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  • Box2d: Set active and inactive

    - by Rosarch
    I'm writing an XNA game in C# using the XNA port of Box2d - Box2dx. Entities like trees or zombies are represented as GameObjects. GameObjectManager adds and removes them from the game world: /// <summary> /// Does the work of removing the GameObject. /// </summary> /// <param name="controller">The GameObject to be removed.</param> private void removeGameObjectFromWorld(GameObjectController controller) { controllers.Remove(controller); worldState.Models.Remove(controller.Model); controller.Model.Body.SetActive(false); } public void addGameObjectToWorld(GameObjectController controller) { controllers.Add(controller); worldState.Models.Add(controller.Model); controller.Model.Body.SetActive(true); } controllers is a collection of GameObjectController instances. worldState.Models is a collection of GameObjectModel instances. When I remove GameObjects from Box2d this way, this method gets called: void IContactListener.EndContact(Contact contact) { GameObjectController collider1 = worldQueryUtils.gameObjectOfBody(contact.GetFixtureA().GetBody()); GameObjectController collider2 = worldQueryUtils.gameObjectOfBody(contact.GetFixtureB().GetBody()); collisionRecorder.removeCollision(collider1, collider2); } worldQueryUtils: // this could be cached if we know bodies never change public GameObjectController gameObjectOfBody(Body body) { return worldQueryEngine.GameObjectsForPredicate(x => x.Model.Body == body).Single(); } This method throws an error: System.InvalidOperationException was unhandled Message="Sequence contains no elements" Source="System.Core" StackTrace: at System.Linq.Enumerable.Single[TSource](IEnumerable`1 source) at etc Why is this happening? What can I do to avoid it? This method has been called many times before the body.SetActive() was called. I feel that this may be messing it up.

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  • Return template as string - Django

    - by Ninefingers
    Hi All, I'm still not sure this is the correct way to go about this, maybe not, but I'll ask anyway. I'd like to re-write wordpress (justification: because I can) albeit more simply myself in Django and I'm looking to be able to configure elements in different ways on the page. So for example I might have: Blog models A site update message model A latest comments model. Now, for each page on the site I want the user to be able to choose the order of and any items that go on it. In my thought process, this would work something like: class Page(models.Model) Slug = models.CharField(max_length=100) class PageItem(models.Model) Page = models.ForeignKey(Page) ItemType = models.CharField(max_length=100) InstanceNum = models.IntegerField() # all models have primary keys. Then, ideally, my template would loop through all the PageItems in a page which is easy enough to do. But what if my page item is a site update as opposed to a blog post? Basically, I am thinking I'd like to pull different item types back in different orders and display them using the appropriate templates. Now, I thought one way to do this would be to, in views.py, to loop through all of the objects and call the appropriate view function, return a bit of html as a string and then pipe that into the resultant template. My question is - is this the best way to go about doing things? If so, how do I do it? If not, which way should I be going? I'm pretty new to Django so I'm still learning what it can and can't do, so please bear with me. I've checked SO for dupes and don't think this has been asked before...

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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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  • iPhone: How to write plist array of dictionary object

    - by Alessandro
    Hello, I'm a young Italian developer for the iPhone. I have a plist file (named "Frase") with this structure: Root Array - Item 0 Dictionary Frase String Preferito Bool - Item 1 Dictionary Frase String Preferito Bool - Item 2 Dictionary Frase String Preferito Bool - Item 3 Dictionary Frase String Preferito Bool exc. An array that contains many elements dictionary, all the same, consisting of "Frase" (string) and "Preferito" (BOOL). The variable "indirizzo", increase or decrease the click of the button Next or Back. The application interface: http://img691.imageshack.us/img691/357/schermata20100418a20331.png When I click on AddPreferito button, the item "Preferito" must be YES. Subsequently, the array must be updated with the new dictionary.The code: (void)addpreferito:(id)sender { NSString *plistPath = [[NSBundle mainBundle] pathForResource:@"Frase" ofType:@"plist"]; MSMutableArray *frase = [[NSMutableArray alloc] initWithContentsOfFile:plistPath]; NSMutableDictionary *dictionary = [frase objectAtIndex:indirizzo]; [dictionary setValue: YES forKey:@"Preferito"]; [frase replaceObjectAtIndex:indirizzo withObject:dictionary]; [frase writeToFile:plistPath atomically:YES]; } Why not work? Thanks Thanks Thanks!

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  • Number nested ordered lists in HTML

    - by John
    Hi I have a nested ordered list. <ol> <li>first</li> <li>second <ol> <li>second nested first element</li> <li>second nested secondelement</li> <li>second nested thirdelement</li> </ol> </li> <li>third</li> <li>fourth</li> </ol> Currently the nested elements start back from 1 again, e.g. first second second nested first element second nested second element second nested third element third fourth What I want is for the second element to be numbered like this: first second 2.1. second nested first element 2.2. second nested second element 2.3. second nested third element third fourth Is there a way of doing this? Thanks

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  • Limiting Number of Characters in a ContentEditable div

    - by Bill Dami
    Hi guys, I am using contenteditable div elements in my web application and I am trying to come up with a solution to limit the amount of characters allowed in the area, and once the limit is hit, attempting to enter characters simply does nothing. This is what I have so far: var content_id = 'editable_div'; //binding keyup/down events on the contenteditable div $('#'+content_id).keyup(function(){ check_charcount(content_id, max); }); $('#'+content_id).keydown(function(){ check_charcount(content_id, max); }); function check_charcount(content_id, max) { if($('#'+content_id).text().length > max) { $('#'+content_id).text($('#'+content_id).text().substring(0, max)); } } This DOES limit the number of characters to the number specified by 'max', however once the area's text is set by the jquery .text() function the cursor resets itself to the beginning of the area. So if the user keeps on typing, the newly entered characters will be inserted at the beginning of the text and the last character of the text will be removed. So really, I just need some way to keep the cursor at the end of the contenteditable area's text.

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  • UITextField resignFirstResponder not working?

    - by Tejaswi Yerukalapudi
    I've double checked all the connections in the nib file. My code - // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { self.view.backgroundColor = [[UIColor alloc] initWithPatternImage:[UIImage imageNamed:@"iphone_bg_login.png"]]; self.title = @"Login screen"; loginTxt = [[UITextField alloc] init]; pwdText = [[UITextField alloc] init]; loginFailedTxt = [[UILabel alloc] init]; loginBtn = [[UIButton alloc] init]; navAppDelegate = (NavAppDelegate *)[[UIApplication sharedApplication] delegate]; navAppDelegate.navController.navigationBarHidden = YES; //NSArray *subVs = (NSArray *) [self.view subviews]; [super viewDidLoad]; } I've used a subclass of UIView (UIControl) and added all the UI elements to it in the Interface builder.The UIControl's touchDown method is connected to backgroundTap method. -(IBAction) backgroundTap:(id) sender { [loginTxt resignFirstResponder]; [pwdText resignFirstResponder]; //[[UIApplication sharedApplication] becomeFirstResponder]; //[sender resignFirstResponder]; } So the keyboard isn't removed like it's supposed to. Not sure why. Thanks for the help! Teja.

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  • How to get only one rounded corner with border-radius htc hack and MSIE v:roundrect?

    - by aarreoskari
    I have a problem with partially rounded corners. See the first working example for most browsers: .box { display: block; width: 100px; height: 100px; border: 1px solid black; background-color: yellow; -moz-border-radius-bottomright: 10px; -webkit-border-bottom-right-radius: 10px; } You can see that only bottom right corner should be rounded. Natural choice would be adding a border-radius.htc hack inside a conditional IE statement: .box { border-bottom-right-radius: 20px; behavior:url(border-radius.htc); } This is not working because border-radius.htc file is only accessing normal border-radius value (this.currentStyle['border-radius']). VML used by the hack is roundrect which only supports one percentage value for arcsize. So I was wondering if there is any other way around the problem by using some other VML elements? Another problem is that htc-file doesnt's support borders but that can be fixed with VML's stroked attribute. Nifty corners for example doesn't work well with corners at all.

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  • Selecting text in mobile Safari on iPhone

    - by Goldy
    I'm trying to make it easy for an iphone user to copy some text to the clipboard in mobile safari. As in the usual "touch-hold-copy". There is a specific bit of text I want to a user to copy. I have full choice of the html markup in which to wrap the text. How can I make it easy, rather than abitrary? For instance: Is there a way to "select all" the text upon touch-down using javascript? Then a user could just continue to touch-hold and then choose copy? Is there a way to bring up the "select all" option? Like you can when typing in a text box? After which they can choose copy? If there's no javascript solution, how can I arrange the html to help Safari select the right bit of text easily? As opposed to just a word, or a wrapping div? I've tried onFocus="this.select()" for various elements, none seem to work. Also tried onClick. Those who have tried to port a site that uses ZeroClipboard to the iPhone might have some ideas. Cheers

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  • WPF - Binding an ObservableCollection Dependency Property within a UserControl

    - by John
    I have a control class DragGrid : Grid { ... } which inherits from the original grid and enables dragging and resizing its child elements. I need to bind a custom DP named WorkItemsProperty to an observable collection of type WorkItem (implements INotifyPropertyChanged). Each element in the grid is bound to a collection item. Whenever the user adds a new item dynamically at runtime (the items cannot be declared in XAML!), or deletes an item from that collection, the WorkItems DP on the DragGrid should be updated, and the children in the grid (where each child represents a WorkItem collection item). My question is how does the DP notify the control about which child element in the grid must be removed, changed ('change' means user dragged an element, or resized it with the mouse) or added, and how would I identify which one of the existing children is the one that needs to be deleted or changed. I understand that this is where the DependencyPropertyChangedCallback comes in. But that only gets called when the DP property is set anew, not when something inside the collection changes (like add, remove item). So in the end, does the DragGrid control somehow need to subscribe to the CollectionChanged event? At what point would I hook up the event handler for that?

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  • Update XML element with LINQ to XML in VB.NET

    - by Bayonian
    Hi, I'm trying to update an element in the XML document below: Here's the code: Dim xmldoc As XDocument = XDocument.Load(theXMLSource1) Dim ql As XElement = (From ls In xmldoc.Elements("LabService") _ Where CType(ls.Element("ServiceType"), String).Equals("Scan") _ Select ls.Element("Price")).FirstOrDefault ql.SetValue("23") xmldoc.Save(theXMLSource1) Here's the XML file: <?xml version="1.0" encoding="utf-8"?> <!--Test XML with LINQ to XML--> <LabSerivceInfo> <LabService> <ServiceType>Copy</ServiceType> <Price>1</Price> </LabService> <LabService> <ServiceType>PrintBlackAndWhite</ServiceType> <Price>2</Price> </LabService> </LabSerivceInfo> But, I got this error message: Object reference not set to an instance of an object. Exception Details: System.NullReferenceException: Object reference not set to an instance of an object. Error line:ql.SetValue("23") Can you show me what the problem is? Thank you.

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  • ExtJS: remove a grid from a tabpanel when its underlying store is empty

    - by Antonio
    Hi, I have TabPanel which contains, among other things, a Grid connected to a Store. Several events may remove elements from the store. I would like the Grid to be removed from the TabPanel when the store is empty and, possibly, to have a single place in my code to check for this event. I thought about using store listeners, but unfortunately this causes exceptions in Ext code. My assumption is that this happens because rendering is performed on the grid after this is removed from the tabpanel. Any idea on how to accomplish such a task without messing up Ext is much appreciated. Thanks :) By the way, this is a code excerpt: var myStore = new Ext.data.Store({ reader: new Ext.data.JsonReader({fields: MyRecord}), listeners:{ 'clear': function(store, recs) { myTabPanel.remove(myGrid); }, 'remove': function(store, rec, idx) { if (store.getCount() == 0) { myTabPanel.remove(myGrid); } } } }); var myGrid = new Ext.grid.GridPanel({ id: "myGrid", title: "A Grid", store: myStore, frame:false, border:false, columns: [ { header: 'Remove', align:'center', width: 45, sortable: false, renderer: function(value, metaData, record, rowIndex, colIndex, store) { return '<img src="images/remove.png" width="34" height="18"/>'; } },{ header: 'Some Data', dataIndex: 'data', sortable: true } ], listeners:{ 'cellclick':function(grid, rowIndex, colIndex, e){ var rec = myStore.getAt(rowIndex); if(colIndex == 0){ myStore.remove(rec); } } } }); var myTabPanel= new Ext.TabPanel({ activeTab: 0, items: [ fooPanel, barPanel, myGrid] });

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  • Putting WPF Controls into canvas with Visuals

    - by Mikhail
    I am writing a WPF chart and use Visuals for performance. The code looks like: public class DrawingCanvas2 : Canvas { private List<Visual> _visuals = new List<Visual>(); private List<Visual> _hits = new List<Visual>(); protected override Visual GetVisualChild( int index ) { return _visuals[index]; } protected override int VisualChildrenCount { get { return _visuals.Count; } } public void AddVisual( Visual visual ) { _visuals.Add( visual ); base.AddVisualChild( visual ); base.AddLogicalChild( visual ); } } Beside DrawingVisual elements (line, text) I need a ComboBox in the chart. So I tried this: public DrawingCanvas2() { ComboBox box = new ComboBox(); AddVisual( box ); box.Width = 100; box.Height = 30; Canvas.SetLeft( box, 10 ); Canvas.SetTop( box, 10 ); } but it does not work, there is no ComboBox displayed. What I am missing?

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  • Get data from selected row in Gridview in C#, WPF

    - by Will
    Hi, I am trying to retrieve data from a Gridview that I have created in XAML. <ListView Name="chartListView" selectionChanged="chartListView_SelectionChanged"> <ListView.View> <GridView> <GridViewColumn Header="Name" DisplayMemberBinding="{Binding Name}" Width="250"/> <GridViewColumn Header="Type" DisplayMemberBinding="{Binding Type}" Width="60"/> <GridViewColumn Header="ID" DisplayMemberBinding="{Binding ID}" Width="100"/> </GridView> </ListView.View> </ListView> I have seen some code like this :- GridViewRow row = GridView1.SelectedRow; TextBox2.Text = row.Cells[2].Text; However my problem is that my GridView is created in XAML, and is not named, ie I cannot (or do not know how to) create a reference to 'gridview1', and therefore cannot access objects within it. Can I name or create a reference to my gridview either from c# or XAML so I can use the above code? Secondly, can I then access the array elements by name instead of index, something like :- TextBox2.Text = row.Cells["ID"].Text Thanks for any help.

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  • EL syntax error: Expression cannot start with binary operator

    - by auser
    Anyone have any creative ideas for how I can solve this warning? EL syntax error: Expression cannot start with binary operator caused by the following code: String.format("#{myController.deleteItemById(%d)}", getId()) My code looked like this before: "#{myController.deleteItemById(" + getId() + ")}" but this caused eclipse to generate the following warning: EL syntax error: String is not closed UPDATE: @ManagedBean(name = "myController") @ViewScoped public class MyController implements Serializable { private long id; private HtmlPanelGroup panel; public long getId() {return this.id; } private void getPanel() { /// bunch of code for programatically creating a form HtmlCommandButton deleteButton = new HtmlCommandButton(); deleteButton.setId(id); deleteButton.setValue(value); deleteButton.setActionExpression(/* EL expression used here */); } } <?xml version='1.0' encoding='UTF-8' ?> <html xmlns="http://www.w3.org/1999/xhtml" xmlns:h="http://java.sun.com/jsf/html" xmlns:f="http://java.sun.com/jsf/core" xmlns:ui="http://java.sun.com/jsf/facelets"> <!-- some other elements removed for the sake of clarity --> <h:body> <h:panelGroup binding="#{myController.panel}" /> </h:body> </html>

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  • Microsoft Expression Blend 3 - Show / Hide a popup

    - by imayam
    Hi, I'm using this for the very first time to do some quick prototyping (using sketchflow). I have a simple dialog window that I want to show when a button it pressed and then hide when a button (in the dialog, like an "OK" button) is pressed. If someone could just point me in the direction of a simple tutorial on how to do this I'd be happy, or even if you have a simple example you can post here that would be great (I've been trying to google this forever!). I can tell you what I have tried (although obviously it doesn't work) Created a user control, called it "MyDialog". That user control is a simple box which is the bit of gui I want to overlay when the user clicks a button. In that user control I gave it two states "Show" and "Hide". The "Hide" state has all visability to the elements in this user control set to none and "Show" shows everything Created a button in my main screen. That button I gave a it a behaviour "ActivateStateAction". In the properties of that behaviour I set the TargetScreen to be "MyDialog" and the TargetState to be "Show". (I also set the target screen to be MyprojectName.MyProjectNameScreens.MyDialog, that doesn't work either)

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  • Get an IDataReader from a typed List

    - by Jason Kealey
    I have a List<MyObject> with a million elements. (It is actually a SubSonic Collection but it is not loaded from the database). I'm currently using SqlBulkCopy as follows: private string FastInsertCollection(string tableName, DataTable tableData) { string sqlConn = ConfigurationManager.ConnectionStrings[SubSonicConfig.DefaultDataProvider.ConnectionStringName].ConnectionString; using (SqlBulkCopy s = new SqlBulkCopy(sqlConn, SqlBulkCopyOptions.TableLock)) { s.DestinationTableName = tableName; s.BatchSize = 5000; s.WriteToServer(tableData); s.BulkCopyTimeout = SprocTimeout; s.Close(); } return sqlConn; } I use SubSonic's MyObjectCollection.ToDataTable() to build the DataTable from my collection. However, this duplicates objects in memory and is inefficient. I'd like to use the SqlBulkCopy.WriteToServer method that uses an IDataReader instead of a DataTable so that I don't duplicate my collection in memory. What's the easiest way to get an IDataReader from my list? I suppose I could implement a custom data reader (like here http://blogs.microsoft.co.il/blogs/aviwortzel/archive/2008/05/06/implementing-sqlbulkcopy-in-linq-to-sql.aspx) , but there must be something simpler I can do without writing a bunch of generic code. Edit: It does not appear that one can easily generate an IDataReader from a collection of objects. Accepting current answer even though I was hoping for something built into the framework.

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  • Getting the submatrix with maximum sum?

    - by guirgis
    With the help of the Algorithmist and Larry and a modification of Kadane's Algorithm, here is my solution: int dim = matrix.length; //computing the vertical prefix sum for columns int[][] ps = new int[dim][dim]; for (int i = 0; i < dim; i++) { for (int j = 0; j < dim; j++) { if (j == 0) { ps[j][i] = matrix[j][i]; } else { ps[j][i] = matrix[j][i] + ps[j - 1][i]; } } } int maxSoFar = 0; int min , subMatrix; //iterate over the possible combinations applying Kadane's Alg. //int toplefti =0, topleftj=0, bottomrighti=0, bottomrightj=0; for (int i = 0; i < dim; i++) { for (int j = i; j < dim; j++) { min = 0; subMatrix = 0; for (int k = 0; k < dim; k++) { if (i == 0) { subMatrix += ps[j][k]; } else { subMatrix += ps[j][k] - ps[i-1][k]; } if(subMatrix < min){ min = subMatrix; } if((subMatrix - min) > maxSoFar){ maxSoFar = subMatrix - min; } } } } The only problem left is to determine the submatrix elements, i mean the top left and the bottom right corners. I managed to do this in one dimensional case. Any suggestions?

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  • Suppress Null Value Types from Being Emitted by XmlSerializer

    - by Ben Griswold
    Please consider the following Amount value type property which is marked as a nullable XmlElement: [XmlElement(IsNullable=true)] public double? Amount { get ; set ; } When a nullable value type is set to null, the C# XmlSerializer result looks like the following: <amount xsi:nil="true" /> Rather than emitting this element, I would like the XmlSerializer to suppress the element completely. Why? We're using Authorize.NET for online payments and Authorize.NET rejects the request if this null element exists. The current solution/workaround is to not serialize the Amount value type property at all. Instead we have created a complementary property, SerializableAmount, which is based on Amount and is serialized instead. Since SerializableAmount is of type String, which like reference types are suppressed by the XmlSerializer if null by default, everything works great. /// <summary> /// Gets or sets the amount. /// </summary> [XmlIgnore] public double? Amount { get; set; } /// <summary> /// Gets or sets the amount for serialization purposes only. /// This had to be done because setting value types to null /// does not prevent them from being included when a class /// is being serialized. When a nullable value type is set /// to null, such as with the Amount property, the result /// looks like: &gt;amount xsi:nil="true" /&lt; which will /// cause the Authorize.NET to reject the request. Strings /// when set to null will be removed as they are a /// reference type. /// </summary> [XmlElement("amount", IsNullable = false)] public string SerializableAmount { get { return this.Amount == null ? null : this.Amount.ToString(); } set { this.Amount = Convert.ToDouble(value); } } Of course, this is just a workaround. Is there a cleaner way to suppress null value type elements from being emitted?

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  • ASP.NET AJAX Toolkit - CalendarExtender is reset on Postback

    - by user70192
    Hello, I have an ASP.NET page that has two input elements: A TextBox that is ReadOnly. This TextBox is the TargetControl of a CalendarExtender A DropDownList with AutoPostBack=true Here is the code: <table border="0" cellpadding="0" cellspacing="0"> <tr><td colspan="2">Date:</td></tr> <tr><td colspan="2"> <asp:TextBox ID="dateTextBox" runat="server" ReadOnly="true" /> <ajax:CalendarExtender ID="datePicker" runat="server" Format="MM/dd/yyyy" OnLoad="datePicker_Load" TargetControlID="dateTextBox" /> </td></tr> <tr><td colspan="2">Select an Option:</td></tr> <tr> <td>Name:&nbsp;</td> <td><asp:DropDownList ID="optionsDropDownList" runat="server" AutoPostBack="true" OnLoad="optionsDropDownList_Load" OnSelectedIndexChanged="optionsDropDownList_SelectedIndexChanged" DataTextField="Name" DataValueField="ID" /> </td></tr> <tr><td><asp:Button ID="saveButton" runat="server" Text="Save" OnClick="saveButton_Click" /></td></tr> </table> When the DropDownList posts back, the date selected by the user with the datePicker is reset to the current date. In addition, if I look at the Text property of dateTextBox, it is equal to string.Empty. How do I preserve the date that the user selected on a PostBack?

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  • Is there any way to get an ExtJS GridPanel to automatically resize its width, but still be contained

    - by Micah
    I want to include an ExtJS GridPanel inside a larger layout, which in turn must be rendered inside a particular div in some pre-existing HTML that I don't control. From my experiments, it appears that the GridPanel only resizes itself correctly if it's within a Viewport. For instance, with this code the GridPanel automatically resizes: new Ext.Viewport( { layout: 'anchor', items: [ { xtype: 'panel', title: 'foo', layout: 'fit', items: [ { xtype: 'grid', // define the grid here... but if I replace the first three lines with the lines below, it doesn't: new Ext.Panel( { layout: 'anchor', renderTo: 'RenderUntoThisDiv', The trouble is, Viewport always renders directly to the body of the HTML document, and I need to render within a particular div. If there is a way to get the GridPanel to resize itself correctly, despite not being contained in a ViewPort, that would be ideal. If not, if I could get the Viewport to render the elements within the div, I'd be fine with that. All of my ExtJS objects can be contained within the same div. Does anybody know of a way to get a GridPanel to resize itself correctly, but still be contained inside some non-ExtJS-generated HTML?

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  • Android: Create spinner programmatically from array

    - by Select0r
    Hi, I'm all new to Android and I'm trying to create a spinner programmatically and feeding it with data from an array, but Eclipse gives me a warning that I can't handle. Here's what I got: This ArrayList holds the elements that should be in the spinner (gets filled from a file later on): ArrayList<String> spinnerArray = new ArrayList<String>(); This is code I found on a site which should create the spinner: Spinner spinner = new Spinner(this); ArrayAdapter spinnerArrayAdapter = new ArrayAdapter(this, android.R.layout.simple_spinner_dropdown_item, spinnerArray); spinner.setAdapter(spinnerArrayAdapter); Now the second line (ArrayAdapter...) gives me a warning in Eclipse saying "ArrayAdapter is a raw type... References to generic type ArrayAdapter<T> should be parameterized", I have no idea how to fix this (or what that means in the first place :) ). It's just a warning and the App seems to run alright, but I'd still like to understand what's wrong and fix it. Any hint is appreciated. Greetings, Select0r

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  • Could not find schema information for the element 'castle'.

    - by Richard77
    Hello! I'm creating a Custom tag in my web.config. I first wrote the following entry under the configSections section. <section name="castle" type="Castle.Windsor.Configuration.AppDomain.CastleSectionHandler, Castle.Windsor" /> But, when I try to create a castle node inside the configuration node as below <castle> <components> </components> </castle> I get the following error message:"*Could not find schema information for the element 'castle*'." "*Could not find schema information for the element 'components'***." Am I missing something? I can't find why. And, if I run the application anyway, I get the following error "Could not find section 'Castle' in the configuration file associated with this domain." Ps.// The sample comes from "Pro ASP.NET MVC Framework"/Steven Sanderson/APress ISBN-13 (pbk): 978-1-4302-1007-8" on page 99. Thank you for the help ============================================================ Since I believe to have done exactly what's said in the book and did not succed, I ask the same question in different terms. How do I add a new node using the above information? ============================================================================= Thank you. I did what you said and do not have the two warnings. However, I've go a big new warning: "The element 'configuration' in namespace 'MyWindsorSchema' has invalid child element 'configSections' in namespace 'MyWindsorSchema'. List of possible elements expected: 'include, properties, facilities, components' in namespace 'MyWindsorSchema'."

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  • Android custom media controller using vidtry

    - by Mathias Lin
    I want to use a custom media controller in my Android app and therefore looking at the vidtry code (http://github.com/commonsguy/vidtry), especially Player.java: The sample works fine as it comes. But I want the sample to play the fixed video automatically on app startup (so I don't want to enter a URL). I added: @Override public void onStart() { super.onStart(); address.setText("/sdcard/mydata/category/1/video_agkkr6me.mp4"); go.setEnabled(true); onGo.onClick(go); } Strange thing here is that if I run the app, the audio of the video plays but the image doesn't show. Everything else works fine (progress bar, etc.). I can't figure out the difference between the manual click on the go-button and the programmatic one. I looked at the code and didn't see any difference that might occur between manual and programmatic click. I checked if any elements (esp. surface) might be hidden, but it's not. I even tried a surface.setVisibility(View.INVISIBLE); surface.setVisibility(View.VISIBLE); in case some issue with the redrawing, but no difference. The video image does show when I manually hit the go button, but just not on start up automatically.

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  • A tool to aid completion of missing or incomplete source code documentation

    - by Pekka
    I have several finished, older PHP projects with a lot of includes that I would like to document in javadoc/phpDocumentor style. While working through each file manually and being forced to do a code review alongside the documenting would be the best thing, I am, simply out of time constraints, interested in tools to help me automate the task as much as possible. The tool I am thinking about would ideally have the following features: Parse a PHP project tree and tell me where there are undocumented files, classes, and functions/methods (i.e. elements missing the appropriate docblock comment) Provide a method to half-way easily add the missing docblocks by creating the empty structures and, ideally, opening the file in an editor (internal or external I don't care) so I can put in the description. Optional: Automatic recognition of parameter types, return values and such. But that's not really required. The language in question is PHP, though I could imagine that a C/Java tool might be able to handle PHP files after some tweaking. Looking forward to your suggestions! Bounty There are already very good suggestions for this (that I have not yet had the time to check out) to point out the gaps, but none yet providing aid in filling them. I want to give the question some more exposure, maybe there is some sort of a graphical extension to php_codesniffer to achieve the level of automation I'm dreaming of. Looking forward to any additional input!

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