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  • Ways of Gathering Event Information From the Internet

    - by Ciwan
    What are the best ways of gathering information on events (any type) from the internet ? Keeping in mind that different websites will present information in different ways. I was thinking 'smart' web crawlers, but that can turn out to be extremely challenging, simply because of the hugely varied ways that different sites present their information. Then I was thinking of sifting through the official twitter feeds of organisations, people with knowledge of events .. etc and look for the event hash tag, grab the tweet and dissect it to grab the relevant information about the event. Information I am interested in gathering is: Date and Time of Event, Address where Event is being held, and any Celebrities (or any famous people) attending the event (if any). The reason to ask here is my hope that experienced folk will open my eyes to things I've missed, which I am sure I have.

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  • One True Event Loop

    - by CyberShadow
    Simple programs that collect data from only one system need only one event loop. For example, Windows applications have the message loop, POSIX network programs usually have a select/epoll/etc. loop at their core, pure SDL games use SDL's event loop. But what if you need to collect events from several subsystems? Such as an SDL game which doesn't use SDL_net for networking. I can think of several solutions: Polling (ugh) Put each event loop in its own thread, and: Send messages to the main thread, which collects and processes the events, or Place the event-processing code of each thread in a critical section, so that the threads can wait for events asynchronously but process them synchronously Choose one subsystem for the main event loop, and pass events from other subsystems via that subsystem as custom messages (for example, the Windows message loop and custom messages, or a socket select() loop and passing events via a loopback connection). Option 2.1 is more interesting on platforms where message-passing is a well-developed threading primitive (e.g. in the D programming language), but 2.2 looks like the best option to me.

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • (VB.NET + WPF) Drag + Drop (to allow user sorting) of stackpanel elements within a Scrollviewer?

    - by Matt H.
    I have good model (I think!) for how to allow a user to drag an element in a stackpanel and reposition it to another location within the stackpanel. However, my Stackpanel is placed within a ScrollViewer, like this (generalized): <ScrollViewer> <StackPanel> ....First item ....Second item ....Third item ....Etc. </StackPanel> <ScrollViewer> Here is the problem, I wish to simulate the functionality of programs like word, where if I am dragging selected content (or an object) outside the viewable area, the window will scroll in the direction of the mouse to see more places to drop my nifty little object. ...i.e. If I move the mouse to the top of my ScrollViewer while dragging a stackpanel's contents, I want the scrollviewer to slowly move up so I can see more locations to drop my content. Any suggestions? If you can help me solve this, you will be a godsend!

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  • How to create a controllable flip effect (flip as far (and fast) as you drag) of an UIView

    - by allisone
    I have a card (a flashcard you could say) What I can do: On fingersweeping over the flashcard the card gets turned. It's happening by detecting touchesBegan and touchesMoved and then I do stuff like [UIView beginAnimations:@"View Flip" context:nil]; [UIView setAnimationDuration:0.5]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; if (left) { [UIView setAnimationTransition: UIViewAnimationTransitionFlipFromLeft forView:self.flashCardView cache:YES]; }else{ [UIView setAnimationTransition: UIViewAnimationTransitionFlipFromRight forView:self.flashCardView cache:YES]; } What I can't do (but want to): I want to somehow drag the flip. Imagine this, you have a flashcard and you think you know the answer, you start flipping the card around because you want to see if you are correct, but then... no stop... you hesitate, turn back the card to the way it was, rethink, get the real answer and then finally flip to see that you were right to hesitate. Now I only have: once you start flipping, you can't stop it.

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  • JavaScript Drag and Drop Grid With Elements of Different Sizes.

    - by Paul67
    I need to be able to drag and drop boxes of differing dimensions on the same grid. JQuery UI seems to offer 80% of what I'm after particularly the sortable grid the have on their demo page. The only problem is that this grid only works with boxes of identical dimensions. My requirement is to be able to have the same functionality but with boxes that are sized as multiples of the base unit. For example - let's say the standard box size is 300x300px I would also like the opportunity to show on the same grid a 300x600px and a 600x600px box. There's no requirement to display boxes that are not multiples of the dimensions of the smallest box size.

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  • In python, how do I drag and drop 1 or more files onto my script as arguments with absolute path? (f

    - by chromejs10
    I am writing a simple Python script with no GUI. I want to be able to drag and drop multiple files onto my python script and have access to their absolute paths inside of the script. How do I do this in Mac, Linux, and windows? For times sake, just Mac will be fine for now. I've googled this question and only found one related one but it was too confusing. I am currently running Mac OS X Snow Leopard. Any help is much appreciated. Thanks!

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  • HTML5 drag & drop: The dragged element content is missing in Webkit browsers.

    - by Cibernox
    I'm trying to implement something similar to a cart where you can drop items from a list. This items (<li> elements) has some elements inside (divs, span, and that stuff). The drag and drop itself works great. But the dragged element's image doesn't show its content in Webkit browsers. My list element has a border an a background color. In Firefox, the image is the whole item. In Webkit browsers, only the dragged element without content. I see the background and border, but without text inside. I tried to make a copy of the element and force it to be the image, but doesn't work. var dt = ev.originalEvent.dataTransfer; dt.setDragImage( $(ev.target).clone()[0], 0, 0); I have a simplified example that exhibit the same behavior: http://jsfiddle.net/ksnJf/1/

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  • Ruby Drag-n-Drop IDE and Ruby programming related

    - by RPK
    I am writing a small desktop GUI application using Ruby and Gtk2. I am using RubyMine 3 on Linux (Fedora). I created a simple class to create a Gtk Window but now I feel it takes more time to just keep adding code for a Button, Drop Down and TextBox etc. I need to write even more code if the DropDown needs to be populated at run-time. Is there any Ruby Gtk IDE which supports adding Controls with simple drag-n-drop? At least I can focus on the business logic instead of just defining position and sizes of controls. One more question. I subscribed to Ruby-Forum mailing list but it is often flooded with Spam. Which is the official Ruby forum? Recently NetBeans has withdrawn support for Ruby. Is it worth to learn Ruby seriously and use it in commercial environment or not?

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  • Touchpad in Sony Vaio E14 - cannot click with a finger and drag with another - Ubuntu 12.04

    - by Nabeel
    I had the following issues with my Sony Vaio E14115's touchpad on Ubuntu 12.04: Right click not working Vertical scrolling not working Then I followed these steps to fix it: Downloaded a patch for Psmouse sudo apt-get install dkms build-essential cd ~/Desktop tar jxvf psmouse-3.2.0-24-generic-pae.tar.bz2 sudo mv psmouse-3.2.0-24-generic-pae /usr/src cd /usr/src sudo chmod -R a+rx psmouse-3.2.0-24-generic-pae sudo dkms add -m psmouse -v 3.2.0-24-generic-pae sudo dkms build -m psmouse -v 3.2.0-24-generic-pae sudo dkms install -m psmouse -v 3.2.0-24-generic-pae sudo modprobe -r psmouse sudo modprobe psmouse This fixed me the problems of Rightclick and vertical scrolling. But I still have an issue of not able to click and drag ie Clicking the leftmouse button and dragging with another finger. It doesn't move! Maybe it doesn't detect the 2nd finger. When I check the capabilities of my Synaptics touchpad by using xinput list-props "SynPS/2 Synaptics TouchPad"|grep Capabilities I get the following output: Synaptics Capabilities (304): 1, 1, 1, 1, 1, 1, 1 Please help me out.

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  • AdvanceTimePolicy and Point Event Streams In StreamInsight.

    There are a number of ways to issues CTIs (Current Time Increments) into your StreamInsight streams but a quite useful way is to do it declaratively on your source factory like this public AdapterAdvanceTimeSettings DeclareAdvanceTimeProperties<TPayload>(InputConfig configInfo, EventShape eventShape) {     return new AdapterAdvanceTimeSettings(         new AdvanceTimeGenerationSettings(configInfo.CtiFrequency, TimeSpan.FromTicks(-1)),         AdvanceTimePolicy.Adjust); } This will issue a CTI after every event and allows no delay (for delayed events) by stamping the CTI with the timestamp of the last event minus 1 tick. The very last statement "AdvanceTimePolicy.Adjust" tells the adapter what to do with events that violate the policy (arrive late).  From BOL "Events that violate the inserted CTI are moved in time if their lifetime overlaps with the CTI timestamp. That is, the start timestamp of the events is set to the most recent CTI timestamp, which renders those events valid. If both start and end time of an event fall before the CTI timestamp, then the event is dropped." This means that if you are using this method of inserting CTIs for a Point event stream and have specified "AdvanceTimePolicy.Adjust" for the violation policy, this setting will be ignored and instead it will use "AdvanceTimePolicy.Drop" because a Point event can never straddle a CTI.

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  • Expérience HTML5 : Drag & Drop de dossiers, Chrome 21 apporte une solution à l'API

    Développez un système d'upload de fichiers et dossiers similaire à l'explorateur Windows Grâce aux nouvelles API apparues avec HTML5 il est d'ores et déjà possible de créer un système d'upload de fichiers et de dossiers reprenant le fonctionnement de l'explorateur Windows ou du Finder d'OS X. Malgré une bonne compatibilité pour la fonction de Drag & Drop, le cas d'un dossier reste problématique. En effet, lorsqu'un utilisateur veut mettre en ligne un dossier en le faisant glisser à l'endroit prévu, il s'attend à ce que le dossier et tout son contenu (sous-dossiers, fichiers) soient mis en ligne. Or jusqu'à présent ...

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  • Drag and Drop Team Selection

    - by davidjwest
    I have a Fantasy F1 Website, currently users select their teams using dropdown menus. It works OK but isn't as user friendly as I would like. I would like to implement a drag and drop type of system, there's jQuery code out there that would go part of the way to allowing me to do this: http://jqueryui.com/demos/draggable/ But I am not sure about how to integrate that into PHP and MySQL, my jQuery skills are limited! I'd also need to stop them spending more than a certain amount of money, each driver has a value and the teams can only spend a certain amount of money. There's also limits for example you can only pick a driver once, but you can have three different drivers. Finally, how would you decide that the user had picked their team, I don't want a submit button as that kind of defeats the object of the exercise! Thanks for any advice, I don't expect anyone to write the code for me but some pointers would be greatly appreciated.

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  • Start Time & Calculated Column Wonkiness in a SharePoint Event Calendar

    - by _zekeMouseOver
    I was creating some custom rollups on some of our event calendars and came across a very odd bug when trying to grab only the date component of the built-in Start Time field. One's first inclination will be to create a calculated column and give it the formula... =[Start Time]... and then assign its output type to be "Date Only." This works well until a user adds an All Day Event. For reasons unexplainable, the All Day Event flag causes your =[Start Time] to display the date minus one day. Here is an example of this in action:  Start Date and Time, Duration, Start Date Value and Start Day are all calculated fields. Notice how the Start Date and Time (=[Start Time]) is reporting 6:00PM of the previous day. The Start Date Value (=[Start Time] - Output Type: Number) confirms this (.75 = 6:00 PM.) Curiously enough, the Duration (=[End Time]-[Start Time]) is properly reporting the duration between 12:00AM and 11:59PM. Why? I don't know. Perhaps it's somehow bound to the regional settings on the site, but I'm not interested in changing a global site setting for the sake of one calculated field.With this information at our disposal, our calculated column to display the date part of the start date needs to be modified to add one day to the [Start Time] field if an All Day Event is selected. To determine this, we use the Duration above to assume the item is an all-day event and change our formula to be:=IF(TEXT(([End Time]-[Start Time])-TRUNC(([End Time]-[Start Time]),0),"0.000000000")="0.999305556",[Start Time] + 1, [Start Time])This will work, but what happens when the user de-selects the "All Day Event" checkbox? The duration stays the same, but all other values begin reporting the correct time: Since our formula above is strictly based on an expected duration, it will add one to the correct date, causing the date 5/11/2010 to appear. Notice though that the raw value of the start time (in this case) is a non-fractional number (40,308) whereas the all-day event was being represented as 6:00 PM (.75) of the previous day. We can use this to add one more nested branch of logic to our calculation:=IF(TEXT(([End Time]-[Start Time])-TRUNC(([End Time]-[Start Time]),0),"0.000000000")="0.999305556",IF([Start Time]=ROUND([Start Time],0),[Start Time],[Start Time]+1),[Start Time]) I feel somewhat... dirty about having to resort to this kind of calculation in what SHOULD have been a simple =[Start Time] to extract the date part of the Start Time field, but there you have it. Make sure to shower extra longer after having used it.

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  • How to create a "Shell IDList Array" to support drag-and-drop of virtual files from C# to Windows Ex

    - by JustABill
    I started trying to implement drag-and-drop of virtual files (from a C# 4/WPF app) with this codeplex tutorial. After spending some time trying to figure out a DV_E_FORMATETC error, I figured out I need to support the "Shell IDList Array" data format. But there seems to be next to zero documentation on what this format actually does. After some searching, I found this page on advanced data transfer which said that a Shell IDList Array was a pointer to a CIDA structure. This CIDA structure then contains the number of PIDLs, and a list of offsets to them. So what the hell is a PIDL? After some more searching, this page sort of implies it's a pointer to an ITEMIDLIST, which itself contains a single member that is a list of SHITEMIDs. My next idea was to try dragging a file from another application with virtual files. I just got a MemoryStream back for this format. At least I know what class to provide for the thing, but that doesn't help at all for explaining what to put in it. So now that that's explained, I still have no idea how to create one of these things so that it's valid. There's two real questions here: What is a valid "abID" member for a SHITEMID? These virtual files only exist with my program; will the thing they are dragged to pass the "abID" back later when it executes GetData? Do they have to be system-unique? Why are there two levels of lists; a list of PIDLs and each PIDL has a list of SHITEMIDs? I'm assuming one of them is one for each file, but what's the other one for? Multiple IDs for the same file? Any help or even links that explain what I should be doing would be greatly appreciated.

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  • JQuery UI drag and drop doesn't notice DOM changes happening during the dragging ?

    - by user315677
    Hi everybody, I have a html table in which each line (<tr>) represents a group of client computers. Each line can be expanded to show the clients belonging to the group. The <tr> containing the clients are always generated but hidden and showed when clicking the plus button at the beginning of each line. The clients themselves (they are <div>) can be dragged and dropped in another group as long as this group is already expanded. So far it works fine. What I am trying to achieve now is that the client can be dragged to a collapsed group and after a second or so hovering the group it will be expanded and the client can be dropped amongst the other clients of the group. I programmed the hover using the in and outevents of the droppable and it expands the group all right, but (and now it starts to be hard to explain with words ;) the behavior of the droppable (the client) is still as if the table line that appeared were not there : the in out and drop events of the droppable are fired on the old position of the elements, and the in out and drop events of the newly appeared <tr> are never fired. It looks as if JQuery memorizes the position, size etc. of the elements when the drag starts, and these values are not updated if there is a change in the DOM before the drop happens... Can someone confirm this behavior is normal, or can it be caused by another problem in my own code ? Any workaround ? (the question is quite bloated already so I don't include any code but I'll gladly upload it if required)

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  • JQuery drag, drop and save via cookie - how to?

    - by RussP
    Sorry to be back folks, but you guys & girls seem to know much more about this than I do ... anyhow, here is my question/problem I want to use drag, drop, sort (the interface plugin does me even though I have read it's out of date? but have looked at UI and to be honest is not clear and to me appears heavier than interface?) Anyhow, how do I set a cookie to save positions from this: $(document).ready( function () { $('a.closeEl').bind('click', toggleContent); $('div.groupWrapper').Sortable( { accept: 'groupItem', helperclass: 'sortHelper', activeclass : 'sortableactive', hoverclass : 'sortablehover', handle: 'div.itemHeader', tolerance: 'pointer', onChange : function(ser) { }, onStart : function() { $.iAutoscroller.start(this, document.getElementsByTagName('body')); }, onStop : function() { $.iAutoscroller.stop(); } } ); } ); var toggleContent = function(e) { var targetContent = $('div.itemContent', this.parentNode.parentNode); if (targetContent.css('display') == 'none') { targetContent.slideDown(300); $(this).html('[-]'); } else { targetContent.slideUp(300); $(this).html('[+]'); } return false; }; var ser = function (s) { serial = $.SortSerialize(s); alert(serial.hash); }; which is the "standard" interface demo, PLUS How do I then get to read that cookie so that when I next visit the page the order is as I set it in the cookie? Hopefully from that I can work out the rest .......? Thanks for help in advance.

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  • Cocoa NSTextField Drag & Drop Requires Subclass... Really?

    - by ipmcc
    Until today, I've never had occasion to use anything other than an NSWindow itself as an NSDraggingDestination. When using a window as a one-size-fits-all drag destination, the NSWindow will pass those messages on to its delegate, allowing you to handle drops without subclassing NSWindow. The docs say: Although NSDraggingDestination is declared as an informal protocol, the NSWindow and NSView subclasses you create to adopt the protocol need only implement those methods that are pertinent. (The NSWindow and NSView classes provide private implementations for all of the methods.) Either a window object or its delegate may implement these methods; however, the delegate’s implementation takes precedence if there are implementations in both places. Today, I had a window with two NSTextFields on it, and I wanted them to have different drop behaviors, and I did not want to allow drops anywhere else in the window. The way I interpret the docs, it seems that I either have to subclass NSTextField, or make some giant spaghetti-conditional drop handlers on the window's delegate that hit-checks the draggingLocation against each view in order to select the different drop-area behaviors for each field. The centralized NSWindow-delegate-based drop handler approach seems like it would be onerous in any case where you had more than a small handful of drop destination views. Likewise, the subclassing approach seems onerous regardless of the case, because now the drop handling code lives in a view class, so once you accept the drop you've got to come up with some way to marshal the dropped data back to the model. The bindings docs warn you off of trying to drive bindings by setting the UI value programmatically. So now you're stuck working your way back around that too. So my question is: "Really!? Are those the only readily available options? Or am I missing something straightforward here?" Thanks.

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  • Silverlight MouseLeftButtonDown event not firing

    - by Matt
    For the life of me, I can not get this to work. I can get MouseEnter, MouseLeave, and Click events to fire, but not MouseLeftButtonDown or MouseLeftButtonUp. Here's my XAML <UserControl x:Class="Dive.Map.MainPage" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" > <Canvas x:Name="LayoutRoot" MouseLeftButtonDown="LayoutRoot_MouseLeftButtonDown"> <Button x:Name="btnTest" Content="asdf" Background="Transparent" MouseLeftButtonDown="btnTest_MouseLeftButtonDown"></Button> </Canvas> </UserControl> And here's my code public partial class MainPage : UserControl { public MainPage() { InitializeComponent(); } private void btnTest_MouseLeftButtonDown( object sender, MouseButtonEventArgs e ) { btnTest.Content = DateTime.Now.ToString(); } private void LayoutRoot_MouseLeftButtonDown( object sender, MouseButtonEventArgs e ) { e.Handled = false; } } What am I doing wrong?

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  • Event taps: Varying results with CGEventPost, kCGSessionEventTap, kCGAnnotatedSessionEventTap, CGEve

    - by kevingessner
    I'm running into a thorny problem with posting an event from an event tap. I'm tapping for NSSystemDefined at kCGHIDEventTap, then replacing the event with a new one. The problem I'm running in to is that depending on how I post the event, it's being seen only by some applications. My test applications are Opera, Firefox, Quicksilver, and Xcode. Here are the different techniques I've tried within my event tap callback, with results. I'm expecting an action (the "correct response") from each app; "system beep" means the nothing-is-bound-to-that-key system sound. Create a new event, and return it from the callback. Opera: no response/system beep, Firefox: no response/system beep, Quicksilver: correct response, Xcode: no response/system beep Create a new event, post to kCGSessionEventTap with CGEventPost, return null. Opera: no response/system beep, Firefox: no response/system beep, Quicksilver: correct response, Xcode: no response/system beep Create a new event, post to kCGAnnotatedSessionEventTap with CGEventPost, return null. Opera: correct response, Firefox: correct response, Quicksilver: no response/system beep, Xcode: no response/system beep Create a new event, post with CGEventTapPostEvent, return null. Opera: no response/system beep, Firefox: no response/system beep, Quicksilver: correct response, Xcode: no response/system beep Create a new event, post to kCGSessionEventTap with CGEventPost, and return new event. Opera: no response/system beep, Firefox: no response/system beep, Quicksilver: correct response, Xcode: no response/system beep Create a new event, post to kCGAnnotatedSessionEventTap with CGEventPost, and return new event. Opera: correct response and system beep, Firefox: correct response and system beep, Quicksilver: correct response and system beep, Xcode: no response/double system beep Create a new event, post with CGEventTapPostEvent, and return new event. Opera: no response/system beep, Firefox: no response/system beep, Quicksilver: correct response, Xcode: no response/system beep (6) is the best, but users are complaining about the extra system beep on correct responses, which I'm guessing is coming from the double-posting of the event. I'm not sure of other combinations to try, or where else to look. Can anyone offer any guidance? Is there any way to get the results of both returning the event from my callback and posting to the annotated tap without doing both? Sorry for the lengthy question; I've been doing a lot of experimenting. Thanks in advance Update: this is the code I use to create the event tap: CFMachPortRef eventTap; eventTap = CGEventTapCreate(kCGHIDEventTap, kCGHeadInsertEventTap, 0,CGEventMaskBit(NX_SYSDEFINED) | (1 << kCGEventKeyDown) | (1 << kCGEventKeyUp), myCGEventCallback, (void *)hidEventQueue);

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  • Click event keeps firing

    - by Ben Shelock
    I have absolutely no idea why this is happening but the following code seems to be executed a huge ammount of times in all browsers. $('#save_albums').click(function(){ for(var i = 1; i <= 5; i++){ html = $('#your_albums ol li').eq(i).html(); alert(html); } }); Looks fairly innocent to me... Here's the code in it's entirety $(function(){ $('#query').keyup(function(){ var text = encodeURI($(this).val()); if(text.length > 3){ $('#results').load('search.php?album='+text, function(){ $('.album').hover(function(){ $(this).css('outline', '1px solid black') },function(){ $(this).css('outline', 'none') }); $('.album').click(function(){ $('#fores').remove(); $('#yours').show(); if($('#your_albums ol li').length <= 4){ albumInfo = '<li><div class="album">' + $(this).html() + '</div></li>'; if($('#your_albums ol li').length >= 1){ $('#your_albums ol li').last().after(albumInfo); } else{ $('#your_albums ol').html(albumInfo); } } else{ alert('No more than 5 please'); } }); $('#clear_albums').click(function(e){ e.preventDefault; $('#your_albums ol li').remove(); }); $('#save_albums').click(function(){ for(var i = 1; i <= 5; i++){ html = $('#your_albums ol li').eq(i).html(); alert(html); } }); }); } else{ $('#results').text('Query must be more than 3 characters'); } }); });

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  • MouseLeave event in Silverlight 3 PopUp control

    - by AKa
    I want use PopUp (System.Windows.Controls.Primitives.PopUp) control to show some context menu. After mouse leaves, should automatically close. But eventhandler for MouseLeave is never executed. Why? SAMPLE: void DocumentLibrary_Loaded(object sender, RoutedEventArgs e) { DocumentLibraryDialog documentLibraryDialog = new DocumentLibraryDialog(); _popUpDocumentLibraryDialog = new Popup(); _popUpDocumentLibraryDialog.Width = 70; _popUpDocumentLibraryDialog.Height = 20; _popUpDocumentLibraryDialog.MouseLeave += new MouseEventHandler(_popUpDocumentLibraryDialog_MouseLeave); _popUpDocumentLibraryDialog.Child = documentLibraryDialog; } void _popUpDocumentLibraryDialog_MouseLeave(object sender, MouseEventArgs e) { Popup currentPopUp = (Popup)sender; if (currentPopUp.IsOpen) (currentPopUp.IsOpen) = false; } Regards Anton Kalcik

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  • Event Listener in Google Charts API

    - by DeanGrobler
    I'm busy using Google Charts in one of my projects to display data in a table. Everything is working great. Except that I need to see what line a user selected once they click a button. This would obviously be done with Javascript, but I've been struggling for days now to no avail. Below I've pasted code for a simple example of the table, and the Javascript function that I want to use (that doesn't work). <html> <head> <script type='text/javascript' src='https://www.google.com/jsapi'></script> <script type='text/javascript'> google.load('visualization', '1', {packages:['table']}); google.setOnLoadCallback(drawTable); var table = ""; function drawTable() { var data = new google.visualization.DataTable(); data.addColumn('string', 'Name'); data.addColumn('number', 'Salary'); data.addColumn('boolean', 'Full Time Employee'); data.addRows(4); data.setCell(0, 0, 'Mike'); data.setCell(0, 1, 10000, '$10,000'); data.setCell(0, 2, true); data.setCell(1, 0, 'Jim'); data.setCell(1, 1, 8000, '$8,000'); data.setCell(1, 2, false); data.setCell(2, 0, 'Alice'); data.setCell(2, 1, 12500, '$12,500'); data.setCell(2, 2, true); data.setCell(3, 0, 'Bob'); data.setCell(3, 1, 7000, '$7,000'); data.setCell(3, 2, true); table = new google.visualization.Table(document.getElementById('table_div')); table.draw(data, {showRowNumber: true}); } function selectionHandler() { selectedData = table.getSelection(); row = selectedData[0].row; item = table.getValue(row,0); alert("You selected :" + item); } </script> </head> <body> <div id='table_div'></div> <input type="button" value="Select" onClick="selectionHandler()"> </body> </html> Thanks in advance for anyone taking the time to look at this. I've honestly tried my best with this, hope someone out there can help me out a bit.

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  • HTTP MODULE Event Does Not Fire When Click Browser's Back Button

    - by Ali
    I Wrote an Http Module that checks if logged user is restricted disables images on the page. void application_AuthorizeRequest(object sender, EventArgs e) { . . . if (context.User.IsInRole("Restricted")) { context.Response.StatusCode = 401; context.Response.End(); } The code works fine. When the page loads, every image on the screen disapears. but when I go to another page and click back button on the browser and goto previous page images appear. What should I? (I dont want to clear Cache every time) context.Response.Cache.SetNoStore(); context.Response.Cache.SetCacheability(HttpCacheability.NoCache);

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