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  • Large margin by long title

    - by Kevin Koenen
    I try to show a list of offers. When an advertiser insert a large title, the margin of an item (offer) will be showed what shouldn't. I've tried different layouts but that doesn't work. Link to image :) You see, some of the items has a large margin. Here's the code: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/gallerylayout" android:layout_width="fill_parent" android:layout_height="fill_parent"> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_height="wrap_content" android:gravity="left|center" android:layout_width="wrap_content" android:paddingBottom="2dp" android:paddingTop="2dp" android:paddingLeft="5dp" android:background="#20000000" android:cacheColorHint="#00000000"> <ImageView android:id="@+id/ad_image_small" android:layout_width="wrap_content" android:layout_height="fill_parent" android:layout_marginRight="6dip" android:src="@drawable/ic_launcher"/> <LinearLayout android:orientation="vertical" android:layout_width="0dip" android:layout_weight="1" android:layout_height="fill_parent"> <TextView android:id="@+id/ad_id" android:visibility="gone" android:layout_width="wrap_content" android:layout_height="wrap_content"/> <TextView android:id="@+id/ad_img_url" android:visibility="gone" android:layout_width="wrap_content" android:layout_height="wrap_content"/> <LinearLayout android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="wrap_content"> <TextView android:id="@+id/ad_title" android:layout_width="wrap_content" android:layout_height="wrap_content" android:padding="3dp" android:gravity="left" android:textColor="#000000" android:ellipsize="end" android:singleLine="true"/> <TextView android:id="@+id/ad_km" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_margin="3dp" android:layout_marginBottom="1dp" android:textColor="#000000" android:gravity="right"/> </LinearLayout> <LinearLayout android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="wrap_content"> <TextView android:id="@+id/ad_text" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginLeft="3dp" android:textColor="#0099CC" android:ellipsize="end" android:singleLine="true"/> </LinearLayout> <LinearLayout android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_margin="2dp" android:padding="5dp"> <ImageView android:id="@+id/ad_clock" android:layout_width="20dp" android:layout_height="20dp" android:layout_marginRight="5dip" android:src="@drawable/icon_clock"/> <ProgressBar android:id="@+id/progressbar" android:layout_width="match_parent" android:layout_height="8dp" android:layout_margin="5dp" android:paddingLeft="2dp" android:max="100" style="?android:attr/progressBarStyleHorizontal" android:progressDrawable="@drawable/color_progressbar" /> </LinearLayout> </LinearLayout> </LinearLayout> <ImageView android:id="@+id/overlay_image" android:background="#0000" android:src="@drawable/verlopen2x" android:layout_alignTop="@id/ad_image_small" android:layout_alignBottom="@id/ad_image_small" android:layout_width="fill_parent" android:layout_height="wrap_content" android:adjustViewBounds="true" android:visibility="visible" /> I can't see what i'm doing wrong. Thanks in advance!

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  • physics game programming box2d - orientating a turret-like object using torques

    - by egarcia
    This is a problem I hit when trying to implement a game using the LÖVE engine, which covers box2d with Lua scripting. The objective is simple: A turret-like object (seen from the top, on a 2D environment) needs to orientate itself so it points to a target. The turret is on the x,y coordinates, and the target is on tx, ty. We can consider that x,y are fixed, but tx, ty tend to vary from one instant to the other (i.e. they would be the mouse cursor). The turret has a rotor that can apply a rotational force (torque) on any given moment, clockwise or counter-clockwise. The magnitude of that force has an upper limit called maxTorque. The turret also has certain rotational inertia, which acts for angular movement the same way mass acts for linear movement. There's no friction of any kind, so the turret will keep spinning if it has an angular velocity. The turret has a small AI function that re-evaluates its orientation to verify that it points to the right direction, and activates the rotator. This happens every dt (~60 times per second). It looks like this right now: function Turret:update(dt) local x,y = self:getPositon() local tx,ty = self:getTarget() local maxTorque = self:getMaxTorque() -- max force of the turret rotor local inertia = self:getInertia() -- the rotational inertia local w = self:getAngularVelocity() -- current angular velocity of the turret local angle = self:getAngle() -- the angle the turret is facing currently -- the angle of the like that links the turret center with the target local targetAngle = math.atan2(oy-y,ox-x) local differenceAngle = _normalizeAngle(targetAngle - angle) if(differenceAngle <= math.pi) then -- counter-clockwise is the shortest path self:applyTorque(maxTorque) else -- clockwise is the shortest path self:applyTorque(-maxTorque) end end ... it fails. Let me explain with two illustrative situations: The turret "oscillates" around the targetAngle. If the target is "right behind the turret, just a little clock-wise", the turret will start applying clockwise torques, and keep applying them until the instant in which it surpasses the target angle. At that moment it will start applying torques on the opposite direction. But it will have gained a significant angular velocity, so it will keep going clockwise for some time... until the target will be "just behind, but a bit counter-clockwise". And it will start again. So the turret will oscillate or even go in round circles. I think that my turret should start applying torques in the "opposite direction of the shortest path" before it reaches the target angle (like a car braking before stopping). Intuitively, I think the turret should "start applying torques on the opposite direction of the shortest path when it is about half-way to the target objective". My intuition tells me that it has something to do with the angular velocity. And then there's the fact that the target is mobile - I don't know if I should take that into account somehow or just ignore it. How do I calculate when the turret must "start braking"?

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • Richfaces modal panel and a4j:keepAlive

    - by mykola
    Hello! I've got unexpected problems with richfaces (3.3.2) modal panel. When i try to open it, browser opens two panels instead of one: one is in the center, another is in the upper left corner. Besides, no fading happens. Also i have three modes: view, edit, new - and when i open my panel it should show either "Create new..." or "Edit..." in the header and actually it shows but not in the header as the latter isn't rendered at all though it should, because i set proper mode in action before opening this modal panel. Besides it works fine on all other pages i've made and there are tens of such pages in my application. I can't understand what's wrong here. The only way to fix it is to remove <a4j:keepAlive/> from the page that is very strange, imho. I'm not sure if code will be usefull here as it works fine everywhere in my application but this only case. So if you put it on your page it will probably work without problems. My only question is: are there any hidden or rare problems in interaction of these two elements (<rich:modalPanel> and <a4j:keepAlive>)? Or shall i spent another two or three days searching for some wrong comma, parenthesis or whatever in my code? :) For most curious. Panel itself: <!-- there's no outer form --> <rich:modalPanel id="panel" autosized="true" minWidth="300" minHeight="200"> <f:facet name="header"> <h:panelGroup id="panelHeader"> <h:outputText value="#{msg.new_smth}" rendered="#{MbSmth.newMode}"/> <h:outputText value="#{msg.edit_smth}" rendered="#{MbSmth.editMode}"/> </h:panelGroup> </f:facet> <h:panelGroup id="panelDiv"> <h:form > <!-- fields and buttons --> </h:form> </h:panelGroup> </rich:modalPanel> One of the buttons that open panel: <a4j:commandButton id="addBtn" reRender="panelHeader, panelDiv" value="#{form.add}" oncomplete="#{rich:component('panel')}.show()" action="#{MbSmth.add}" image="create.gif"/> Action invoked on button click: public void add() { curMode = NEW_MODE; // initial mode is VIEW_MODE newSmth = new Smth(); } Mode check: public boolean isNewMode() { return curMode == NEW_MODE; } public boolean isEditMode() { return curMode == EDIT_MODE; }

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  • Modify a ListBox's item from a button in it's template?

    - by Maciek
    In my Silv erlight 3 project, I'm using a ListBox to display results of a Get() operation form a WCF WebService. The ListBox's item template is the following : <ListBox x:Name="m_listview" ItemsSource="{Binding Users, Mode=TwoWay, UpdateSourceTrigger=Default}" Foreground="{StaticResource EnergyBlue}" Background="{StaticResource EnergyBackground}" HorizontalContentAlignment="Stretch" VerticalContentAlignment="Center" Grid.ColumnSpan="3" Margin="0,0,0,2" IsSynchronizedWithCurrentItem="False"> <ListBox.ItemTemplate> <DataTemplate> <Grid MinWidth="536" MinHeight="10" d:DesignWidth="19.875" d:DesignHeight="20.75"> <Grid.ColumnDefinitions> <ColumnDefinition Width="0.2*"/> <ColumnDefinition Width="0.2*"/> <ColumnDefinition Width="0.2*"/> <ColumnDefinition Width="0.2*"/> <ColumnDefinition Width="0.2*"/> </Grid.ColumnDefinitions> <TextBox Text="{Binding Path=UserName, Mode=TwoWay, UpdateSourceTrigger=Default}" Grid.Column="0" Foreground="{StaticResource EnergyWhite}" Margin="2" Background="{StaticResource EnergyBackground}" BorderBrush="{StaticResource EnergyBlue}" SelectionBackground="{StaticResource EnergyBlue}" SelectionForeground="{StaticResource EnergyWhite}" MinWidth="100"/> <PasswordBox Password="{Binding Path=UserPass, Mode=TwoWay, UpdateSourceTrigger=Default}" Grid.Column="1" Foreground="{StaticResource EnergyWhite}" Margin="2" Background="{StaticResource EnergyBackground}" BorderBrush="{StaticResource EnergyBlue}" SelectionBackground="{StaticResource EnergyBlue}" SelectionForeground="{StaticResource EnergyWhite}" MinWidth="100"/> <TextBox Text="{Binding Path=UserTypeId, Mode=TwoWay, UpdateSourceTrigger=Default}" Grid.Column="2" Foreground="{StaticResource EnergyWhite}" Margin="2" Background="{StaticResource EnergyBackground}" BorderBrush="{StaticResource EnergyBlue}" SelectionBackground="{StaticResource EnergyBlue}" SelectionForeground="{StaticResource EnergyWhite}" MinWidth="100"/> <Button Style="{StaticResource EnergyGlassButton}" Grid.Column="3" MinWidth="10" MinHeight="10" Content="Update" Click="OnUpdateUser"/> <Button Style="{StaticResource EnergyGlassButton}" Grid.Column="4" MinWidth="10" MinHeight="10" Content="Remove" Click="OnRemoveUser"/> </Grid> </DataTemplate> </ListBox.ItemTemplate> </ListBox> The template contains 2 buttons. When I click either of them, I'd like to obtain a reference to the exact data-item under the listboxitem. How do I do that? I've tried : User target_user = m_listview.SelectedItem as User; but it turned out that the listview item wasn't selected. Can it be done without actually selecting the listview item? For instance, just click on the "remove" button and have the row disappear? Best regards

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  • Custom Windows Forms Control not exporting functions, not showing in tools list, showing as Text

    - by flavour404
    Hi, I have written a very simple control. C# Visual Studio 2008. Its output should be, and is a dll. I have added a reference to the dll within the project that I intend to use it with. The msdn article about how to write a control states that it should appear in the 'Add reference / projects' list, which it doesn't but I simply navigated to it under the 'browse' tab, went to the /bin folder and added the reference that way. I dragged it over to my toolbox, but it shows up as a 'Text:xhair_tool' and when i try and add it to a form, it won't, so what have I done wrong? It was created as a 'Windows forms control' project. It should export the one method which is 'Target' which return an array, as shown below. using System; using System.Collections.Generic; using System.ComponentModel; using System.Drawing; using System.Data; using System.Text; using System.Windows.Forms; namespace xhair_tool { public partial class xhair : UserControl { public xhair() { InitializeComponent(); } private void xhair_Load(object sender, EventArgs e) { } protected override void OnPaint(PaintEventArgs e) { Graphics g = e.Graphics; Pen pen = new Pen(Color.Black, 1); SolidBrush redBrush = new SolidBrush(Color.Red); g.DrawLine(pen, 8, 0, 8, 7); g.DrawLine(pen, 8, 9, 8, 16); g.DrawLine(pen, 0, 8, 7, 8); g.DrawLine(pen, 9, 8, 16, 8); //ControlPaint.DrawReversibleLine(start, end, backColor) } /// <summary> /// Returns the point at the center of the crosshair /// </summary> /// <returns>int[x,y]</returns> public int[] Target { get { int[] _xy = new int[2]; _xy[0] = this.Left + 8; _xy[1] = this.Top + 8; return _xy; } } } } Thanks, R.

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  • DependencyProperty binding not happening on initial load

    - by Ari Roth
    I'm trying to do something simple -- make a DependencyProperty and then bind to it. However, the getter doesn't appear to fire when I start up the app. (I'm guessing the solution will make me smack my head and go "Doh!", but still. :) ) Any ideas? Code-behind code: public static readonly DependencyProperty PriorityProperty = DependencyProperty.Register("Priority", typeof (Priority), typeof (PriorityControl), null); public Priority Priority { get { return (Priority)GetValue(PriorityProperty); } set { SetValue(PriorityProperty, value); } } Control XAML: <ListBox Background="Transparent" BorderThickness="0" ItemsSource="{Binding Path=Priorities}" Name="PriorityList" SelectedItem="{Binding Path=Priority, Mode=TwoWay}"> <ListBox.ItemTemplate> <DataTemplate> <Grid Height="16" Width="16"> <Border BorderBrush="Black" BorderThickness="2" CornerRadius="3" Visibility="{Binding RelativeSource= {RelativeSource Mode=FindAncestor, AncestorType=ListBoxItem}, Path=IsSelected, Converter={StaticResource boolToVisibilityConverter}}" /> <Border CornerRadius="3" Height="12" Width="12"> <Border.Background> <SolidColorBrush Color="{Binding RelativeSource={RelativeSource Mode=FindAncestor, AncestorType=ListBoxItem}, Path=Content, Converter={StaticResource priorityToColorConverter}}" /> </Border.Background> </Border> </Grid> </DataTemplate> </ListBox.ItemTemplate> <ListBox.ItemsPanel> <ItemsPanelTemplate> <StackPanel Orientation="Horizontal"/> </ItemsPanelTemplate> </ListBox.ItemsPanel> </ListBox> Binding statement: <UI:PriorityControl Grid.Column="8" Priority="{Binding Path=Priority}" VerticalAlignment="Center"/> Some other notes: Binding is in a UserControl UserControl contains the PriorityControl PriorityControl contains the DependencyProperty I've checked that the data the UserControl is getting the appropriate data -- every other binding works. If I change the selection on the PriorityControl via the mouse, everything fires as appropriate. It's just that initial setting of the value that isn't working. Priority is an enum.

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  • How do I redirect a page in php

    - by user225269
    I'm having difficulties in the making the logout code for php to work. When I click on the logout button, it will go back to the home page, but when I click on the back button in the browser. I can still access the previous page, wherein the user must be logged on to access it. So I'm thinking of redirecting to the login page when the user clicks on the back button on the browser. This is my code, in the home page(where in no user is logged in yet. This page is being called by a logout link on the user page. <? session_start(); session_destroy(); ?> <table width="300" border="0" align="center" cellpadding="0" cellspacing="1" bgcolor="#CCCCCC"> <tr> <form name="form1" method="post" action="checklogin.php"> <td> <table width="100%" border="0" cellpadding="3" cellspacing="1" bgcolor="#FFFFFF"> <tr> <td colspan="3"><strong>Member Login </strong></td> </tr> <tr> <td width="78">Username</td> <td width="6">:</td> <td width="294"><input name="myusername" type="text" id="myusername"></td> </tr> <tr> <td>Password</td> <td>:</td> <td><input name="mypassword" type="text" id="mypassword"></td> </tr> <tr> <td>&nbsp;</td> <td>&nbsp;</td> <td><input type="submit" name="Submit" value="Login"></td> </tr> </table> </td> </form> </tr> </table>

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  • Jpanel didn't show rest of it's component

    - by Ali Amiri
    I have jfarame with a button and a JPanel as I named panel, I want after I clicked the button add an inner JPanel to my panel. But this but there is a problem with this! because after adding second panel it didn't add any other panel. my code is: import java.awt.BorderLayout; import java.awt.Dimension; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.swing.AbstractButton; import javax.swing.ImageIcon; import javax.swing.JButton; import javax.swing.JFrame; import javax.swing.JLabel; import javax.swing.JPanel; import java.awt.GridBagLayout; import java.awt.GridBagConstraints; import java.awt.GridLayout; import javax.swing.JTextField; public class DrawImages extends JFrame{ int i; public DrawImages() { JButton btnNewButton = new JButton("New button"); i = 0; getContentPane().add(btnNewButton, BorderLayout.SOUTH); setMinimumSize(new Dimension(1000,150)); final JPanel panel = new JPanel(); panel.setSize(995, 145); getContentPane().add(panel, BorderLayout.CENTER); panel.setLayout(null); final JLabel lblNewLabel = new JLabel("New label"); lblNewLabel.setBounds(0, 0, 46, 14); panel.add(lblNewLabel); btnNewButton.addActionListener(new ActionListener() public void actionPerformed(ActionEvent paramActionEvent) { JPanel panel_1 = new JPanel(); //getContentPane().add(panel_1, BorderLayout.NORTH); panel_1.setLayout(null); JLabel imagelable = new JLabel(new ImageIcon("c:\\good.jpg")); imagelable.setBounds(70, 5, 105, 65); panel_1.add(imagelable); JLabel lblNewLabel_4 = new JLabel("Up Label"); lblNewLabel_4.setBounds(5, 5, 65, 35); panel_1.add(lblNewLabel_4); JLabel lblNewLabel_2 = new JLabel("Down Label"); lblNewLabel_2.setBounds(5, 25, 65, 65); panel_1.add(lblNewLabel_2); lblNewLabel.setText(""+i); panel_1.setBounds(5+170*i, 5, 170+170*i, 70); panel.add(panel_1); i++; } }); panel.setMinimumSize(new Dimension(995,150)); } public static void main(String[]args) { DrawImages drawImages = new DrawImages(); drawImages.setVisible(true); } }

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  • Mapscript queryByPoint return no results

    - by lucian.jp
    I have a dynamically generated mapfile made with c# mapscript that is defined like: MAP EXTENT 5.91828 45.63552 5.92346 45.65051 IMAGECOLOR 192 192 192 IMAGETYPE png SIZE 256 256 STATUS ON TRANSPARENT TRUE UNITS METERS NAME "GMAP_TILE" OUTPUTFORMAT NAME "png" MIMETYPE "image/png" DRIVER "GD/PNG" EXTENSION "png" IMAGEMODE "PC256" TRANSPARENT TRUE END SYMBOL NAME "circle" TYPE ELLIPSE FILLED TRUE POINTS 1 1 END END SYMBOL NAME ">" TYPE TRUETYPE ANTIALIAS TRUE CHARACTER ">" GAP -20 FONT "arial" POSITION CC END PROJECTION "proj=merc" "a=6378137" "b=6378137" "lat_ts=0.0" "lon_0=0.0" "x_0=0.0" "y_0=0" "units=m" "k=1.0" "nadgrids=@null" END LEGEND IMAGECOLOR 255 255 255 KEYSIZE 20 10 KEYSPACING 5 5 LABEL SIZE MEDIUM TYPE BITMAP BUFFER 0 COLOR 0 0 0 FORCE FALSE MINDISTANCE -1 MINFEATURESIZE -1 OFFSET 0 0 PARTIALS TRUE END POSITION LL STATUS OFF END QUERYMAP COLOR 255 255 0 SIZE -1 -1 STATUS ON STYLE HILITE END SCALEBAR ALIGN CENTER COLOR 0 0 0 IMAGECOLOR 255 255 255 INTERVALS 4 LABEL SIZE MEDIUM TYPE BITMAP BUFFER 0 COLOR 0 0 0 FORCE FALSE MINDISTANCE -1 MINFEATURESIZE -1 OFFSET 0 0 PARTIALS TRUE END POSITION LL SIZE 200 3 STATUS OFF STYLE 0 UNITS MILES END WEB IMAGEPATH "" IMAGEURL "" QUERYFORMAT text/html LEGENDFORMAT text/html BROWSEFORMAT text/html END LAYER NAME "Troncons" PROJECTION "proj=longlat" "ellps=WGS84" "datum=WGS84" END STATUS DEFAULT TEMPLATE "nofile.html" TOLERANCE 100 TOLERANCEUNITS METERS TYPE LINE UNITS METERS CLASS NAME "Troncons" STYLE ANGLE 360 COLOR 0 0 255 SIZE 5 SYMBOL "circle" WIDTH 5 END STYLE ANGLE 360 COLOR 0 0 0 SIZE 12 SYMBOL ">" WIDTH 1 END END FEATURE POINTS 5.91828 45.63552 5.91876 45.63611 5.91898 45.6364 5.91936 45.63701 5.91952 45.63731 5.91968 45.63762 5.91993 45.63825 5.92003 45.63856 5.92018 45.63919 5.92028 45.63983 5.92031 45.64014 5.92033 45.64046 5.92034 45.64077 5.92034 45.64108 5.92034 45.64171 5.92035 45.64234 5.92035 45.6428 5.92037 45.6433 5.9204 45.64394 5.92046 45.64458 5.92056 45.64522 5.92062 45.64554 5.92069 45.64586 5.92077 45.64617 5.92097 45.64679 5.92122 45.64739 5.92136 45.64769 5.92169 45.64828 5.92207 45.64886 5.92228 45.64914 5.92272 45.64969 5.92321 45.65023 5.92346 45.65051 END END END END I try to queryByPoint to retreive the index of the shape clciked near. In the code below I made a specific test function with fixed point instead of points passed by parameter so I am sure the point I use is actually part of a feature. In my case I use the first point of the only feature contained in mapfile. public string GetTronconId() { //_map is my dynamically created mapObj if (_map != null) for (int i = 0; i < _map.numlayers; i++) { layerObj layer = _map.getLayer(i); // Code never pass this point if (layer.queryByPoint(_map, new pointObj(5.91898, 45.6364, 0, 0), (int) MS_QUERY_MODE.MS_QUERY_MULTIPLE, 100) == (int) MS_RETURN_VALUE.MS_SUCCESS) { int numresults = layer.getNumResults(); if (numresults != 0) { layer.open(); for (int j = 0; j < numresults; j++) { resultCacheMemberObj resultat = layer.getResult(j); shapeObj shape = null; if (layer.getShape(shape, resultat.tileindex, resultat.shapeindex) == (int) MS_RETURN_VALUE.MS_SUCCESS) return shape.getValue(0); } } } } return null; } I have a dummy TEMPLATE set, I do not eveen have to use the tolerance since the point is derectly in a shape, but the queryByPoint keep returning me MS_FAILURE. From my searches on the web everything seem to be OK. Any idea?

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  • Spacing differences between IE7 and Firefox/Opera/Chrome

    - by user306940
    I have an ongoing issue with the amount of vertical space of unordered lists in IE7 vs. Firefox/Chrome/Opera and I can't seem to find a solution out there. In IE7, the space is less and what I would like to see. In Firefox, Chrome, and Opera, the space between is about twice as much. I can't account for any of the spacing issues in my code or page. On my page, the code looks like this: <!--BEGIN SIDEBOX--> <div id="sidebox_new"> <div id="sidebox_top"><div id="sup">SUPPORT LINKS</div></div> <div id="sidebox_bod"> <br /> <ul> <li><a href="training.aspx">User Training</a></li><br /><br /> <li><a href="faqs.aspx">FAQ</a></li><br /><br /> <li><a href="logonasst.aspx">Logon Assist. Center</a></li><br /><br /> <li><a href="faxus.aspx">Fax Us</a></li><br /><br /> <li><a href="callus.aspx">Call Us</a></li><br /><br /> <li><a href="feedback.aspx">General Feedback</a></li> </ul> </div> <div id="sidebox_btm"></div> </div> <!--END SIDEBOX--> My CSS for this section looks like this: #sidebox_bod { width: 200px; margin: 0 30px 0 0; padding: 0; background: url('../img/supbxbod.gif'); background-repeat:repeat-y; background-position:bottom; } #sidebox_bod ul { list-style-image:url('../triangle.gif'); text-align:left; padding: 0 0 0 30px; margin: 0; } #sidebox_bod ul li a { font-size: 13px; } Any idea what I can do to try to have the vertical spacing the same across all browsers? I would prefer to have the IE7 look to try to fix this. Thanks.

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  • Re-Centering JQuery Tooltips when resizing the window

    - by leeand00
    I have written a function that positions a tooltip just above a textbox. The function takes two arguments: textBoxId - The ID of the textbox above which the tooltip will appear. Example: "#textBoxA" toolTipId - The ID of the tooltip which will appear above the textbox. Example: "#toolTipA" function positionTooltip(textBoxId, toolTipId){ var hoverElementOffsetLeft = $(textBoxId).offset().left; var hoverElementOffsetWidth = $(textBoxId)[0].offsetWidth; var toolTipElementOffsetLeft = $(toolTipId).offset().left; var toolTipElementOffsetWidth = $(toolTipId)[0].offsetWidth; // calcluate the x coordinate of the center of the hover element. var hoverElementCenterX = hoverElementOffsetLeft + (hoverElementOffsetWidth / 2); // calculate half the width of the toolTipElement var toolTipElementHalfWidth = toolTipElementOffsetWidth / 2; var toolTipElementLeft = hoverElementCenterX - toolTipElementHalfWidth; $(toolTipId)[0].style.left = toolTipElementLeft + "px"; var toolTipElementHeight = $(toolTipId)[0].offsetHeight; var hoverElementOffsetTop = $(textBoxId).offset().top; var toolTipYCoord = hoverElementOffsetTop - toolTipElementHeight; toolTipYCoord = toolTipYCoord - 10; $(toolTipId)[0].style.top = toolTipYCoord + "px"; $(toolTipId).hide(); $(textBoxId).hover( function(){ $(toolTipId + ':hidden').fadeIn(); }, function(){ $(toolTipId + ':visible').fadeOut(); } ); $(textBoxId).focus ( function(){ $(toolTipId + ':hidden').fadeIn(); } ); $(textBoxId).blur ( function(){ $(toolTipId+ ':visible').fadeOut(); } ); } The function works fine upon initial page load: However, after the user resizes the window the tooltips move to locations that no longer display above their associated textbox. I've tried writing some code to fix the problem by calling the positionTooltip() function when the window is resized but for some reason the tooltips do not get repositioned as they did when the page loaded: var _resize_timer = null; $(window).resize(function() { if (_resize_timer) {clearTimeout(_resize_timer);} _resize_timer = setTimeout(function(){ positionTooltip('#textBoxA', ('#toolTipA')); }, 1000); }); I'm really at a loss here as to why it doesn't reposition the tooltip correctly as it did when the page was initially loaded after a resize.

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  • e.Row.Tag .ToString

    - by prince23
    hi, Child data grid is not showing the values in the page for the child datagrid I am binding with an list <sdk:DataGrid MinHeight="100" x:Name="contacts" Margin="51,21,88,98" RowDetailsVisibilityChanged="contacts_RowDetailsVisibilityChanged" LoadingRowDetails="contacts_LoadingRowDetails" RowDetailsVisibilityMode="VisibleWhenSelected" MouseLeftButtonUp="contacts_MouseLeftButtonUp" MouseLeftButtonDown="contacts_MouseLeftButtonDown"> <sdk:DataGrid.Columns> <sdk:DataGridTextColumn Binding="{Binding EmployeeID}" Header="ID" /> <sdk:DataGridTextColumn Binding="{Binding EmployeeFName}" Header="Fname" /> <sdk:DataGridTextColumn Binding="{Binding EmployeeLName}" Header="LName" /> <sdk:DataGridTextColumn Binding="{Binding EmployeeMailID}" Header="MailID" /> </sdk:DataGrid.Columns> <sdk:DataGrid.RowDetailsTemplate> <DataTemplate> <sdk:DataGrid x:Name="dgrdRowDetail" Width="200" AutoGenerateColumns="False" HorizontalAlignment="Center" IsReadOnly="True"> <sdk:DataGrid.Columns> <sdk:DataGridTextColumn Header="CompanyName" Binding="{Binding Company name}"/> <sdk:DataGridTextColumn Header="CompanyName" Binding="{Binding EmpID}"/> </sdk:DataGrid.Columns> </sdk:DataGrid> </DataTemplate> </sdk:DataGrid.RowDetailsTemplate> </sdk:DataGrid> I am having 2 grids "contacts" and "dgrdRowDetail" globally i have defined an variable like this:- DataGrid dgrdRowDetail; in the contacts_RowDetailsVisibilityChanged event I have this code if (e.Row.DataContext != null) { string strEmpID = ((SilverlightApplication1.DBServiceEMP.Employee)((e.DetailsElement).DataContext)).EmployeeID; dgrdRowDetail = (DataGrid)e.DetailsElement.FindName("dgrdRowDetail"); // here i am finding the child datgrid control in contacts datagrid // then in dgrdRowDetail i will be binding this grid with new values if (strEmpID != null) { int EmpID = Convert.ToInt32(strEmpID.ToString()); DBServiceEmp.GetEmployeeIDCompleted += new EventHandler<GetEmployeeIDCompletedEventArgs>(DBServiceEmp_GetEmployeeIDCompleted); DBServiceEmp.GetEmployeeIDAsync(EmpID); } } this is my method void DBServiceEmp_GetEmployeeIDCompleted(object sender, GetEmployeeIDCompletedEventArgs e) { // List<Employee> Employes = new List<Employee>(); List<Employee> rows = new List<Employee>(); for (int i = 0; i < e.Result.Count; i++) { rows.Add(e.Result[i]); } dgrdRowDetail.ItemsSource = rows; // here i am binding the child datagrid with new data source } dgrdRowDetail.ItemsSource = rows// what ever rows i am binding to dgrdRowDetail are not shown in the page if i check the rows i am able to see the value ther. but in the child grid it is not reflecting plz plz help me out i am struck thanks in advance prince

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  • CSS3 Hover transition strange behavior

    - by Aleksandar Ivanov
    So I was playing around with transition/hover effects so that's the code. <pre> <code> /* HTML */ section> a href="#" title="button">CLICK!</a> // deleted the lt sign for visibility reasons! a href="#" title="button">CLICK!</a> a href="#" title="button">CLICK!</a> a href="#" title="button">CLICK!</a> /section> /********/ /* CSS */ section{ width: 700px; height: 500px; margin: 250px auto; position: relative; background: #08c; } section a{ border-radius: 51px; background: #e60; line-height: 100px; text-align: center; color: #04e; font-size: 24px; font-weight: bold; font-family: tahoma; text-decoration: none; display: block; width: 100px; height: 100px; } section a:nth-child(1){ position: absolute; top: -100px; left: -100px; -webkit-transition: left 2s ease; } section a:nth-child(2){ position: absolute; top: -100px; right: -100px; -webkit-transition: top 2s ease; } section a:nth-child(3){ position: absolute; bottom: -100px; right: -100px; -webkit-transition: right 2s ease; } section a:nth-child(4){ position: absolute; bottom: -100px; left: -100px; -webkit-transition: bottom 2s ease; } section a:nth-child(1):hover,section a:nth-child(1):focus{ left: 800px; } section a:nth-child(2):hover{ top: 600px; } section a:nth-child(3):hover{ right: 800px; } section a:nth-child(4):hover{ bottom: 600px; } /*******/ </code> </pre> BUT, I stumbled upon a strange thing. When I hover over a link its starts getting to its right position applied by the hover, but at some point (always different) the effect stops and it gets back to its original position! Have anyone seen this and know what is the problem ?

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  • Block element text overflow problem in IE7

    - by Adomas
    I'm making a "sort elements" web game using jQuery, HTML & CSS. While everything works fine in FF, IE8, Opera, Chrome, I'm having problem with IE7 wrapping words inside block elements. Here's how it looks in IE7 (wrong): Link (cannot post images as a new user) In IE8 the box with wrapped text would just expand to fit it whole in one line without any overflows. Sorry, can't give another link as a new user Don't mind the element order as it's random. Elements are dynamically generated by jQuery. HTML code: <div class="ui-sortable" id="area"> <span class="object">: </span> <span class="object">1998- </span> <span class="object">ISSN 1392-4087</span> <span class="object">, </span> <span class="object">. </span> <span class="object">nepriklausomas savaitraštis buhalteriams, finansininkams, auditoriams</span> <span class="object">. </span> <span class="object">. </span> <span class="object">. </span> <span class="object">Vilnius</span> <span class="object">1998- </span> <span class="object"><em>Apskaitos, audito ir mokesciu aktualijos</em></span> </div> CSS code (irrelevant info like fonts & colors removed): #area { min-height: 160px; width: 760px; } .object { display: block; float: left; text-align: center; width: auto; } Any comments on why does IE7 does that? How do I make these spans expand to fit the whole text in one line in IE7 and not wrap the text or make overflows?

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  • IE image map remains clickable behind another div

    - by Ryan Giglio
    I have an Image Map of the United States. When you click on a state, the map fades out and a map of that state appears with an image map of the area codes in the state. In Firefox, Safari, and Chrome, the state map becomes clickable and the United States map becomes unclickable until you close the sate popover. However in Internet Explorer, the United States map remains clickable through the state popover, and I cannot click on any area codes. Here is my javascript: $(document).ready(function() { $("#usMap").html(); $("#usMap").load("/includes/us_map.inc"); }); $('area').live('click', function() { var state = $(this).attr("class"); var statePopover = $("<div id='statePopoverContainer'><a id='popoverCloseButton'>Close State</a><div id='statePopover'></div></div>"); $("#usMap").append(statePopover); $("#usMapImage").fadeTo('slow', 0.2); $("#statePopover").load("/includes/stateMaps/" + state + ".html"); }); $("#popoverCloseButton").live('click', function() { $("#statePopoverContainer").remove(); $("#usMapImage").fadeTo('slow', 1); }); I am loading the map on document ready because if you don't have Javascript, something else appears. And here is the CSS for all things related: div#usMap { width:676px; height:419px; text-align: center; position: relative; background-color:#333333; z-index: 1; } img#usMapImage { z-index: 1; } area { cursor: pointer; } div#statePopoverContainer { width:100%; height:100%; z-index:5; position:absolute; top:0; left:0; } a#popoverCloseButton { position:absolute; right:0; padding-right:5px; padding-top:5px; color:#FFFFFF; cursor:pointer; } You can see this happening at http://dev.crewinyourcode.com/ Login with beta/tester

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  • Binding using ElementName for a control within the Grid\ListView

    - by i2nfo
    Hi I am currently busy with a WPF application that uses a "GridView". There are several template columns one of which is a ComboBox in column 3 named cmbInputControlType. What I would like to do using my Converter class, which I have already created, is binding the visibility of the TextBox(txtFrom) in column 4 to the selected value of the ComboBox(Column 3). Basically if you select a value from the the ComboBox(cmbInputControlType - column 3), it must update teh visibility of the TextBox(txtFrom - column 4) <ListView Height="150" ScrollViewer.HorizontalScrollBarVisibility="Auto" ScrollViewer.VerticalScrollBarVisibility="Auto" Width="435" HorizontalAlignment="Center" Margin="5,0,5,5" Name="lstInput" VerticalAlignment="Top" SelectionMode="Single" HorizontalContentAlignment="Left"> <ListView.Resources> <local:InputControlTypeConverter x:Key="InputConType" /> </ListView.Resources> <ListView.View> <GridView> <!--Column 1--> <GridViewColumn Header="ParameterName" x:Name="lblParameterName" DisplayMemberBinding="{Binding ParameterName}" Width="100" /> <!--Column 2--> <GridViewColumn Header="DisplayName"> <GridViewColumn.CellTemplate> <DataTemplate> <TextBox x:Name="txtDisplayName" Width="150" /> </DataTemplate> </GridViewColumn.CellTemplate> </GridViewColumn> <!--Column 3--> <GridViewColumn Header="ControlType"> <GridViewColumn.CellTemplate> <DataTemplate> <ComboBox x:Name="cmbInputControlType" Width="100" SelectionChanged="cmbInputControlType_SelectionChanged" > <ComboBoxItem Content="TextBox" /> <ComboBoxItem Content="Copy" /> </ComboBox> </DataTemplate> </GridViewColumn.CellTemplate> </GridViewColumn> <!--Column 4--> <GridViewColumn Header="From"> <GridViewColumn.CellTemplate> <DataTemplate> <TextBox x:Name="txtCopyFrom" Width="150" Visibility="{Binding ElementName=cmbInputControlType,Path=SelectedItem, Converter={StaticResource InputConType}}" /> </DataTemplate> </GridViewColumn.CellTemplate> </GridViewColumn> <!--Column 5--> <GridViewColumn Header="To"> <GridViewColumn.CellTemplate> <DataTemplate> <TextBox x:Name="txtCopyTo" Width="150" /> </DataTemplate> </GridViewColumn.CellTemplate> </GridViewColumn> </GridView> </ListView.View> </ListView>

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  • return a line of grid view in ModalPopupExtender

    - by Meysam Javadi
    hi i use ModalPopupExtender from AjaxControlToolkit to show a panel. my panel have something like this: <asp:Panel ID="pnlSearchPlan" runat="server" style="background-color:#ffffdd;border-width:3px;border-style:solid;border-color:Gray;padding:3px;width:400px;"> <asp:ScriptManager ID="ScriptManager1" runat="server"> </asp:ScriptManager> <cc1:ModalPopupExtender ID="UpdatePanel1_ModalPopupExtender" runat="server" TargetControlID="linkToPopup" PopupControlID="pnlSearchPlan" BackgroundCssClass="ModalBackColor" DropShadow="true" OkControlID="tbnSelect" OnOkScript="onOk()" CancelControlID="btnCancel"> </cc1:ModalPopupExtender> <asp:UpdatePanel ID="UpdatePanel1" runat="server"> <ContentTemplate> <table width="100%" dir="rtl"> <tr> <td >owner</td> <td> <asp:TextBox ID="txtCriteria" runat="server" ></asp:TextBox> <asp:Button ID="btnOk" runat="server" Text="ok" onclick="btnOk_Click" /> <asp:Button ID="tbnSelect" runat="server" Text="select" onclick="tbnSelect_Click" /> <asp:Button ID="btnCancel" runat="server" Text="close" /> </td> </tr> <tr> <td colspan="2"> </asp:RadioButtonList> </td> </tr> <tr> <td colspan="2" align="center"> <pcal:CustomGridView ID="gdvPlan" runat="server" CellPadding="4" ForeColor="Black" GridLines="Vertical" BackColor="White" BorderColor="#DEDFDE" BorderStyle="None" BorderWidth="1px"> <RowStyle BackColor="#F7F7DE" /> <FooterStyle BackColor="#CCCC99" /> <PagerStyle BackColor="#F7F7DE" ForeColor="Black" HorizontalAlign="Right" /> <SelectedRowStyle BackColor="#CE5D5A" Font-Bold="True" ForeColor="White" /> <HeaderStyle BackColor="#6B696B" Font-Bold="True" ForeColor="White" /> <AlternatingRowStyle BackColor="White" /> </pcal:CustomGridView> </td> </tr> </table> </ContentTemplate> </asp:UpdatePanel> </asp:Panel> now want return one cell of gridview after ModalPopupExtender is closed, is this possible without postback? is there any way to return value after close?

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  • Help choosing authentication method

    - by Dima
    I need to choose an authentication method for an application installed and integrated in customers environment. There are two types of environments - windows and linux/unix. Application is user based, no web stuff, pure Java. The requirement is to authenticate users which will use my application against customer provided user base. Meaning, customer installs my app, but uses his own users to grant or deny access to my app. Typical, right? I have three options to consider and I need to pick up the one which would be a) the most flexible to cover most common modern environments and b) would take least effort while stay robust and standard. Option (1) - Authenticate locally managing user credentials in some local storage, e.g. file. Customer would then add his users to my application and it will then check the passwords. Simple, clumsy but would work. Customers would have to punch every user they want to grant access to my app using some UI we will have to provide. Lots of work for me, headache to the customer. Option (2) - Use LDAP authentication. Customers would tell my app where to look for users and I will walk their directory resolving names into user names and trying to bind with found password. This is better approach IMO, but more fragile because I will have to walk an unknown directory structure and who knows if this will be permitted everywhere. Would be harder to test since there are many LDAP implementation out there, last thing I want is drowning in this voodoo. Option(3) - Use plain Kerberos authentication. Customers would tell my app what realm (domain) and which KDC (key distribution center) to use. In ideal world these two parameters would be all I need to set while customers could use their own administration tools to configure domain and kdc. My application would simply delegate user credentials to this third party (using JAAS or Spring security) and consider success when third party is happy with them. I personally prefer #3, but not sure what surprises I might face. Would this cover windows and *nix systems entirely? Is there another option to consider?

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  • How do I make my multicast program work between computers on different networks?

    - by George
    I made a little chat applet using multicast. It works fine between computers on the same network, but fails if the computers are on different networks. Why is this? import java.io.*; import java.net.*; import java.awt.*; import java.awt.event.*; import javax.swing.*; public class ClientA extends JApplet implements ActionListener, Runnable { JTextField tf; JTextArea ta; MulticastSocket socket; InetAddress group; String name=""; public void start() { try { socket = new MulticastSocket(7777); group = InetAddress.getByName("233.0.0.1"); socket.joinGroup(group); socket.setTimeToLive(255); Thread th = new Thread(this); th.start(); name =JOptionPane.showInputDialog(null,"Please enter your name.","What is your name?",JOptionPane.PLAIN_MESSAGE); tf.grabFocus(); }catch(Exception e) {e.printStackTrace();} } public void init() { JPanel p = new JPanel(new BorderLayout()); ta = new JTextArea(); ta.setEditable(false); ta.setLineWrap(true); JScrollPane sp = new JScrollPane(ta); p.add(sp,BorderLayout.CENTER); JPanel p2 = new JPanel(); tf = new JTextField(30); tf.addActionListener(this); p2.add(tf); JButton b = new JButton("Send"); b.addActionListener(this); p2.add(b); p.add(p2,BorderLayout.SOUTH); add(p); } public void actionPerformed(ActionEvent ae) { String message = name+":"+tf.getText(); tf.setText(""); tf.grabFocus(); byte[] buf = message.getBytes(); DatagramPacket packet = new DatagramPacket(buf,buf.length, group,7777); try { socket.send(packet); } catch(Exception e) {} } public void run() { while(true) { byte[] buf = new byte[256]; String received = ""; DatagramPacket packet = new DatagramPacket(buf, buf.length); try { socket.receive(packet); received = new String(packet.getData()).trim(); } catch(Exception e) {} ta.append(received +"\n"); ta.setCaretPosition(ta.getDocument().getLength()); } } }

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  • Ajax doesn't trigger a change-event on a webkit based browser

    - by user319464
    I have adapted a Jquery plugin to for-fill my needs to send GET requests to servers as a way of "pinging" them. I've also added some javascript code to add some fancy features like: depending on the changed value in a that the Jquery plugin changes, it changes the Icon accordingly. To make it all work essentially, I made so that when Ajax gets a "complete" event, it forces a "onChange" event to the span, triggering the javascript validation function to change the status icons. Here is the code of my slightly modified jQuery Plugin: /** * ping for jQuery * * Adapted by Carroarmato0 (to actually work instead of randomly "pinging" nowhere instead of faking * * @auth Jessica * @link http://www.skiyo.cn/demo/jquery.ping/ * */ (function($) { $.fn.ping = function(options) { var opts = $.extend({}, $.fn.ping.defaults, options); return this.each(function() { var ping, requestTime, responseTime ; var target = $(this); var server = target.html(); target.html('<img src="img/loading.gif" alt="loading" />'); function ping() { $.ajax({url: 'http://' + server, type: 'GET', dataType: 'html', timeout: 30000, beforeSend : function() { requestTime = new Date().getTime(); }, complete : function() { responseTime = new Date().getTime(); ping = Math.abs(requestTime - responseTime); if (ping > 2000) { target.text('niet bereikbaar'); } else { target.text(ping + opts.unit); } target.change(); } }); } ping(); opts.interval != 0 && setInterval(ping,opts.interval * 1000); }); }; $.fn.ping.defaults = { interval: 3, unit: 'ms' }; })(jQuery); target.change(); is the code that triggers the "onchange" event in the span: echo " <td class=\"center\"><span id=\"ping$pingNb\" onChange=\"checkServerIcon(this)\" >" .$server['IP'] . "</span></td>"; In Firefox this works, checkServerIcon(this) gets executed and passes the span object to the function. function checkServerIcon(object) { var delayText = object.innerHTML; var delay = delayText.substring(0, delayText.length - 2); if ( isInteger(delay) ) { object.parentNode.previousSibling.parentNode.getElementsByTagName('img')[0].src = 'img/servers/enable_server.png'; } else { if (delay == "bezig.") { object.parentNode.previousSibling.parentNode.getElementsByTagName('img')[0].src = 'img/servers/search_server.png'; } else { object.parentNode.previousSibling.parentNode.getElementsByTagName('img')[0].src = 'img/servers/desable_server.png'; } } } My guess would be that there's something different in WebKit browsers in the way object.parentNode.previousSibling.parentNode. .... works...

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  • Why is my UIImageView blurred?

    - by Denis M
    I have a really weird problem with UIImageView. I have an image (an RGB png) 45x45 pixels which I add to the view. I can see that image is blurred after added to the view. Here is the same image in the simulator (left) and in Xcode (right): I have custom UIImageView class with this initWithImage code: - (id) initWithImage:(UIImage*) image { self = [super initWithImage:image]; self.frame = CGRectMake(0, 0, 45, 45); self.contentMode = UIViewContentModeScaleAspectFit; self.quantity = 1; if (self) { self.label = [[UITextField alloc]initWithFrame:CGRectMake(0,40,45,25)]; self.label.font = [UIFont systemFontOfSize:16]; self.label.borderStyle = UITextBorderStyleNone; self.label.enabled = TRUE; self.label.userInteractionEnabled = TRUE; self.label.delegate = self; self.label.keyboardType = UIKeyboardTypeNumbersAndPunctuation; self.label.textAlignment = UITextAlignmentCenter; } self.userInteractionEnabled = TRUE; // Prepare 3 buttons: count up, count down, and delete self.deleteButton = [UIButton buttonWithType:UIButtonTypeRoundedRect]; self.deleteButton.hidden = NO; self.deleteButton.userInteractionEnabled = YES; self.deleteButton.titleLabel.font = [UIFont systemFontOfSize:20]; self.deleteButton.titleLabel.textColor = [UIColor redColor]; [self.deleteButton setTitle:@"X" forState:UIControlStateNormal]; [self.deleteButton addTarget:self action:@selector(deleteIcon:) forControlEvents:UIControlEventTouchUpInside]; self.upCountButton = [UIButton buttonWithType:UIButtonTypeRoundedRect]; self.upCountButton.hidden = NO; self.upCountButton.userInteractionEnabled = YES; [self.upCountButton setTitle:@"+" forState:UIControlStateNormal]; [self.upCountButton addTarget:self action:@selector(addQuantity:) forControlEvents:UIControlEventTouchUpInside]; self.downCountButton = [UIButton buttonWithType:UIButtonTypeRoundedRect]; self.downCountButton.hidden = YES; self.downCountButton.userInteractionEnabled = YES; [self.downCountButton setTitle:@"-" forState:UIControlStateNormal]; [self.downCountButton addTarget:self action:@selector(removeQuantity:) forControlEvents:UIControlEventTouchUpInside]; return self; } I create it like this: UIImage *desertIcon = [UIImage imageNamed:@"desert.png"]; IconObj *desertIconView = [[IconObj alloc] initWithImage:desertIcon]; desertIconView.center = CGPointMake(265,VERTICAL_POINT_ICON); desertIconView.type = [IconObj TYPE_DESERT]; [self.view addSubview:desertIconView]; [desertIconView release]; Why would the displayed image be so than the one stored in a file?

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  • <li> titles and descriptions align across top

    - by AMC
    Not quite sure how to go about describing what it is I'm trying to achieve, so I have some screenshots.. Basically, I'd like the <h2>s all have their top edges align, as well as the <p>'s. What I currently have: What I would like to have: index.html <div id="services"> <p><span>Services</span></p> <ul> <li><h2>Identity and Logo Design</h2><p>Nulla et diam risus. Praesent vestibulum augue non purus tincidunt placerat. Sed in orci leo. Duis dignissim nibh vitae lacus placerat et posuere</p></li> <li><h2>Branding</h2><p>Nulla et diam risus. Praesent vestibulum augue non purus tincidunt placerat. Sed in orci leo. Duis dignissim nibh vitae lacus placerat et posuere</p></li> <li><h2>Web Design and Development</h2><p>Nulla et diam risus. Praesent vestibulum augue non purus tincidunt placerat. Sed in orci leo. Duis dignissim nibh vitae lacus placerat et posuere</p></li> <li><h2>Social Media</h2><p>Nulla et diam risus. Praesent vestibulum augue non purus tincidunt placerat. Sed in orci leo. Duis dignissim nibh vitae lacus placerat et posuere</p></li> </ul> <div class="next"> <a href="#"><img src="img/next.png" alt="Click for more information" /></a> </div><!-- end next --> </div><!-- end services --> style.css #services { border-top: 1px solid #202020; padding-bottom: 60px; padding-top: 40px; } #services p span { font-family: nevis-webfont; font-size: 112.5%; font-weight: normal; letter-spacing: 1px; text-transform: uppercase; } #services ul li { display: inline-block; padding-left: 100px; width: 160px; } #services ul li:first-child { padding-left: 0px; } #services ul li h2 { padding-top: 20px; text-align: center; } #services .next { float: right }

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  • Resize image while rotating image in android

    - by dhams
    Hi every one ,,m working with android project in which i want to rotate image along with touch to some fix pivot point ,,,i have completed all the things but i have facing one problem ,,,while m trying to rotate image the image bitmap is resize....i dont have any idea why it occur ....if somebody have den please give me idea to come over this problem.... my code is below ..... package com.demo.rotation; import android.app.Activity; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Matrix; import android.os.Bundle; import android.util.Log; import android.view.MotionEvent; import android.view.View; import android.view.View.OnTouchListener; import android.widget.ImageView; import android.widget.ImageView.ScaleType; public class temp extends Activity{ ImageView img1; float startX; float startX2 ; Bitmap source; Bitmap bitmap1 = null; double r; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); img1 = (ImageView) findViewById(R.id.img1); img1.setOnTouchListener(img1TouchListener); bitmap1 = BitmapFactory.decodeResource(getResources(), R.drawable.orsl_circle_transparent); } private OnTouchListener img1TouchListener = new OnTouchListener() { @Override public boolean onTouch(View v, MotionEvent event) { switch (event.getAction()) { case MotionEvent.ACTION_MOVE: Log.d("MOVE", "1"); if(source!=null) r = Math.atan2(event.getX() - source.getWidth(), (source.getHeight() / 2) - event.getY()); Log.i("startX" + event.getX(), "startY" + event.getY()); rotate(r,bitmap1, img1); img1.setScaleType(ScaleType.CENTER); break; case MotionEvent.ACTION_DOWN: break; case MotionEvent.ACTION_UP: break; default : break; } return true; } }; private void rotate(double r , Bitmap currentBitmap ,ImageView imageView ) { int rotation = (int) Math.toDegrees(r); Matrix matrix = new Matrix(); matrix.setRotate(rotation, currentBitmap.getWidth()/2, currentBitmap.getHeight()/2); source = Bitmap.createBitmap(currentBitmap, 0, 0, currentBitmap.getWidth(), currentBitmap.getHeight(), matrix, false); imageView.setImageBitmap(source); Log.i("HIGHT OF CURRENT BITMAP", ""+source.getHeight()); } }

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  • How to extract the word and line wrapping information from JTextArea for text with given font

    - by Gábor Lipták
    I have to convert styled text to wrapped simple text (for SVG word wrapping). I cannot beleive that the word wrapping information (how many lines are there, where are the line breaks) cannot be extracted from the JTextArea. So I created a small frame program: package bla; import java.awt.BorderLayout; import java.awt.Color; import java.awt.Font; import java.awt.Frame; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.util.ArrayList; import java.util.List; import javax.swing.JTextArea; public class Example1 extends WindowAdapter { private static String content = "01234567890123456789\n" + "0123456 0123456 01234567 01234567"; JTextArea text; public Example1() { Frame f = new Frame("TextArea Example"); f.setLayout(new BorderLayout()); Font font = new Font("Serif", Font.ITALIC, 20); text = new JTextArea(); text.setFont(font); text.setForeground(Color.blue); text.setLineWrap(true); text.setWrapStyleWord(true); f.add(text, BorderLayout.CENTER); text.setText(content); // Listen for the user to click the frame's close box f.addWindowListener(this); f.setSize(100, 511); f.show(); } public static List<String> getLines( JTextArea text ) { //WHAT SHOULD I WRITE HERE return new ArrayList<String>(); } public void windowClosing(WindowEvent evt) { List<String> lines = getLines(text); System.out.println( "Number of lines:" + lines.size()); for (String line : lines) { System.out.println( line ); } System.exit(0); } public static void main(String[] args) { Example1 instance = new Example1(); } } If you run it you will see this: And what I expect as output: Number of lines:6 0123456789 0123456789 0123456 0123456 01234567 01234567 What should I write in place of the comment?

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