perfectly in the center of the screen -- during movement, he's often times a pixel or two off for an instant. Any ideas/ solutions?

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  • You are only allowed to have a single MapView in a MapActivity

    - by ProNeticas
    I have a function that shows a map page so I can get the user to choose their current location. But if you run this function twice it crashes the App with the Single MapView in a MapActivity error (i.e. opening that settings view again). public void showMapSetterPage(View v) { Log.i(DEBUG_TAG, "Settings screen, set map center launched"); // Set which view object we fired off from set_pv(v); // Show Map Settings Screen setContentView(R.layout.set_map_center); // Initiate the center point map if (mapView == null) { mapView = (MapView) findViewById(R.id.mapview); } mapView.setLongClickable(true); mapView.setStreetView(true); mapView.setBuiltInZoomControls(false); mapView.setSatellite(false); mapController = mapView.getController(); mapController.setZoom(18); LocationManager lm = (LocationManager) getSystemService(Context.LOCATION_SERVICE); Location location = lm .getLastKnownLocation(LocationManager.GPS_PROVIDER); int lat = (int) (location.getLatitude() * 1E6); int lng = (int) (location.getLongitude() * 1E6); Log.i(DEBUG_TAG, "The LAT and LONG is: " + lat + " == " + lng); point = new GeoPoint(lat, lng); // mapController.setCenter(point); mapController.animateTo(point); } So I have a button that shows this View and onClick="showMapSetterPage". But if you go back to the settings screen out of the map and click the button again I get this error: 03-06 20:55:54.091: ERROR/AndroidRuntime(28014): Caused by: java.lang.IllegalStateException: You are only allowed to have a single MapView in a MapActivity How can I delete the MapView and recreate it?

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  • How big can I make an Android application's canvas in terms of pixels?

    - by user279112
    I've determined an estimate of the size of my Android emulator's screen in pixels, although I think its resolution can be changed to other numbers. Quite frankly though that doesn't eliminate the general problem of not knowing how many pixels on each axis I have to work with on my Android applications in general. The main problem I'm trying to solve is this: How do I make sure I don't use a faulty resolution on Android applications if I want to keep things' sizes constant (so that if the application screen shrinks, for instances, objects will still show up just as big - there just won't be as many of them being shown) if I wish to do this with a single universal resolution for each program? Failing that, how do I make sure everything's alright if I try to do everything the same way with maybe a few different pre-set resolutions? Mainly it seems like a relevant question that must be answered before I can come across a complete answer for the general problem is how big can I always make my application in pixels, NOT regarding if and when a user resizes the application's screen to something smaller than the maximum size permitted by the phone and its operating system. I really want to try to keep this simple. If I were doing this for a modern desktop, for instance, I know that if I design the application with a 800x600 canvas, the user can still shrink the application to the point they're not doing themselves any favors, but at least I can basically count on it working right and not being too big for the monitor or something. Is there such a magic resolution for Android, assuming that I'm designing for API levels 3+ (Android 1.5+)? Thanks

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  • Selenium Webdriver Java - looking for alternatives for Actions and Robot when performing drag-and-drop

    - by Ja-ke Alconcel
    I first tried Actions class and the drag-and-drop does work on different elements, however it was unable to locate the a specific draggable element on it's exact screen/webpage position. Here's the code I've used: Point loc = driver.findElement(By.id("thiselement")).getLocation(); System.out.println(loc); WebElement drag = driver.findElement(By.id("thiselement")); Actions test = new Actions(driver); test.dragAndDropBy(drag, 0, 60).build().perform(); I checked the element with it's pixel location and it prints (837, -52), which was somewhere on top of the webpage and was pixels away from the actual element. Then I tried using the Robot class and works perfectly fine on my script, but can only provide constant successful runs on a single test machine, running it with a different machine with different screen resolution and screen size will render the script to fail due to the dependency of Robot on the pixel location of the element. The sample code of the Robot script I'm using: Robot dragAndDrop = new Robot(); dragAndDrop.mouseMove(945, 166); //actual pixel location of the draggable element dragAndDrop.mousePress(InputEvent.BUTTON1_MASK); sleep(3000); dragAndDrop.mouseMove(945, 226); dragAndDrop.mouseRelease(InputEvent.BUTTON1_MASK); sleep(3000); Is there any alternative for Actions and Robot to automate drag-and-drop? Or maybe a help on working the script to work on Actions as I really can't use Robot. Thanks in advance.

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  • function not printing out anything

    - by Abdul Latif
    I have the following function below: public function setupHead($title){ $displayHead .='<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> <title>'.$title.'</title>'; $displayHead .='<script type="text/javascript" src="'.PATH.'js/jquery-1.3.2.min.js"></script> <script type="text/javascript" src="'.PATH.'js/thickbox.js"></script> <script type="text/javascript" src="'.PATH.'js/ui.core.js"></script> <!--<script type="text/javascript" src="'.PATH.'js/js.js"></script>--> <link rel="stylesheet" href="'.PATH.'css/thickbox.css" type="text/css" media="screen" /> <link rel="stylesheet" type="text/css" href="'.PATH.'css/styles.css"> <link rel="stylesheet" type="text/css" href="'.PATH.'css/menu_allbrowsers.css"> <link rel="stylesheet" href="'.PATH.'css/news.css" type="text/css" media="screen" /> <link rel="stylesheet" href="'.PATH.'css/text.css" type="text/css" media="screen" /> <script type="text/javascript" src="'.PATH.'js/swfobject.js"></script> <!--[if IE 7]><link rel="stylesheet" type="text/css" href="'.PATH.'css/IE7menu.css" /><![endif]--> <!--[if IE 6]><link rel="stylesheet" type="text/css" href="'.PATH.'css/ie6.css" /><![endif]--> <!--[if IE 7]><link rel="stylesheet" type="text/css" href="'.PATH.'css/ie7.css" /><![endif]--> </head>'; return $displayHead; } but when it call is using: echo classname->setupHead($title); nothing gets displayed. doesn't php allow html in strings? Thanks in advance

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  • Getting empty update rectangle in OnPaint after calling InvalidateRect on a layered window

    - by Shawn
    I'm trying to figure out why I've been getting an empty update rectangle when I call InvalidateRect on a transparent window. The idea is that I've drawn something on the window (it gets temporarily switched to have an alpha of 1/255 for the drawing), and then I switch it to full transparent mode (i.e. alpha of 0) in order to interact with the desktop & to be able to move the drawing around the screen on top of the desktop. When I try to move the drawing, I get its bounding rectangle & use it to call InvalidateRect, as such: InvalidateRect(m_hTarget, &winRect, FALSE); I've confirmed that the winRect is indeed correct, and that m_hTarget is the correct window & that its rectangle fully encompasses winRect. I get into the OnPaint handler in the class corresponding to m_hTarget, which is derived from a CWnd. In there, I create a CPaintDC, but when I try to access the update rectangle (dcPaint.m_ps.rcPaint) it's always empty. This rectangle gets passed to a function that determines if we need to update the screen (by using UpdateLayeredWindow in the case of a transparent window). If I hard-code a non-empty rectangle in here, the remaining code works correctly & I am able to move the drawing around the screen. I tried changing the 'FALSE' parameter to 'TRUE' in InvalidateRect, with no effect. I also tried using a standard CDC, and then using BeginPaint/EndPaint method in my OnPaint handler, just to ensure that CPaintDC wasn't doing something odd ... but I got the same results. The code that I'm using was originally designed for opaque windows. If m_hTarget corresponds to an opaque window, the same set of function calls results in the correct (i.e. non-empty) rectangle being passed to OnPaint. Once the window is layered, though, it doesn't seem to work right.

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  • How do I switch out Views in a Cocoa application?

    - by David Garcia
    So I'm beginning to learn how to use Cocoa. I think I've pretty much got it but I'm hung up on creating and switching views. I'm rewriting a game I made a little bit ago for practice. All I want is one window (preferably not resizable) and I want to be able to switch out views for different screens in the game. First, I have the main menu (Start Game, High Scores, Exit). Then I need a window for each screen (Gameplay screen, Highscore screen). What I'm getting confused with is how to design this. I looked up NSViewController thinking it manages views but it doesn't. It only manages one view by loading it really. I don't understand why I'd need to use NSViewController then. Couldn't I just have a window class that contains multiple subclasses of NSView and load them like that? I'm not sure I understand the purpose of the ViewController. Does my Window Class really need to subclass NSWindowController? I was trying to follow the example of Apple's ViewController example and it has a window controller class that's a subclass of NSWindowController. I don't see what the purpose was of subclassing that. All NSWindowController seems to add is - initWithPath:(NSString *)newPath but I fail to see the use in that either when I can just edit the plist file to open the window on start up. Apple's example also has an NSView variable and an NSViewController variable. Don't you only need one variable to store the current view? Thanks in advance guys, I'm really confused as to how this works.

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  • How do I implement a group of strings that starts randomly, but is bound by relevance upon selection?

    - by Freakishly
    Okay the title may be a little confusing, but here's what I'm trying to do :) I have a game in XNA where every tap from the user draws a moving circle on the screen. The circle has a tag, say 'dogs' displayed on it. So imagine multiple taps on the screen, and we have all these circles of various colors and sizes moving around the screen with different (but constant) velocities. Each circle with different tags: 'dogs', 'cats' and so on... Clicking on empty space generates a new circle at that point. Clicking on one of the circles "selects" it, turning it into a greeen shade and slowing its velocity down to a fraction of what it was. Clicking on it again "unselects" it, and restores its original color and velocity (trajectory does not change). With each circle comes a tag, and as of now I'm populating these tags randomly from a string array (which means there's a chance tags will repeat). I would like the tags for newly created circles to be relevant to previous "selected" tags. So when I click on 'dogs', I would like 'German Shepherd' but I would also like 'dog parks' and 'lemurs' assuming dogs get along well with lemurs. What would be the best way to approach this problem. In my head I have a massive many-to-many mapping, but I can't seem to translate it to code. Thanks for looking. FYI I'm using the sample project from here: http://mobile.tutsplus.com/tutorials/windows/introduction-to-xna-on-windows-phone-7/

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  • Is there a way to detect Layout or Display changes in WPF?

    Hello! I am trying to check how fast the Frame control can display a FixedPage object when it is assigned to Frame.Content property. I plan to check the tick count before and after the assignment to the Content property. Example: int starttime = Environment.TickCount; frame1.Content = fixedpage; int endtime = Environment.TickCount; The problem is that the assignment to the Content property might be asynchronous and returns immediately therefore i get a zero amount of time. The rendering of the FixedPage however visually has a lag time from assignment of the Content property up to the point where the FixedPage appears on screen. The Frame.ContentChanged() event is no good either because it gets triggered even before the FixedPage appears on screen so it's not accurate. I'm thinking of detecting the change on the window or control's display instead in order to get the time when the FixedPage is actually displayed on screen. Is there a way to do this in WPF? Thanks!

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  • Problem inserting Pygames on a wxPython panel using Boa Constructor

    - by Kohwalter
    Hello, im new in Python so im hoping to to get some help to figure out what is going wrong. Im trying to run a Pygames from within wxPython panel (made on Boa Constructor). To do that i followed the instructions on the http://wiki.wxpython.org/IntegratingPyGame but still it isn't working. Here is the Panel code that was used to make the integration: class PG_panel(wx.Panel): def __init__(self, ID, name, parent, mypos, mysize): # pygame is imported in this class # make it globally available global pygame #self.Fit() wx.Panel.__init__(self, id=wxID_FRMMAINPANELTABULEIRO, name='panelTabuleiro', parent=self, pos=(16, 96), size=mysize) # pygame uses SDL, set the environment variables os.environ['SDL_WINDOWID'] = str(self.GetHandle()) os.environ['SDL_VIDEODRIVER'] = 'windib' # do the pygame stuff after setting the environment variables import pygame pygame.display.init() # create the pygame window/screen screen = pygame.display.set_mode(464, 464) #(424,450) # start the thread instance self.thread = PG_thread(screen) self.thread.start() def __del__(self): self.thread.stop() And im trying to use that panel on an interface from Boa Constructor, here is the code: class frmMain(wx.Frame): def _init_ctrls(self, prnt): # generated method, don't edit wx.Frame.__init__(self, id=wxID_FRMMAIN, name='frmMain', parent=prnt, pos=wx.Point(660, 239), size=wx.Size(815, 661), style=wx.DEFAULT_FRAME_STYLE, title='Grupo 1 - Jogo de Damas') self._init_utils() self.SetClientSize(wx.Size(799, 623)) self.SetBackgroundColour(wx.Colour(225, 225, 225)) self.SetMinSize(wx.Size(784, 650)) self.Center(wx.BOTH) self.SetMenuBar(self.menuBar1) #here begins my code mysize = (464, 464) mypos = (16, 96) self.panelTabuleiro = PG_panel(wxID_FRMMAINPANELTABULEIRO, 'panelTabuleiro', self, mypos, mysize) The original that was auto-made by the Boa Constructor is the following: self.panelTabuleiro = wx.Panel(id=wxID_FRMMAINPANELTABULEIRO, name='panelTabuleiro', parent=self, pos=wx.Point(16, 96), size=wx.Size(464, 464), style=wx.TAB_TRAVERSAL) self.panelTabuleiro.SetBackgroundColour(wx.Colour(232, 249, 240)) self.panelTabuleiro.SetThemeEnabled(True) self.panelTabuleiro.SetHelpText('Tabuleiro') The error that it gives is: Type error: in method 'new_Panel', expected argument 1 of type 'wxWindow*1 Exception AttributeError: "'PG_panel' object has no attribute 'thread' in ignored Any thoughts ? I appreciate any help. Thank you.

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  • How to determine if the camera button is half pressed

    - by Matthew
    I am creating a small test camera application, and I would like to be able to implement a feature that allows focus text bars to be present on the screen while the hardware camera button is pressed half way down. I created a camera_ButtonHalfPress event to perform the focus action, but I am unsure of how to toggle the text bars I would like to show on the screen accordingly. Essentially, my goal would be to show the text bars while the camera button is pressed half way down, and then remove them if the button is pressed all the way or the button is released before being pressed all the way down. The button being released is the part I am having trouble with. What I have is as follows: MainPage.xaml.cs private void camera_ButtonHalfPress(object sender, EventArgs e) { //camera.Focus(); // Show the focus brackets. focusBrackets.Visibility = Visibility.Visible; } } private void camera_ButtonFullPress(object sender, EventArgs e) { // Hide the focus brackets. focusBrackets.Visibility = Visibility.Collapsed; camera.CaptureImage(); } } Currently, if the the user decides to release the camera button before it is pressed all the way, the focus brackets persist on the screen. How might I fix this issue?

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  • AsyncTask never finishes when other tasks are running

    - by rebeccamaher
    In my app, I show a menu screen immediately to the user and then use an AsyncTask to load some data from disk. Loading takes about 3 seconds if that's all the app had to do. When the user hits a menu option and the data hasn't loaded yet, a "Please wait, loading" screen appears. I have two problems: I recently added ads to my app and have found this is making my app hang sometimes because the AsyncTask never finishes loading. What seems to be happening is that the ad banner (I'm using admob and this happens when adsense ads are shown which admob do occasionally) is using resources by playing a simple animation and the AsyncTask never gets a chance to finish. I want to play a simple looping animation (e.g. making a view rotate) on my menu screen and this makes the AsyncTask take about 5 times longer to finish which renders the background loading pointless. How can I avoid situations where my background data never finishes loading or has such a low priority it takes a long time? I can't seem to find a way to increase the priority of an AsyncTask.

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  • How to draw a part of a window into a memory device context?

    - by Nell
    I'm using simple statements to keep it, er, simple: The screen goes from 0, 0 to 1000, 1000 (screen coordinates). A window goes from 100, 100 to 900, 900 (screen coordinates). I have a memory device context that goes from 0, 0 to 200, 200 (logical coordinates). I need to send a WM_PRINT message to the window. I can pass the device context to the window via WM_PRINT, but I cannot pass which part of its window it should draw into the device context. Is there some way to alter the device context that will result in the window drawing a specific part of itself into the device context (say, its bottom right portion from 700, 700 to 900, 900)? (This is all under plain old GDI and in C or C++. Any solution must be too.) Please note: This problem is part of a larger solution in which the device context size is fixed and speed is crucial, so I cannot draw the window in full into a separate device context and blit the part I want from the resultant full bitmap into my device context.

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  • Android lifecycle: Fill in data in activity in onStart() or onResume()?

    - by pjv
    Should you get data via a cursor and fill in the data on the screen, such as setting the window title, in onStart() or onResume()? onStart() would seem the logical place because after onStart() the Activity can already be displayed, albeit in the background. Notably I was having a problem with a managed dialog that made me rethink this. If the user rotates the screen while the dialog is still open, onCreateDialog() and onPrepareDialog() are called between onStart() and onResume(). If the dialog needs to be based on the data you need to have the data before onResume(). If I'm correct about onStart() then why does the Notepad example give a bad example by doing it in onResume()? See http://developer.android.com/resources/samples/NotePad/src/com/example/android/notepad/NoteEditor.html NoteEditor.java line 176 (title = mCursor.getString...). Also, what if my Activity launches another Actvity/Dialog that changes the data my cursor is tracking. Even in the simplest case, does that mean that I have to manually update my previous screen (a listener for a dialog in the main activity), or alternatively that I have to register a ContentObserver, since I'm no longer updating the data in onResume() (though I could update it twice of course)? I know it's a basic question but the dialog only recently, to my surprise, made me realize this.

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  • How to re-enable the idle timer in ios once it has been disabled (to allow the display to sleep again)?

    - by lindon fox
    I have figured out how to stop an iOS device from going to sleep (see below), but I am having troubles undoing that setting. According to the Apple Documentation, it should just be changing the value of the idleTimerDisabled property. But when I test this, it does not work. This is how I am initially stopping the device from going to sleep: //need to switch off and on for it to work initially [UIApplication sharedApplication].idleTimerDisabled = NO; [UIApplication sharedApplication].idleTimerDisabled = YES; I would have thought that the following would do the trick: [UIApplication sharedApplication].idleTimerDisabled = NO; From the Apple Documentation: The default value of this property is NO. When most applications have no touches as user input for a short period, the system puts the device into a "sleep” state where the screen dims. This is done for the purposes of conserving power. However, applications that don't have user input except for the accelerometer—games, for instance—can, by setting this property to YES, disable the “idle timer” to avert system sleep. Important: You should set this property only if necessary and should be sure to reset it to NO when the need no longer exists. Most applications should let the system turn off the screen when the idle timer elapses. This includes audio applications. With appropriate use of Audio Session Services, playback and recording proceed uninterrupted when the screen turns off. The only applications that should disable the idle timer are mapping applications, games, or similar programs with sporadic user interaction. Has anyone come across this problem? I am testing on iOS6 and iOS5. Thanks in advance.

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  • how can I store the current status of the game in cocos2d ?

    - by srikanth rongali
    I am writing a shooting game in cocos2d. And each enemy enters the screen after the current one is dead. I have stores the enemies and their properties in plist. I need to save the current state of the game. If any phone call comes the game should be started from the current state. So, I usedNsUserDefaults in this way, - (void) applicationDidFinishLaunching:(UIApplication*)application { ... NSUserDefaults *myDefaultOptions = [[myDefaultOptions stringForKey:@"enemyNumber"]intValue] ; //tempCount4 is the current Enemy number. It was declared in another class. I am using extern and using the value here. tempCount4 = [[myDefaultOptions stringForKey:@"enemyNumber"]intValue] ; } - (void)applicationWillTerminate:(UIApplication *)application { [[CCDirector sharedDirector] end]; [myDefaultOptions setObject:tempCount4 forKey:@"enemyNumber"]; } The control is not entering in to the (void)applicationWillTerminate:(UIApplication *)application when I pressed the Home button. And when I touched the game icon on the screen the game is running from first screen and in log (terminal )it is not showing any values. And what should I store to resume my game from stored state. Can you explain where I was wrong ? Thank You.

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  • jQueryUI dialog width

    - by user35295
    Fiddle Full Screen Example I use jQuery dialog to open tables. Some of them have a large amount of text and they tend to be too long and go way off the screen. How can I make the dialog wider if the table is too long like the first one in the fiddle? I've tried width:'auto' but it seems to just occupy the entire screen. HTML: <button class='label'>Click</button><div class='dialog'><p><table>.....</table></div> <button class='label'>Click</button><div class='dialog'><p><table>.....</table></div> Javascript: $(document).ready(function(){ $('.label').each(function() { var dialogopen = $(this).next(".dialog"); dialogopen.dialog({width:'auto',autoOpen: false,modal: true, open: function(){ jQuery('.ui-widget-overlay').bind('click',function(){ dialogopen.dialog('close'); }) } }); $(this).click(function(){ dialogopen.dialog('open'); return false; } ); }); });

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  • On android how would I go about creating a prompt for an app that requires a user to enter a username before fully launching the app?

    - by racl101
    I'll preface this with I'm really new to working on Android. So I have to work on an existing app and create a screen that prompts the user for a username if one isn't entered then it won't launch the currently existing main activity (i.e. it won't fully launch the app. Instead it will just sit on that screen until a username is entered.) I suppose that it's tantamount to a web app login page in that it will not let a user past that page if the user is not authenticated and authorized. However, there's no authentication nor authorization in this app. Instead, on first run a user must simply register with a username and that username gets saved to the database and for any subsequent runs the app's main activity will just start because a user has registered to that phone. In fact, the app will not prompt the user for their name again unless the app gets deleted with all its data and reinstalled again. This implicitly means that I have to save the user's name in the database or some other kind of storage. So I was wondering what would be the best way of doing this in an app with an existing main activity? Should I try to accomplish this on that existing main activity or create a new activity to display this prompt screen and, in effect, block the main activity from running until the user enters their name? Any tutorials or links would be helpful and thank you in advance for any help.

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  • Disable home button in android toddler app?

    - by cmerrell
    I've developed and app that is a slide show of pictures which each play a sound when you tap them. It's like a picture book for ages 2-4. The problem is, since android won't let you capture a home button press and essentially disable it, when parents give the phone to their child to play with unattended (brave parent), the child can inadvertenly exit the app and then make calls or otherwise tweak the phone. There are two other apps that currently have a psuedo fix for this issue. The apps are Toddler Lock and ToddlePhone. I've tried contacting the developers of these apps for some guidance but they haven't been willing to disclose anything, which if fine, but does anyone here have any suggestions? It looks like both of those other apps are acting like a home screen replacement app. When you enable the "childproof mode" on those apps the user is prompted to chose and app for the action and the choices are "Launcher, LauncherPro, etc." plus the toddler app. You then have to make the toddler app the default and voila, the phone is "locked" and can only be "unlocked" using a key combination or touching the four corners of the screen, etc. when you "unlock" the phone. your normal home screen app default restored. You don't even have to make the toddler app the default the next time you enable the "childproof mode". I have read that these two apps have problems with Samsung phones and they can cause an an infinite crash-and-restart-loop that requires a factory reset to fix. Obviously this is not the ideal solution to the problem but it looks like the only one availiable at this point. Does anyone have any ideas on how to implement a "childproof mode"?

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  • Trouble getting QMainWindow to scroll

    - by random
    A minimal example: class MainWindow(QtGui.QMainWindow): def __init__(self, parent = None): QtGui.QMainWindow.__init__(self, parent) winWidth = 683 winHeight = 784 screen = QtGui.QDesktopWidget().availableGeometry() screenCenterX = (screen.width() - winWidth) / 2 screenCenterY = (screen.height() - winHeight) / 2 self.setGeometry(screenCenterX, screenCenterY, winWidth, winHeight) layout = QtGui.QVBoxLayout() layout.addWidget(FormA()) mainWidget = QtGui.QWidget() mainWidget.setLayout(layout) self.setCentralWidget(mainWidget) FormA is a QFrame with a VBoxLayout that can expand to an arbitrary number of entries. In the code posted above, if the entries in the forms can't fit in the window then the window itself grows. I'd prefer for the window to become scrollable. I've also tried the following... replacing mainWidget = QtGui.QWidget() mainWidget.setLayout(layout) self.setCentralWidget(mainWidget) with mainWidget = QtGui.QScrollArea() mainWidget.setLayout(layout) self.setCentralWidget(mainWidget) results in the forms and entries shrinking if they can't fit in the window. Replacing it with mainWidget = QtGui.QWidget() mainWidget.setLayout(layout) scrollWidget = QtGui.QScrollArea() scrollWidget.setWidget(mainWidget) self.setCentralWidget(scrollWidget) results in the mainwidget (composed of the forms) being scrunched in the top left corner of the window, leaving large blank areas on the right and bottom of it, and still isn't scrollable. I can't set a limit on the size of the window because I wish for it to be resizable. How can I make this window scrollable?

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  • Dereferencing possible null pointer in java

    - by Nealio
    I am just starting to get into graphics and when I am trying to get the graphics, I get the error"Exception in thread "Thread-2" java.lang.NullPointerException" and I have no clue on what is going on! Any help is greatly appreciated. //The display class for the game //Crated: 10-30-2013 //Last Modified: 10-30-2013 package gamedev; import gamedev.Graphics.Render; import gamedev.Graphics.Screen; import java.awt.Canvas; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Toolkit; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import java.awt.image.DataBufferInt; import javax.swing.JFrame; private void tick() { } private void render() { System.out.println("display.render"); BufferStrategy bs = this.getBufferStrategy(); if (bs == null) { createBufferStrategy(3); } for (int i = 0; i < GAMEWIDTH * GAMEHEIGHT; i++) { pixels[i] = screen.PIXELS[i]; } screen.Render(); //The line of code that is the problem Graphics g = bs.getDrawGraphics(); //end problematic code g.drawImage(img, 0, 0, GAMEWIDTH, GAMEHEIGHT, null); g.dispose(); bs.show(); }

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  • Trying to create a group of button sprites

    - by user1449653
    Good day, I have like 15 images I need to be buttons. I have buttons working with a Box() (Box - looks like this) class Box(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface((35, 30)) self.image = self.image.convert() self.image.fill((255, 0, 0)) self.rect = self.image.get_rect() self.rect.centerx = 25 self.rect.centery = 505 self.dx = 10 self.dy = 10 I am trying to make the buttons work with image sprites. So I attempted to copy the class style of the box and do the same for my Icons.. code looks like this... class Icons(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/airbrushIC.gif").convert() self.rect = self.image.get_rect() self.rect.x = 25 self.rect.y = 550 the code in the main() rect = image.get_rect() rect.x = 25 rect.y = 550 ic1 = Icons((screen.get_rect().x, screen.get_rect().y)) screen.blit(ic1.image, ic1.rect) pygame.display.update() This code produces a positional (accepts 1 argument but 2 are there) error or an image is not referenced error (inside the Icon class). I'm unsure if this is the right way to go about this anyways.. I know for sure that I need to load all the images (as sprites)... store them in an array... and then have my mouse check if it is clicking one of the items in the array using a for loop. Thanks. EDIT QUESTION 2: class Icons(pygame.sprite.Sprite): def init(self, *args): pygame.sprite.Sprite.init(self, *args) self.image = pygame.image.load("images/airbrushIC.gif").convert() self.rect = self.image.get_rect() ic1 = self.image self.rect.x = 10 self.rect.y = 490 self.image = pygame.image.load("images/fillIC.gif").convert() self.rect = self.image.get_rect() ic2 = self.image self.rect.x = 10 self.rect.y = 540 Thanks to your help I got the Icons class loading ONE image. Its not loading both. Obviously because its being overwritten by the second one. It seems that "class" for this purpose isn't what I need. Which begs the question how I make sprites outside of a class.. If there is a way to make the class work please let me know.

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  • Tips on refactoring an Android prototype

    - by Brad
    I have an Android project I've inherited from another developer. The original code was hacked together using a single View and a single Activity. The view class has a State variable that is switched on during input and rendering. Each "screen" is a single bitmap rendered directly onto the screen. There are no layouts used at all. To make things even worse each variable in both the View and Activity classes were all declared public static and would access each other frequently. I've reworked the code so it is now somewhat manageable, but it's still in those original two classes. This is my first decently sized Android app so I'm not completely sure where to go next. From the looks of things, each "screen" should have its own View and Activity. Is this the general practice? If so I need some way to share data between the separate Activities. I've read suggestions to use a Singleton class that holds generic data. Is there any other ways that are more built into the Android framework? Thanks in advance.

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  • More than one JPanel in a Frame / having a brackground Image and another Layer with Components on the top

    - by user1905203
    I've got a JFrame with a JPanel in which there is a JLabel with an ImageIcon(). Everything's working perfectly, problem is i now want to add another JPanel with all the other stuff like buttons and so on to the JFrame. But it still shows the background Image on top and nothing with the second JPanel. Can someone help me? Here is an extract of my code: JFrame window = new JFrame("Http Download"); /* * Background Section */ JPanel panel1 = new JPanel(); JLabel lbl1 = new JLabel(); /* * Component Section */ JPanel panel2 = new JPanel(); JLabel lbl2 = new JLabel(); /* * Dimension Section */ Dimension windowSize = new Dimension(800, 600); Dimension screen = Toolkit.getDefaultToolkit().getScreenSize(); public HTTPDownloadGUI() { window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); panel1.setLayout(null); panel1.setSize(windowSize); panel1.setOpaque(false); panel2.setLayout(null); panel2.setSize(windowSize); panel2.setOpaque(false); lbl1.setSize(windowSize); lbl1.setLocation(0, 0); lbl1.setIcon(new ImageIcon(getClass().getResource("bg1.png"))); panel1.add(lbl1); lbl2.setBounds(0, 0, 100, 100); //lbl2.setIcon(new ImageIcon(getClass().getResource("bg2.png"))); lbl2.setBackground(Color.GREEN); panel2.add(lbl2); panel1.add(panel2); window.add(panel1); int X = (screen.width / 2) - (windowSize.width / 2); int Y = (screen.height / 2) - (windowSize.height / 2); window.setBounds(X,Y , windowSize.width, windowSize.height); window.setVisible(true); }

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