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  • How do I use accepts_nested_attributes_for?

    - by Angela
    Editing my question for conciseness and to update what I've done: How do I model having multiple Addresses for a Company and assign a single Address to a Contact, and be able to assign them when creating or editing a Contact? I want to use nested attributes to be able to add an address at the time of creating a new contact. That address exists as its own model because I may want the option to drop-down from existing addresses rather than entering from scratch. I can't seem to get it to work. I get a undefined method `build' for nil:NilClass error Here is my model for Contacts: class Contact < ActiveRecord::Base attr_accessible :first_name, :last_name, :title, :phone, :fax, :email, :company, :date_entered, :campaign_id, :company_name, :address_id, :address_attributes belongs_to :company belongs_to :address accepts_nested_attributes_for :address end Here is my model for Address: class Address < ActiveRecord::Base attr_accessible :street1, :street2, :city, :state, :zip has_many :contacts end I would like, when creating an new contact, access all the Addresses that belong to the other Contacts that belong to the Company. So here is how I represent Company: class Company < ActiveRecord::Base attr_accessible :name, :phone, :addresses has_many :contacts has_many :addresses, :through => :contacts end Here is how I am trying to create a field in the View for _form for Contact so that, when someone creates a new Contact, they pass the address to the Address model and associate that address to the Contact: <% f.fields_for :address, @contact.address do |builder| %> <p> <%= builder.label :street1, "Street 1" %> </br> <%= builder.text_field :street1 %> <p> <% end %> When I try to Edit, the field for Street 1 is blank. And I don't know how to display the value from show.html.erb. At the bottom is my error console -- can't seem to create values in the address table: My Contacts controller is as follows: def new @contact = Contact.new @contact.address.build # Iundefined method `build' for nil:NilClass @contact.date_entered = Date.today @campaigns = Campaign.find(:all, :order => "name") if params[:campaign_id].blank? else @campaign = Campaign.find(params[:campaign_id]) @contact.campaign_id = @campaign.id end if params[:company_id].blank? else @company = Company.find(params[:company_id]) @contact.company_name = @company.name end end def create @contact = Contact.new(params[:contact]) if @contact.save flash[:notice] = "Successfully created contact." redirect_to @contact else render :action => 'new' end end def edit @contact = Contact.find(params[:id]) @campaigns = Campaign.find(:all, :order => "name") end Here is a snippet of my error console: I am POSTING the attribute, but it is not CREATING in the Address table.... Processing ContactsController#create (for 127.0.0.1 at 2010-05-12 21:16:17) [POST] Parameters: {"commit"="Submit", "authenticity_token"="d8/gx0zy0Vgg6ghfcbAYL0YtGjYIUC2b1aG+dDKjuSs=", "contact"={"company_name"="Allyforce", "title"="", "campaign_id"="2", "address_attributes"={"street1"="abc"}, "fax"="", "phone"="", "last_name"="", "date_entered"="2010-05-12", "email"="", "first_name"="abc"}} Company Load (0.0ms)[0m [0mSELECT * FROM "companies" WHERE ("companies"."name" = 'Allyforce') LIMIT 1[0m Address Create (16.0ms)[0m [0;1mINSERT INTO "addresses" ("city", "zip", "created_at", "street1", "updated_at", "street2", "state") VALUES(NULL, NULL, '2010-05-13 04:16:18', NULL, '2010-05-13 04:16:18', NULL, NULL)[0m Contact Create (0.0ms)[0m [0mINSERT INTO "contacts" ("company", "created_at", "title", "updated_at", "campaign_id", "address_id", "last_name", "phone", "fax", "company_id", "date_entered", "first_name", "email") VALUES(NULL, '2010-05-13 04:16:18', '', '2010-05-13 04:16:18', 2, 2, '', '', '', 5, '2010-05-12', 'abc', '')[0m

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  • How do I add two alternating UITableViews to an existing UINavigationController view?

    - by Ron Flax
    I'm new to iPhone development and I am writing an iPhone app that needs two different table views, which are selectable using a button bar or tab bar. These table views are both the same size, but only cover about two thirds of the screen from the bottom up. The top portion of the screen remains the same when either of these tables is displayed. I'd also like to animate (flip) these views when the user selects one or the other. The view that these two tables will be displayed on is the detail view of my app where the user has already selected an item from the primary screen's table. I'm using a UINavigationController to manage the primary and detail views and I have this working. I also have the first of these two detail tables working as part of my detail view, but I think it makes more sense to isolate the code for these two tables and not duplicate all of the code for the part of the detail view that doesn't change. I don't really care how these two table views are created (either in code or via IB). I've tried several things and I can't seem to figure it out. Any help or ideas (with sample code) would be greatly appreciated!

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  • How to exit current activity to homescreen (without using "Home" button)?

    - by steff
    Hi everyone, I am sure this will have been answered but I proved unable to find it. So please excuse my redundancy. What I am trying to do is emulating the "Home" button which takes one back to Android's homescreen. So here is what causes me problems: I have 3 launcher activities. The first one (which is connected to the homescreen icon) is just a (password protected) configuration activity. It will not be used by the user (just admin) One of the other 2 (both accessed via an app widget) is a questionnaire app. I'm allowing to jump back between questions via the Back button or a GUI back button as well. When the questionnaire is finished I sum up the answers given and provide a "Finish" button which should take the user back to the home screen. For the questionnaire app I use a single activity (called ItemActivity) which calls itself (is that recursion as well when using intents?) to jump from one question to another: Questionnaire.serializeToXML(); Intent i = new Intent().setClass(c, ItemActivity.class); if(Questionnaire.instance.getCurrentItemNo() == Questionnaire.instance.getAmountOfItems()) { Questionnaire.instance.setCompleted(true); } else Questionnaire.instance.nextItem(); startActivity(i); The final screen shows something like "Thank you for participating" as well as the formerly described button which should take one back to the homescreen. But I don't really get how to exit the Activity properly. I've e.g. used this.finish(); but this strangely brings up the "Thank you" screen again. So how can I just exit by jumping back to the homescreen?? Sorry for the inconvinience. Regards, Steff

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  • Fulfilling strange requirements with CSS (kind of simulating frames)

    - by Bernhard V
    Hi! I'm struggling to find a way to code a site according to our strange requirements. The site should be displayed correctly in all browsers from IE6 to Opera. The website is structured in three parts. It contains a header at the top, a navigation on the left an the rest of the screen should be filled with the content section. The following picture should help you better understand my description. Here comes the kicker: Each of the three sections should be scrollable separately and no browser scrollbar should appear. The page should be displayed similar as if it would use frames. Of course, on a big enough screen, no scroll bars should appear. It doesn't matter which way is used to display the site, although frames aren't an option an divs would be preferred. There are two conditions: The site should always fill the whole browser screen. The header and the content section should reach to the right border of the page, and the navigation as well as the content to the bottom. As soon as the site is scaled down -- whether due to resizing the browser window or due to a smaller resolution -- a scrollbar for every single section should appear, but no "browser scrollbar" for the whole page. The header should always retain it's height and the navigation always it's width. Do you know a way how all this can be achieved? Yours Bernhard

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  • Can I get the original page source (vs current DOM) with phantomjs/casperjs?

    - by supercoco
    I am trying to get the original source for a particular web page. The page executes some scripts that modify the DOM as soon as it loads. I would like to get the source before any script or user changes any object in the document. With Chrome or Firefox (and probably most browsers) I can either look at the DOM (debug utility F12) or look at the original source (right-click, view source). The latter is what I want to accomplish. Is it possible to do this with phantomjs/casperjs? Before getting to the page I have to log in. This is working fine with casperjs. If I browse to the page and render the results I know I am on the right page. casper.thenOpen('http://'+customUrl, function(response) { this.page.render('example.png'); // *** Renders correct page (current DOM) *** console.log(this.page.content); // *** Gets current DOM *** casper.download('view-source:'+customUrl, 'b.html', 'GET'); // *** Blank page *** console.log(this.getHTML()); // *** Gets current DOM *** this.debugPage(); // *** Gets current DOM *** utils.dump(response); // *** No BODY *** casper.download('http://'+customUrl, 'a.html', 'GET'); // *** Not logged in ?! *** }); I've tried this.download(url, 'a.html') but it doesn't seem to share the same context since it returns HTML as if I was not logged in, even if I run with cookies casperjs test.casper.js --cookies-file=cookies.txt. I believe I should keep analyzing this option. I have also tried casper.open('view-source:url') instead of casper.open('http://url') but it seems it doesn't recognize the url since I just get a blank page. I have looked at the raw HTTP Response I get from the server with a utility I have and the body of this message (which is HTML) is what I need but when the page loads in the browser the DOM has already been modified. I tried: casper.thenOpen('http://'+url, function(response) { ... } But the response object only contains the headers and some other information but not the body. ¿Any ideas? Here is the full code: phantom.casperTest = true; phantom.cookiesEnabled = true; var utils = require('utils'); var casper = require('casper').create({ clientScripts: [], pageSettings: { loadImages: false, loadPlugins: false, javascriptEnabled: true, webSecurityEnabled: false }, logLevel: "error", verbose: true }); casper.userAgent('Mozilla/5.0 (Macintosh; Intel Mac OS X)'); casper.start('http://www.xxxxxxx.xxx/login'); casper.waitForSelector('input#login', function() { this.evaluate(function(customLogin, customPassword) { document.getElementById("login").value = customLogin; document.getElementById("password").value = customPassword; document.getElementById("button").click(); }, { "customLogin": customLogin, "customPassword": customPassword }); }, function() { console.log('Can't login.'); }, 15000 ); casper.waitForSelector('div#home', function() { console.log('Login successfull.'); }, function() { console.log('Login failed.'); }, 15000 ); casper.thenOpen('http://'+customUrl, function(response) { this.page.render('example.png'); // *** Renders correct page (current DOM) *** console.log(this.page.content); // *** Gets current DOM *** casper.download('view-source:'+customUrl, 'b.html', 'GET'); // *** Blank page *** console.log(this.getHTML()); // *** Gets current DOM *** this.debugPage(); // *** Gets current DOM *** utils.dump(response); // *** No BODY *** casper.download('http://'+customUrl, 'a.html', 'GET'); // *** Not logged in ?! *** });

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  • deactivate ' pin to start ' on Application List page when pinning an app via code using C#?

    - by Ahmed Ali
    i'm creating a windows phone app ,where i've put a button to pin the app to start screen , but when press and hold the app icon on application list screen i find that the pin to start option can be used ShellTile TileToFind = ShellTile.ActiveTiles.FirstOrDefault(x => x.NavigationUri.ToString().Contains("MainPage.xaml")); // Create the Tile if we didn't find that it already exists. if (TileToFind == null) { // Create the Tile object and set some initial properties for the Tile. // The Count value of 12 shows the number 12 on the front of the Tile. Valid values are 1-99. // A Count value of 0 indicates that the Count should not be displayed. StandardTileData NewTileData = new StandardTileData { BackgroundImage = new Uri("300.png", UriKind.Relative), Title = "apptitle", BackTitle = "title", BackContent = "testing ", BackBackgroundImage = null }; // Create the Tile and pin it to Start. This will cause a navigation to Start and a deactivation of our app. ShellTile.Create(new Uri("/MainPage.xaml", UriKind.Relative), NewTileData); } else { MessageBox.Show("Already Pinned"); } how can i disable the user from pinning the application again from application list screen

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  • Calling subactivity from subactivity

    - by yogsma
    I have three activities in my android app. First activity is main application screen which gives option to open second screen containing second activity. But when I click on the button on second activity which was supposed to open third activity screen, I get "Application has stopped unexpectedly" error. <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="org.anddev.android.SampleApp" android:versionCode="1" android:versionName="1.0"> <application android:icon="@drawable/icon" android:label="@string/app_name"> <activity android:name=".FirstActivity" android:label="@string/app_name"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <activity android:name=".SecondActivity" android:label="@string/app_name" > </activity> <activity android:name=".ThirdActivity" android:label="@string/app_name" > </activity> </application>

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  • How to know why an animation stutters?

    - by Patrick Klug
    I have a few fairly simple animations (moving text around, moving ellipses etc.) and running in full screen (1920x1080 minus the task bar) the WPF Performance Suite reports a good framerate around 50 FPS throughout the animation. Dirty Rect Addition is somewhere around 300 rect/s, the SW frames are between 0 and 4 and the HW frames are between 3 and 5. Video memory usage is around 80 MB. Problem is that the animations stutters every other half second. My machine is a new Dell laptop XPS 15 with the GeForce GT 435 with 2GB memory. - The drivers are up to date. (The same behavior occurs on my netbook (in full screen) as well so I don't think it is hardware related.) If I make the window smaller the stutter goes away. The stutter occurs with the simplest of animations - even with just a couple of elements but adding more elements certainly makes it more noticeable. How can I find out what causes this stutter? When I think of it, I have not actually seen any WPF animations which run smoothly in full screen. Is this even possible?

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  • How to deserialize implementation classes in OSGi

    - by Daniel Schneller
    In an eRCP OSGi based application the user can push a button and go to a lock screen similar to that of Windows or Mac OS X. When this happens, the current state of the application is serialized to a file and control is handed over to the lock screen. In this mobile application memory is very tight, so we need to get rid of the original view/controller when the lock screen comes up. This works fine and we end up with a binary serialized file. Once the user logs back in, the file is read in again and the original state of the application restored. This works fine as well, except when the controller that was serialized contained a reference to an object which comes from a different bundle. In my concrete case the original controller (from bundle A) can call a web service and gets a result back. Nothing fancy, just some Strings and Numbers in a simple value holder class. However the controller only sees this as a Result interface; the actual runtime object (ResultImpl) is defined and created in a different bundle (bundle B, the webservice client implementation) and returned via a service call. When the deserialization now tries to thaw the controller from the file, it throws a ClassNotFound exception, complaining about not being able to deserialize the result object, because deserialization is called from bundle A, which cannot see the ResultImpl class from bundle B. Any ideas on how to work around that? The only thing I could come up with is to clone all the individual values into another object, defined in the controller's bundle, but this seems like quite a hassle.

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  • Setting acquired location to a text view: How to maintain?

    - by Mark
    Hi, I have built an app for the Motorola Droid which should automatically update a server with the phone's location. After the user performs a particular task on the main activity screen, an alarm is set to update the user's location periodically, using a service. The alarm is explicitly stopped when the user completes another task. Thing is, I have set up a location manager within the main activity's onCreate() method which is supposed to place the first acquired lat/long into two textview fields. Even though the manifest is set up for acquiring coarse and fine coords and I'm using requestLocationUpdates (String provider, long minTime, float minDistance, LocationListener listener), with minTime and minDistance set to zero, I'm not seeing the coords coming up on the screen. With that, I'm not recording any locations on the server. When I seed the textviews with sample coords, they are being recorded fine on the server. I am not at a computer that can run the IDE, so don't currently have the code, but am desperate for some help on this. One other thing is that the main activity screen calls a photography app before the user manually clicks "send data". I'm suspicious that I may need to override the main activity's onResume() method to do this location acquisition. Please help, thanks. Mark.

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  • Strange issue with fixed form border styles in Vista

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

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  • Cocos2d - smooth sprite movement in tile map RPG

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

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

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

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

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

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  • Rails: (Devise) Two different methods for new users?

    - by neezer
    I have a Rails 3 app with authentication setup using Devise with the registerable module enabled. I want to have new users who sign up using our outside register form to use the full Devise registerable module, which is happening now. However, I also want the admin user to be able to create new users directly, bypassing (I think) Devise's registerable module. With registerable disabled, my standard UsersController works as I want it to for the admin user, just like any other Rail scaffold. However, now new users can't register on their own. With registerable enabled, my standard UsersController is never called for the new user action (calling Devise::RegistrationsController instead), and my CRUD actions don't seem to work at all (I get dumped back onto my root page with no new user created and no flash message). Here's the log from the request: Started POST "/users" for 127.0.0.1 at 2010-12-20 11:49:31 -0500 Processing by Devise::RegistrationsController#create as HTML Parameters: {"utf8"=>"?", "authenticity_token"=>"18697r4syNNWHfMTkDCwcDYphjos+68rPFsaYKVjo8Y=", "user"=>{"email"=>"[email protected]", "password"=>"[FILTERED]", "password_confirmation"=>"[FILTERED]", "role"=>"manager"}, "commit"=>"Create User"} SQL (0.9ms) ... User Load (0.6ms) SELECT "users".* FROM "users" WHERE ("users"."id" = 2) LIMIT 1 SQL (0.9ms) ... Redirected to http://test-app.local/ Completed 302 Found in 192ms ... but I am able to register new users through the outside form. How can I get both of these methods to work together, such that my admin user can manually create new users and guest users can register on their own? I have my Users controller setup for standard CRUD: class UsersController < ApplicationController load_and_authorize_resource def index @users = User.where("id NOT IN (?)", current_user.id) # don't display the current user in the users list; go to account management to edit current user details end def new @user = User.new end def create @user = User.new(params[:user]) if @user.save flash[:notice] = "#{ @user.email } created." redirect_to users_path else render :action => 'new' end end def edit end def update params[:user].delete(:password) if params[:user][:password].blank? params[:user].delete(:password_confirmation) if params[:user][:password].blank? and params[:user][:password_confirmation].blank? if @user.update_attributes(params[:user]) flash[:notice] = "Successfully updated User." redirect_to users_path else render :action => 'edit' end end def delete end def destroy redirect_to users_path and return if params[:cancel] if @user.destroy flash[:notice] = "#{ @user.email } deleted." redirect_to users_path end end end And my routes setup as follows: TestApp::Application.routes.draw do devise_for :users devise_scope :user do get "/login", :to => "devise/sessions#new", :as => :new_user_session get "/logout", :to => "devise/sessions#destroy", :as => :destroy_user_session end resources :users do get :delete, :on => :member end authenticate :user do root :to => "application#index" end root :to => "devise/session#new" end

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

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

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  • function not printing out anything

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

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

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

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

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

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

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

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

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

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  • Problem inserting Pygames on a wxPython panel using Boa Constructor

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

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  • AsyncTask never finishes when other tasks are running

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

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

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

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

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

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