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  • Autoconf (newbie) -- building with static library

    - by EB
    I am trying to migrate from manual build to autoconf, which is working very nicely so far. But I have one static library that I can't figure out how to integrate. That library will NOT be located in the usual library locations - the location of the binary (.a file) and header (.h file) will be given as a configure argument. (Notably, even if I move the .a file to /usr/lib or anywhere else I can think of, it still won't work.) Manual compilation is working with these: gcc ... -I/path/to/header/file/directory /full/path/to/the/.a/file/itself (Uh, I actually don't understand why the .a file is referenced directly, not with -L or anything. Yes, I have a half-baked understanding of building C programs.) I can use the configure argument to successfully find the header (.h file) using AC_CHECK_HEADER. Inside the AC_CHECK_HEADER I then add the location to CPFLAGS and the #include of the header file in the actual C code picks it up nicely. Given a configure argument that has been put into $location and the name of the needed files are myprog.h and myprog.a (which are both in the same directory), here is what works so far: AC_CHECK_HEADER([$location/myprog.h], [AC_DEFINE([HAVE_MYPROG_H], [1], [found myprog.h]) CFLAGS="$CFLAGS -I$location"]) Where I run into difficulties is getting the binary (.a file) linked in. No matter what I try, I always get an error about undefined references to the function calls for that library. I'm pretty sure it's a linkage issue, because I can fuss with the C code and make an intentional error in the function calls to that library which produces earlier errors that indicate that the function prototypes have been loaded and used to compile. I tried adding the location that contains the .a file to LDFLAGS and then doing a AC_CHECK_LIB but it is not found. Maybe my syntax is wrong, or maybe I'm missing something more fundamental, which would not be surprising since I'm a newbie and don't really know what I'm doing. Here is what I have tried: AC_CHECK_HEADER([$location/myprog.h], [AC_DEFINE([HAVE_MYPROG_H], [1], [found myprog.h]) CFLAGS="$CFLAGS -I$location"; LDFLAGS="$LDFLAGS -L$location"; AC_CHECK_LIB(myprog)]) No dice. AC_CHECK_LIB is looking for -lmyprog I guess (or libmyprog?) so I'm not sure if that's a problem, so I tried this, too (omit AC_CHECK_LIB and include the .a directly in LDFLAGS), without luck: AC_CHECK_HEADER([$location/myprog.h], [AC_DEFINE([HAVE_MYPROG_H], [1], [found myprog.h]) CFLAGS="$CFLAGS -I$location"; LDFLAGS="$LDFLAGS -L$location/myprog.a"]) To emulate the manual compilation, I tried removing the -L but that doesn't help: AC_CHECK_HEADER([$location/myprog.h], [AC_DEFINE([HAVE_MYPROG_H], [1], [found myprog.h]) CFLAGS="$CFLAGS -I$location"; LDFLAGS="$LDFLAGS $location/myprog.a"]) I tried other combinations and permutations, but I think I might be missing something more fundamental....

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  • XML to be validated against multiple xsd schemas

    - by Michael Rusch
    I'm writing the xsd and the code to validate, so I have great control here. I would like to have an upload facility that adds stuff to my application based on an xml file. One part of the xml file should be validated against different schemas based on one of the values in the other part of it. Here's an example to illustrate: <foo> <name>Harold</name> <bar>Alpha</bar> <baz>Mercury</baz> <!-- ... more general info that applies to all foos ... --> <bar-config> <!-- the content here is specific to the bar named "Alpha" --> </bar-config> <baz-config> <!-- the content here is specific to the baz named "Mercury" --> </baz> </foo> In this case, there is some controlled vocabulary for the content of <bar>, and I can handle that part just fine. Then, based on the bar value, the appropriate xml schema should be used to validate the content of bar-config. Similarly for baz and baz-config. The code doing the parsing/validation is written in Java. Not sure how language-dependent the solution will be. Ideally, the solution would permit the xml author to declare the appropriate schema locations and what-not so that s/he could get the xml validated on the fly in a sufficiently smart editor. Also, the possible values for <bar> and <baz> are orthogonal, so I don't want to do this by extension for every possible bar/baz combo. What I mean is, if there are 24 possible bar values/schemas and 8 possible baz values/schemas, I want to be able to write 1 + 24 + 8 = 33 total schemas, instead of 1 * 24 * 8 = 192 total schemas. Also, I'd prefer to NOT break out the bar-config and baz-config into separate xml files if possible. I realize that might make all the problems much easier, as each xml file would have a single schema, but I'm trying to see if there is a good single-xml-file solution.

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  • Dynamic Overlays slowing down Google Maps (Android 2.1) on Nexus One

    - by Soumya Simanta
    Hi, I'm trying to create a dynamic ItemizedOverylay (please see the code below) on Google Maps (Android 2.1) on a Nexus One. In my Activity (that extends MapActivity) I'm creating a data thread that is receiving data from the network. A 'handler' is used to communicate the data from the receiving thread to map activity. This data contains the locations (lat, lon) of the markers that I want to overlay on my map. The location of each marker is dynamic (i.e., it changes every time I receive new data from the network.) refreshItems(ArrayList<OverlayItem> newItems) method in invoked inside the handleMessage() of the handler. There are around 11 markers in the ArrayList that is passed to refreshItems I can see the markers overlayed on the map. However, I've two issues: The old markers are not removed from the map. After a while I see a trail of markers. The map doesn't respond to any touch commands. I cannot move the map or zoom in or zoom out. After a while I see a system warning that my app is not responding message. Any idea what's wrong here ? Thanks. public class MyItemizedOverlay extends ItemizedOverlay { private ArrayList<OverlayItem> overlayItems; public CoTItemizedOverlay(Drawable defaultMarker) { super(boundCenter(defaultMarker)); overlayItems = new ArrayList<OverlayItem>(); populate(); } public void addNewItem(GeoPoint location, String markerText, String snippet) { overlayItems.add(new OverlayItem(location, markerText, snippet)); populate(); } public void removeItem(int index) { overlayItems.remove(index); populate(); } public void refreshItems(ArrayList<OverlayItem> newItems) { // remove all existing items for (int i = 0; i < cotoverlayItems.size(); i++) { overlayItems.remove(i); } // copy all the times if (newItems != null && cotoverlayItems.size() == 0) { overlayItems.addAll(newItems); } populate(); } @Override protected OverlayItem createItem(int index) { return overlayItems.get(index); } @Override public int size() { return overlayItems.size(); } }

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  • FireandForget delegate - c#

    - by uno
    I came across this link, link text In the article, where the author has definition of this method static void WriteIt(string first, string second, int num) I changed that in my test app to this static void WriteIt(CustomerObject Customer) { fileIO.CreateFile(XMLUtil.Serialize(Customer)); } Where public static string Serialize(object o) { System.Xml.Serialization.XmlSerializerNamespaces ns = new System.Xml.Serialization.XmlSerializerNamespaces(); ns.Add("", ""); return Serialize(o, ns); } public static string Serialize(object o, XmlSerializerNamespaces ns) { try { using (System.IO.MemoryStream m = new System.IO.MemoryStream()) { //serialize messagelist to xml XmlSerializer serializer = new XmlSerializer(o.GetType(), ""); if (ns != null) serializer.Serialize(m, o, ns); else serializer.Serialize(m, o); m.Position = 0; byte[] b = new byte[m.Length]; m.Read(b, 0, b.Length); return System.Text.UTF8Encoding.UTF8.GetString(b); } } catch (Exception ex) { return "Ex = " + ex.ToString(); } } This method always gives an exception static void EndWrapperInvoke (IAsyncResult ar) { wrapperInstance.EndInvoke(ar); ar.AsyncWaitHandle.Close(); } Stacktrace: Server stack trace: at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner) at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks) at System.Delegate.DynamicInvokeImpl(Object[] args) at System.Delegate.DynamicInvoke(Object[] args) at SRC.FileMover.ThreadUtil.InvokeWrappedDelegate(Delegate d, Object[] args) at System.Runtime.Remoting.Messaging.StackBuilderSink._PrivateProcessMessage(IntPtr md, Object[] args, Object server, Int32 methodPtr, Boolean fExecuteInContext, Object[]& outArgs) at System.Runtime.Remoting.Messaging.StackBuilderSink.PrivateProcessMessage(RuntimeMethodHandle md, Object[] args, Object server, Int32 methodPtr, Boolean fExecuteInContext, Object[]& outArgs) at System.Runtime.Remoting.Messaging.StackBuilderSink.AsyncProcessMessage(IMessage msg, IMessageSink replySink) Exception rethrown at [0]: at System.Runtime.Remoting.Proxies.RealProxy.EndInvokeHelper(Message reqMsg, Boolean bProxyCase) at System.Runtime.Remoting.Proxies.RemotingProxy.Invoke(Object NotUsed, MessageData& msgData) at SRC.FileMover.ThreadUtil.DelegateWrapper.EndInvoke(IAsyncResult result) at SRC.FileMover.ThreadUtil.EndWrapperInvoke(IAsyncResult ar) at System.Runtime.Remoting.Messaging.AsyncResult.SyncProcessMessage(IMessage msg) at System.Runtime.Remoting.Messaging.StackBuilderSink.AsyncProcessMessage(IMessage msg, IMessageSink replySink) at System.Runtime.Remoting.Proxies.AgileAsyncWorkerItem.DoAsyncCall() at System.Runtime.Remoting.Proxies.AgileAsyncWorkerItem.ThreadPoolCallBack(Object o) at System.Threading._ThreadPoolWaitCallback.WaitCallback_Context(Object state) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading._ThreadPoolWaitCallback.PerformWaitCallbackInternal(_ThreadPoolWaitCallback tpWaitCallBack) at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback(Object state) UPDATE 1: Trying to run my app and get the full exception. It seems like its happening at different locations. I will repost my ? again shortly. I think it may be wise if I can post my application. Can i upload a .zip file or is it better to just post the .cs code that I am using?

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  • Using Effect For Fog of War

    - by Qua
    I'm trying to apply fog of war to areas on the screen not currently visible to the player. I do this by rendering the game content in one RenderTarget and the the fog of war into another, and then I merge them with an effect file that takes the color from the game RenderTarget and the alpha from the fog of war render target. The FOW RenderTarget is black where the FOW appears, and white where it doesn't. This does work, but it colors the fog of war (the unrevealed locations) white instead of the intended color of black. Before applying the effect I clear the backbuffer of the device to white. When I try to clear it to black, non of the fog of war appears at all, which I assume is a product of alpha blending with black. It works for all other colors, however - giving the resulting screen a tint of that color. How do I archieve a black fog while still being able to do alpha blending between the two render targets? The rendering code for applying the FOW: private RenderTarget2D mainTarget; private RenderTarget2D lightTarget; private void CombineRenderTargetsAndDraw() { batch.GraphicsDevice.SetRenderTarget(null); batch.GraphicsDevice.Clear(Color.White); fogOfWar.Parameters["LightsTexture"].SetValue(lightTarget); batch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); fogOfWar.CurrentTechnique.Passes[0].Apply(); batch.Draw( mainTarget, new Rectangle(0, 0, batch.GraphicsDevice.PresentationParameters.BackBufferWidth, batch.GraphicsDevice.PresentationParameters.BackBufferHeight), Color.White ); batch.End(); } The effect file I'm using to apply the FOW: texture LightsTexture; sampler ColorSampler : register(s0); sampler LightsSampler = sampler_state{ Texture = <LightsTexture>; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; }; float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float2 tex = input.TexCoord; float4 color = tex2D(ColorSampler, tex); float4 alpha = tex2D(LightsSampler, tex); return float4(color.r, color.g, color.b, alpha.r); } technique Technique1 { pass Pass1 { PixelShader = compile ps_2_0 PixelShaderFunction(); } }

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  • Java Hardware Acceleration

    - by Freezerburn
    I have been spending some time looking into the hardware acceleration features of Java, and I am still a bit confused as none of the sites that I found online directly and clearly answered some of the questions I have. So here are the questions I have for hardware acceleration in Java: 1) In Eclipse version 3.6.0, with the most recent Java update for Mac OS X (1.6u10 I think), is hardware acceleration enabled by default? I read somewhere that someCanvas.getGraphicsConfiguration().getBufferCapabilities().isPageFlipping() is supposed to give an indication of whether or not hardware acceleration is enabled, and my program reports back true when that is run on my main Canvas instance for drawing to. If my hardware acceleration is not enabled now, or by default, what would I have to do to enable it? 2) I have seen a couple articles here and there about the difference between a BufferedImage and VolatileImage, mainly saying that VolatileImage is the hardware accelerated image and is stored in VRAM for fast copy-from operations. However, I have also found some instances where BufferedImage is said to be hardware accelerated as well. Is BufferedImage hardware accelerated as well in my environment? What would be the advantage of using a VolatileImage if both types are hardware accelerated? My main assumption for the advantage of having a VolatileImage in the case of both having acceleration is that VolatileImage is able to detect when its VRAM has been dumped. But if BufferedImage also support acceleration now, would it not have the same kind of detection built into it as well, just hidden from the user, in case that the memory is dumped? 3) Is there any advantage to using someGraphicsConfiguration.getCompatibleImage/getCompatibleVolatileImage() as opposed to ImageIO.read() In a tutorial I have been reading for some general concepts about setting up the rendering window properly (tutorial) it uses the getCompatibleImage method, which I believe returns a BufferedImage, to get their "hardware accelerated" images for fast drawing, which ties into question 2 about if it is hardware accelerated. 4) This is less hardware acceleration, but it is something I have been curious about: do I need to order which graphics get drawn? I know that when using OpenGL via C/C++ it is best to make sure that the same graphic is drawn in all the locations it needs to be drawn at once to reduce the number of times the current texture needs to be switch. From what I have read, it seems as if Java will take care of this for me and make sure things are drawn in the most optimal fashion, but again, nothing has ever said anything like this clearly. 5) What AWT/Swing classes support hardware acceleration, and which ones should be used? I am currently using a class that extends JFrame to create a window, and adding a Canvas to it from which I create a BufferStrategy. Is this good practice, or is there some other type of way I should be implementing this? Thank you very much for your time, and I hope I provided clear questions and enough information for you to answer my several questions.

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  • Historical / auditable database

    - by Mark
    Hi all, This question is related to the schema that can be found in one of my other questions here. Basically in my database I store users, locations, sensors amongst other things. All of these things are editable in the system by users, and deletable. However - when an item is edited or deleted I need to store the old data; I need to be able to see what the data was before the change. There are also non-editable items in the database, such as "readings". They are more of a log really. Readings are logged against sensors, because its the reading for a particular sensor. If I generate a report of readings, I need to be able to see what the attributes for a location or sensor was at the time of the reading. Basically I should be able to reconstruct the data for any point in time. Now, I've done this before and got it working well by adding the following columns to each editable table: valid_from valid_to edited_by If valid_to = 9999-12-31 23:59:59 then that's the current record. If valid_to equals valid_from, then the record is deleted. However, I was never happy with the triggers I needed to use to enforce foreign key consistency. I can possibly avoid triggers by using the extension to the "PostgreSQL" database. This provides a column type called "period" which allows you to store a period of time between two dates, and then allows you to do CHECK constraints to prevent overlapping periods. That might be an answer. I am wondering though if there is another way. I've seen people mention using special historical tables, but I don't really like the thought of maintainling 2 tables for almost every 1 table (though it still might be a possibility). Maybe I could cut down my initial implementation to not bother checking the consistency of records that aren't "current" - i.e. only bother to check constraints on records where the valid_to is 9999-12-31 23:59:59. Afterall, the people who use historical tables do not seem to have constraint checks on those tables (for the same reason, you'd need triggers). Does anyone have any thoughts about this? PS - the title also mentions auditable database. In the previous system I mentioned, there is always the edited_by field. This allowed all changes to be tracked so we could always see who changed a record. Not sure how much difference that might make. Thanks.

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  • How do you attract programmers in rural areas?

    - by Reed Copsey
    I run a software development group for a very small, but stable and established company in a small town, somewhat outside of the "big city". Unfortunately, the "programmer" labor pool is much smaller due to the size of the city. There are many positives to working in this area, especially in terms of quality of life (particularly for people interested in outdoor activities), lower cost of living, great schools and neighborhoods, etc. However, I've always had difficulty attracting high-qualtiy, experienced developers. For those of you who hire developers outside of large cities: Where do you advertise to find good developers? Many of the large sites are very focused in certain metropolitan areas, and seem inappropriate places to advertise if you're outside of that main region. How do you attract quality developers to rural (or at least less metropolitan) locations? Do you find that you make more sacrifices in your hiring due to a smaller labor pool? Or do you just wait, and take extra time to attract people? What sacrifices do you expect to make if you are outside of the main developer-rich cities? For all of the developers out there... What would entice you to working in a smaller town? Are there things that would stand out and make you willing to relocate or at least apply to a position that was not nearby? What specific qualities would help you want to move outside of the city? In the past, I've had difficulty with finding good people. Most of the people who've applied and been willing to move out to a more rural location seem like the types that can't keep a quality job elsewhere. I'd like to know what advice people have to attracting quality technical staff. I don't believe its the work itself that's been the problem - The work is both interesting and challenging, and nearly 100% new development. The developers I have seem very happy with their situation - they love the work, the atmosphere, etc. It's more a matter of finding willing, able developers. Edit: More info after the first couple of answers: Right now, some of my best developers telecommute (some work from overseas); however, for this question, I'm trying to figure out how to get people who want to live and work full time locally. I need some people with whom I interact every day.

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  • compiling opencv 2.4 on a 64 bit mac in Xcode

    - by Walt
    I have an opencv project that I've been developing under ubuntu 12.04, on a parellels VM on a mac which has an x86_64 architecture. There have been many screen switching performance issues that I believe are due to the VM, where linux video modes flip around for a couple seconds while camera access is made by the opencv application. I decided to moved the project into Xcode on the mac side of the computer to continue the opencv development. However, I'm not that familiar with xcode and am having trouble getting the project to build correctly there. I have xcode installed. I downloaded and decompressed the latest version of opencv on the mac, and ran: ~/src/opencv/build/cmake-gui -G Xcode .. per the instructions from willowgarage and various other locations. This appeared to work fine (however I'm wondering now if I'm missing an architecture setting in here, although it is 64-bit intel in Xcode). I then setup an xcode project with the source files from the linux project and changed the include directories to use /opt/local/include/... rather than the /usr/local/include/... I switched xcode to use the LLVM GCC compiler in the build settings for the project then set the Apple LLVM Dialog for C++ to Language Dialect to GNU++11 (which seems possibly inconsistant with the line above) I'm not using a makefile in xcode, (that I'm aware of - it has its own project file...) I was also running into a linker issue that looked like they may be resolved with the addition of this linker flag: -lopencv_video based on a similar posting here: other thread however in that case the person was using a Makefile in their project. I've tried adding this linker flag under "Other Linker Flags" in xcode build settings but still get build errors. I think I may have two issues here, one with the architecture settings when building the opencv libraries with Cmake, and one with the linker flag settings in my project. Currently the build error list looks like this: Undefined symbols for architecture x86_64: "cv::_InputArray::_InputArray(cv::Mat const&)", referenced from: _main in main.o "cv::_OutputArray::_OutputArray(cv::Mat&)", referenced from: _main in main.o "cv::Mat::deallocate()", referenced from: cv::Mat::release() in main.o "cv::Mat::copySize(cv::Mat const&)", referenced from: cv::Mat::Mat(cv::Mat const&)in main.o cv::Mat::operator=(cv::Mat const&)in main.o "cv::Mat::Mat(_IplImage const*, bool)", referenced from: _main in main.o "cv::imread(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, int)", referenced from: _main in main.o ---SNIP--- ld: symbol(s) not found for architecture x86_64 collect2: ld returned 1 exit status Can anyone provide some guidance on what to try next? Thanks, Walt

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  • Loading external pngs into an AS2 swf that is loaded into an AS3 swf wrapper

    - by James Fassett
    I have a Wrapper SWF that loads a series of AS2 movies. Each AS2 movie loads a series of .png files. AS3_wrapper.swf |-> AS2_1.swf |-> image_1.png |-> image_2.png |-> AS2_2.swf |-> image_1.png |-> image_2.png Inside of the AS2 I listen for the load of the pngs using onLoadInit and update my UI. This works fine for the first AS2 swf. But when I load the second AS2 swf the onLoadInit isn't triggered for the pngs. My guess is that the images are in a cache or something like that. I put a random string on the end of the request to try and avoid the cache but that doesn't seem to work. The code in the as2 looks roughly like this: var flagLoader:MovieClipLoader = new MovieClipLoader(); var listener:Object = new Object(); listener.onLoadInit = Delegate.create(this, handleImageLoad); flagLoader.addListener(listener); var row:MovieClip = frame1["row" + (numLoaded + 1)]; flagLoader.loadClip(predictionData[numLoaded].flag + "?r="+Math.random(), row.flag); I'm making sure to load only one image at a time (I've read anecdotal evidence loading more than one thing at a time can confuse the MovieClipLoader). For the first as2 file everything works great. When I load the second as2 file the handleImageLoad never gets called. Update: Even more perplexing is if I reload the first AS2 movie (after the second AS2 movie fails to load the images) the first AS2 movie loads the images again fine. Update 2: After trying to change from using a MovieClipLoader to polling (as was helpfully suggested) I have found some more evidence that is relevant. When I load the first AS2 files and trace from the top level clip it prints out _root. The second AS2 file when loaded traces the same _root. This lead me to check if they were clashing on names and they are. Both have a child called frame. The first one, when I trace it comes out as _root.frame as expected. The second AS2 file traces _level0.instance3.instance118.instance111.frame. I'm guessing this is related to the problem. Flash is keeping the _root of the two files the same but it is changing the locations of their children (for subsequently loaded files that have children with the same names). So either the onLoad is going to the wrong clip or the events about it loading are.

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  • Installing my sdist from PyPI puts the files in the wrong places

    - by Tartley
    Hey. My problem is that when I upload my Python package to PyPI, and then install it from there using pip, my app breaks because it installs my files into completely different locations than when I simply install the exact same package from a local sdist. Installing from the local sdist puts files on my system like this: /Python27/ Lib/ site-packages/ gloopy-0.1.alpha-py2.7.egg/ (egg and install info files) data/ (images and shader source) doc/ (html) examples/ (.py scripts that use the library) gloopy/ (source) This is much as I'd expect, and works fine (e.g. my source can find my data dir, because they lie next to each other, just like they do in development.) If I upload the same sdist to PyPI and then install it from there, using pip, then things look very different: /Python27/ data/ (images and shader source) doc/ (html) Lib/ site-packages/ gloopy-0.1.alpha-py2.7.egg/ (egg and install info files) gloopy/ (source files) examples/ (.py scripts that use the library) This doesn't work at all - my app can't find its data files, plus obviously it's a mess, polluting the top-level /python27 directory with all my junk. What am I doing wrong? How do I make the pip install behave like the local sdist install? Is that even what I should be trying to achieve? Details I have setuptools installed, and also distribute, and I'm calling distribute_setup.use_setuptools() WindowsXP, Python2.7. My development directory looks like this: /gloopy /data (image files and GLSL shader souce read at runtime) /doc (html files) /examples (some scripts to show off the library) /gloopy (the library itself) My MANIFEST.in mentions all the files I want to be included in the sdist, including everything in the data, examples and doc directories: recursive-include data *.* recursive-include examples *.py recursive-include doc/html *.html *.css *.js *.png include LICENSE.txt include TODO.txt My setup.py is quite verbose, but I guess the best thing is to include it here, right? I also includes duplicate references to the same data / doc / examples directories as are mentioned in the MANIFEST.in, because I understand this is required in order for these files to be copied from the sdist to the system during install. NAME = 'gloopy' VERSION= __import__(NAME).VERSION RELEASE = __import__(NAME).RELEASE SCRIPT = None CONSOLE = False def main(): import sys from pprint import pprint from setup_utils import distribute_setup from setup_utils.sdist_setup import get_sdist_config distribute_setup.use_setuptools() from setuptools import setup description, long_description = read_description() config = dict( name=name, version=version, description=description, long_description=long_description, keywords='', packages=find_packages(), data_files=[ ('examples', glob('examples/*.py')), ('data/shaders', glob('data/shaders/*.*')), ('doc', glob('doc/html/*.*')), ('doc/_images', glob('doc/html/_images/*.*')), ('doc/_modules', glob('doc/html/_modules/*.*')), ('doc/_modules/gloopy', glob('doc/html/_modules/gloopy/*.*')), ('doc/_modules/gloopy/geom', glob('doc/html/_modules/gloopy/geom/*.*')), ('doc/_modules/gloopy/move', glob('doc/html/_modules/gloopy/move/*.*')), ('doc/_modules/gloopy/shapes', glob('doc/html/_modules/gloopy/shapes/*.*')), ('doc/_modules/gloopy/util', glob('doc/html/_modules/gloopy/util/*.*')), ('doc/_modules/gloopy/view', glob('doc/html/_modules/gloopy/view/*.*')), ('doc/_static', glob('doc/html/_static/*.*')), ('doc/_api', glob('doc/html/_api/*.*')), ], classifiers=[ 'Development Status :: 1 - Planning', 'Intended Audience :: Developers', 'License :: OSI Approved :: BSD License', 'Operating System :: Microsoft :: Windows', 'Programming Language :: Python :: 2.7', ], # see classifiers http://pypi.python.org/pypi?:action=list_classifiers ) config.update(dict( author='Jonathan Hartley', author_email='[email protected]', url='http://bitbucket.org/tartley/gloopy', license='New BSD', ) ) if '--verbose' in sys.argv: pprint(config) setup(**config) if __name__ == '__main__': main()

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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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  • Uncenter MkMapView

    - by Makinitez21
    I am trying to "uncenter" the map view and remove all annotations. the reason for this is that the mapView will be used by different view controllers to display different annotations and locations. What's happening now is that i am using the "remove annotations" method and i removes them, but the map stays centered on the spot and thus when the new annotations come in, it does not move. Is there a way to reset the region and if so, what value do i reset it to. I tried nil, zero and some calculated value but "core animation" says they are all invalid. how do i get that to zoom out and back in on my new annotations? here is some code -(void)recenterMap { NSArray *coordinates = [_mapView valueForKeyPath:@"annotations.coordinate"]; CLLocationCoordinate2D maxCoord = {-90.0f, -180.0f}; CLLocationCoordinate2D minCoord = {90.0f, 180.0f}; //NSLog(@"%@", [coordinates description]); for (NSValue *value in coordinates) { CLLocationCoordinate2D coord = {0.0f, 0.0f}; [value getValue: &coord]; if(coord.longitude > maxCoord.longitude) { maxCoord.longitude = coord.longitude; } if(coord.latitude > maxCoord.latitude){ maxCoord.latitude = coord.latitude; } if(coord.longitude < minCoord.longitude){ minCoord.longitude = coord.longitude; } if(coord.latitude < minCoord.latitude){ minCoord.latitude = coord.latitude; } } MKCoordinateRegion region = {{0.0f, 0.0f}, {0.0f, 0.0f}}; region.center.longitude = (minCoord.longitude + maxCoord.longitude) / 2.0; region.center.latitude = (minCoord.latitude + maxCoord.latitude) / 2.0; region.span.longitudeDelta = maxCoord.longitude - minCoord.longitude; region.span.latitudeDelta = maxCoord.latitude - minCoord.latitude; [_mapView setRegion: region animated: YES]; } Thats the recenter methos i'm using - (MKAnnotationView *)mapView: (MKMapView *)mapView viewForAnnotation: (id <MKAnnotation>)annotation{ MKAnnotationView *view = nil; if(annotation != mapView.userLocation){ Annotation *schoolAnn = (Annotation*)annotation; view = [self.mapView dequeueReusableAnnotationViewWithIdentifier:@"schoolLoc"]; if(nil == view){ view = [[[MKPinAnnotationView alloc] initWithAnnotation:schoolAnn reuseIdentifier:@"schoolLoc"]autorelease]; } [(MKPinAnnotationView *)view setAnimatesDrop:YES]; [view setCanShowCallout:YES]; } else { [self recenterMap]; } return view; } This "else" piece waits until the blue marble drops in then recenters the map. The problem i have with that part is that when i go back to the previous View Controller i remove all annotations, so when i come back in the User location (for some reason) does not pop back in. How do i get this to pop back in? thanks in advance guys

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  • Where to put default-servlet-handler in Spring MVC configuration

    - by gigadot
    In my web.xml, the default servlet mapping, i.e. /, is mapped to Spring dispatcher. In my Spring dispatcher configuration, I have DefaultAnnotationHandlerMapping, ControllerClassNameHandlerMapping and AnnotationMethodHandlerAdapter which allows me to map url to controllers either by its class name or its @Requestmapping annotation. However, there are some static resources under the web root which I also want spring dispatcher to serve using default servlet. According to Spring documentation, this can be done using <mvc:default-servlet-handler/> tag. In the configuration below, there are 4 candidate locations that I marked which are possible to insert this tag. Inserting the tag in different location causes the dispatcher to behave differently as following : Case 1 : If I insert it at location 1, the dispatcher will no longer be able to handle mapping by the @RequestMapping and controller class name but it will be serving the static content normally. Cas 2, 3 : It will be able to handle mapping by the @RequestMapping and controller class name as well as serving the static content if other mapping cannot be done successfully. Case 4 : It will not be able to serve the static contents. Therefore, Case 2 and 3 are desirable .According to Spring documentation, this tag configures a handler which precedence order is given to lowest so why the position matters? and Which is the best position to put this tag? <?xml version="1.0" encoding="UTF-8"?> <beans xmlns="http://www.springframework.org/schema/beans" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:mvc="http://www.springframework.org/schema/mvc" xmlns:context="http://www.springframework.org/schema/context" xsi:schemaLocation="http://www.springframework.org/schema/beans http://www.springframework.org/schema/beans/spring-beans-3.0.xsd http://www.springframework.org/schema/context http://www.springframework.org/schema/context/spring-context-3.0.xsd http://www.springframework.org/schema/mvc http://www.springframework.org/schema/mvc/spring-mvc-3.0.xsd"> <context:annotation-config/> <context:component-scan base-package="webapp.controller"/> <!-- Location 1 --> <!-- Enable annotation-based controllers using @Controller annotations --> <bean id="annotationUrlMapping" class="org.springframework.web.servlet.mvc.annotation.DefaultAnnotationHandlerMapping"/> <!-- Location 2 --> <bean id="controllerClassNameHandlerMapping" class="org.springframework.web.servlet.mvc.support.ControllerClassNameHandlerMapping"/> <!-- Location 3 --> <bean id="annotationMethodHandlerAdapter" class="org.springframework.web.servlet.mvc.annotation.AnnotationMethodHandlerAdapter"/> <!-- Location 4 --> <mvc:default-servlet-handler/> <!-- All views are JSPs loaded from /WEB-INF/jsp --> <bean id="viewResolver" class="org.springframework.web.servlet.view.InternalResourceViewResolver"> <property name="viewClass" value="org.springframework.web.servlet.view.JstlView"/> <property name="prefix" value="/WEB-INF/jsp/"/> <property name="suffix" value=".jsp"/> </bean> </beans>

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  • Agilent E4426B signal generator locks up during multiple GPIB *SAV operations

    - by aspiehler
    I have a test fixture with an Agilent E4426B RF signal generator connected to a PC via a National Instrument Ethernet-to-GPIB bridge. My software is attempting to sanitize the instrument by presetting it and then saving the current state to all of the memory locations writable via the standard SCPI command "*SAV x,y". The loop works to a point, but eventually the instrument responds with an error and continuously displays the "L" icon on the front display and a "Remote preset" message at the bottom. At that point it won't respond to any more remote commands and I have to either cycle power or press LOCAL, then PRESET at which point it takes about 3 minutes to finish presetting. At that point the "L" icon is still present and and the next GPIB command sent to the instrument causes it to report a -113 error (undefined header) in the instrument error queue. I fired up NI spy to see what was happening, and found that the error was happening at the same point in the loop - "*SAV 6,2" in this case. From NI Spy: Send (0, 0x0017, "*SAV 6,2", 8 (0x8), NLend (0,0x01)) Process ID: 0x00000520 Thread ID: 0x00000518 ibsta:0xc168 iberr: 6 ibcntl: 2(0x2) And here's the code from the instrument driver: int CHP_E4426b::Erase() { if ((m_StatusCode = Initialize()) != GPIB_SUCCESS) // basically just sends "*RST" return m_StatusCode; m_SaveState = "*SAV %d, %d"; for (int i=0; i < 10; i++) for (int j=0; j < 100; j++) { sprintf(m_CmdString, m_SaveState, j, i); if ((m_StatusCode = Send(m_CmdString, strlen(m_CmdString))) != GPIB_SUCCESS) return m_StatusCode; } return GPIB_SUCCESS; } I tried putting a small Sleep() delay (10-20 ms) at the end of the inner loop, and to my surprise it caused the error to show up earlier rather than later. 10 ms caused the loop to error out at 44,1 and 20 ms was even sooner. I've already eliminated faulty cabling or the instrument as the culprit. This same type of sequence works without any error on a higher end signal generator, so I'm tempted to chalk this up to a bug in the instrument's firmware.

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  • Optimizing spacing of mesh containing a given set of points

    - by Feynman
    I tried to summarize the this as best as possible in the title. I am writing an initial value problem solver in the most general way possible. I start with an arbitrary number of initial values at arbitrary locations (inside a boundary.) The first part of my program creates a mesh/grid (I am not sure which is the correct nuance), with N points total, that contains all the initial values. My goal is to optimize the mesh such that the spacing is as uniform as possible. My solver seems to work half decently (it needs some more obscure debugging that is not relevant here.) I am starting with one dimension. I intend to generalize the algorithm to an arbitrary number of dimensions once I get it working consistently. I am writing my code in fortran, but feel free to reply with pseudocode or the language of your choice. Allow me to elaborate with an example: Say I am working on a closed interval [1,10] xmin=1 xmax=10 Say I have 3 initial points: xmin, 5 and xmax num_ivc=3 known(num_ivc)=[xmin,5,xmax] //my arrays start at 1. Assume "known" starts sorted I store my mesh/grid points in an array called coord. Say I want 10 points total in my mesh/grid. N=10 coord(10) Remember, all this is arbitrary--except the variable names of course. The algorithm should set coord to {1,2,3,4,5,6,7,8,9,10} Now for a less trivial example: num_ivc=3 known(num_ivc)=[xmin,5.5,xmax or just num_ivc=1 known(num_ivc)=[5.5] Now, would you have 5 evenly spaced points on the interval [1, 5.5] and 5 evenly spaced points on the interval (5.5, 10]? But there is more space between 1 and 5.5 than between 5.5 and 10. So would you have 6 points on [1, 5.5] followed by 4 on (5.5 to 10]. The key is to minimize the difference in spacing. I have been working on this for 2 days straight and I can assure you it is a lot trickier than it sounds. I have written code that only works if N is large only works if N is small only works if it the known points are close together only works if it the known points are far apart only works if at least one of the known points is near a boundary only works if none of the known points are near a boundary So as you can see, I have coded the gamut of almost-solutions. I cannot figure out a way to get it to perform equally well in all possible scenarios (that is, create the optimum spacing.)

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  • Custom Rails actions: I have issues every time

    - by normalocity
    Every time I go to add a custom action to a controller, I completely screw it up somehow. I'm trying to add a route "listings/buyer_listings", that will display all of my listings where someone is a buyer (rather than a seller). With the routes.rb file below, when I go to "listings/buyer_listings", I get routed instead to "users" WTF? In the past, I've had to define my routes using "map.", but this seems like a very verbose way to do something that should work with the :collection specification. You can see that I've done this with many routes as specified toward the end of the file, such as "edit_my_profile", etc. If I put the ":collection" part last my browser routes to the "show" action, which is not the correct action, and which also doesn't make sense to me why it would even do this. If I do "rake routes", my routes look correctly mapped. If I go into a Ruby console and have it recognize the url, it maps to the correct action, so what am I missing? ActionController::Routing::Routes.draw do |map| map.resources :locations map.resources :browse_boxes map.resources :tags map.resources :ratings map.resources :listings, :collection => { :buyer_listings => :get }, :has_many => :bids, :has_many => :comments map.resources :users map.resources :invite_requests map.resource :user_session map.resource :account, :controller => "users" map.root :controller => "listings", :action => "index" # optional, this just sets the root route map.login "login", :controller => "user_sessions", :action => "new" map.logout "logout", :controller => "user_sessions", :action => "destroy" map.search "search", :controller => "listings", :action => "search" map.edit_my_profile "edit_my_profile", :controller => "users", :action => "edit_my_profile" map.all_listings "all_listings", :controller => "listings", :action => "all_listings" map.my_listings "my_listings", :controller => "listings", :action => "my_listings" map.posting_guidelines "posting_guidelines", :controller => "listings", :action => "posting_guidelines" map.filter_on "filter_on", :controller => "listings", :action => "filter_on" map.top_25_tags "top_25_tags", :controller => "tagging_search", :action => "top_25_tags" map.connect ':controller/:action/:id' map.connect ':controller/:action/:id.:format' end

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  • Rails Google Maps integration Javascript problem

    - by JZ
    I'm working on Rails 3.0.0.beta2, following Advanced Rails Recipes "Recipe #32, Mark locations on a Google Map" and I hit a road block: I do not see a google map. My @adds view uses @adds.to_json to connect the google maps api with my model. My database contains "latitude" "longitude", as floating points. And the entire project can be accessed at github. Can you see where I'm not connecting the to_json output with the javascript correctly? Can you see other glairing errors in my javascript? Thanks in advance! My application.js file: function initialize() { if (GBrowserIsCompatible() && typeof adds != 'undefined') { var map = new GMap2(document.getElementById("map")); map.setCenter(new GLatLng(37.4419, -122.1419), 13); map.addControl(new GLargeMapControl()); function createMarker(latlng, add) { var marker = new GMarker(latlng); var html="<strong>"+add.first_name+"</strong><br />"+add.address; GEvent.addListener(marker,"click", function() { map.openInfoWindowHtml(latlng, html); }); return marker; } var bounds = new GLatLngBounds; for (var i = 0; i < adds.length; i++) { var latlng=new GLatLng(adds[i].latitude,adds[i].longitude) bounds.extend(latlng); map.addOverlay(createMarker(latlng, adds[i])); } map.setCenter(bounds.getCenter(),map.getBoundsZoomLevel(bounds)); } } window.onload=initialize; window.onunload=GUnload; Layouts/adds.html.erb: <script src="http://maps.google.com/maps?file=api&amp;v=2&amp;sensor=true_or_false&amp;key=ABQIAAAAeH4ThRuftWNHlwYdvcK1QBTJQa0g3IQ9GZqIMmInSLzwtGDKaBQvZChl_y5OHf0juslJRNx7TbxK3Q" type="text/javascript"></script> <% if @adds -%> <script type="text/javascript"> var maps = <%= @adds.to_json %>; </script> <% end -%>

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  • Custom activity designers in Workflow Foundation 3.5: How do they work?

    - by stakx
    Intent of this post: I realise that Workflow Foundation is not extremely popular on StackOverflow and that there will probably be not many answers, or none at all. This post is intended as a resource to people trying to customise workflow activities' appearance through custom designer classes. Goals: I am attempting to create a custom designer class for Workflow activities to achieve the following: Make activities look less technical. For example, I don't necessarily want to see the internal object name as the activity's "title" -- instead, I'd like to see something more descriptive. Display the values of certain properties beneath the title text. I would like to see some properties' values directly underneath the title so that I don't need to look somewhere else (namely, at the Properties window). Provide custom drop areas and draw custom internal arrows. As an example, I would like to be able to have custom drop areas in very specific places. What I found out so far: I created a custom designer class deriving from SequentialActivityDesigner as follows: [Designer(typeof(SomeDesigner))] public partial class SomeActivity: CompositeActivity { ... } class PlainDesigner : SequentialActivityDesigner { ... } Through overriding some properties and the OnPaint method, I found out about the following correspondences between the properties and how the activity will be displayed: Figure 1. Relationship between some properties of an SequentialActivityDesigner and the displayed activity. Possible solutions for goal #1 (make activities look less technical) and goal #2 (display values of properties beneath title text): The displayed title can be changed through the Title property. If more room is required to display additional information beneath the title, the TitleHeight property can be increased (ie., override the property and make it return base.TitleHeight + n, where n is some positive integer). Override the OnPaint method and draw additional text in the area reserved through TitleHeight. Open questions: What are the connectors, connections, and connection points used for? They seem to be necessary, but for what purpose? While the drop targets can be got through the GetDropTargets method, it seems that this is not necessarily where the designer will actually place dropped activities. When an activity is dragged across a workflow, the designer displays little green plus signs where activities can be dropped; how does it figure out the locations of these plus signs? How does the designer figure out where to draw connector lines and arrows?

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  • a question about rails general practice with REST, json, and ajax

    - by Nik
    Hi all, I have this question concerning REST I think: I have read a few rest tutorials and the feeling I get from them is that each action in a restful controller tends to be lean and almost single purpose: "Index gives off a collection of a model show gives off one model edit/new a prep place for changing/create a model update/create changes and makes new model deletes removes one model" After reading all these tutorials, rest seems to be to be a means to create an interface for a model, much like active resource type of thing. the mantra seems to be "controller provides data and data only and is also pretty convention over configuration, so expect projects_path to return a bunch of projects" I can understand that, and I like the cleanliness. But here's when I run into some trouble in reality in applying these guidelines: say three models, Project with attrib title, User with attrib name, and Location with attrib address. Say in views/users/index.html.erb, I want to use Ajax to fetch and display a project in a div#project_display when the user clicks on a project element, I know that I can use views/projects/show.js.rjs like this: page.replace_html 'project_display' "#{@project.name}" where in the projects_controller.rb def show @project = Project.find(params[:id]) repsond_to do |format| format.js and other formats... end end I have no problem in doing that for a couple of years now. BUT doesn't that mean that my JS response for the project#show action is LOCkED to present data to div#project_display element and show only whatever I that rjs template says it should show? That's very limiting and doesn't sound very "interface" like. I have never used JSON before or much XML, so I thought, maybe the JS response should send back raw stuff, like JSON and somehow the page on which the ajax request was called has the instruction on what do to with these raw data. That sounds a lot more flexible, doesn't it? Because look back at that exmpale, what if in the views/locations/index.html.erb, I want to do the exact same thing except I want to put the response in div#project_goes_here and the response should be #{project.name} I know this is a trivial change but that's the point: the RJS only allows one template at a time. So I think the JSON route is the way to go, but how does the already loaded page, the one that the ajax call came from, know when or how to "look forward" to incoming data? I read that PrototypeJS has this template thing, I wouldn't mind using it with JSON, but if you can demonstrate this or other means for displaying received-from-ajax data, I am all attention. Thank You

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  • Realtime Twitter Replies?

    - by ejunker
    I have created Twitter bots for many geographic locations. I want to allow users to @-reply to the Twitter bot with commands and then have the bot respond with the results. I would like to have the bot reply to the user as quickly as possible (realtime). Apparently, Twitter used to have an XMPP/Jabber interface that would provide this type of realtime feed of replies but it was shut down. As I see it my options are to use one of the following: REST API This would involve polling every X minutes for each bot. The problem with this is that it is not realtime and each Twitter account would have to be polled. Search API The search API does allow specifying a "-to" parameter in the search and replies to all bots could be aggregated in a search such as "-to bot1 OR -to bot2...". Though if you have hundreds of bots then the search string would get very long and probably exceed the maximum length of a GET request. Streaming API The streaming API looks very promising as it provides realtime results. The API allows you to specify a follow and track parameters. follow is not useful as the bot does not know who will be sending it commands. track allows you to specify keywords to track. This could possibly work by creating a daemon process that connects to the Streaming API and tracks all references to the bot's names. Once again since there are lots of bots to track the length and complexity of the query may be an issue. Another idea would be to track a special hashtag such as #botcommand and then a user could send a command using this syntax @bot1 weather #botcommand. Then by using the Streaming API to track all references to #botcommand would give you a realtime stream of all the commands. Further parsing could then be done to determine which bot to send the command to. Third-party service Are there any third-party companies that have access to the Twitter firehouse and offer realtime data? I haven't investigated these, but here are a few that I have found: Gnip Tweet.IM excla.im TwitterSpy - seems to use polling, not realtime I'm leaning towards using the Streaming API. Is there a better way to get near realtime @-replies for many (hundreds) of Twitter accounts?

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  • Multiple infowindows - tearing my hair out

    - by thewinchester
    Ok, I'll admit I'm nowhere near the best programmer on the planet - and I'm used to the answer staring me right in the face but not making sense of it. Problem I need to display multiple markers on a map, each with their own infowindow. I have created the individual markers without a problem, but don't know how to create the infowindows for each. Steps so far I am generating a map using the V3 API within an ASP-based website, with markers being created from a set of DB records. The markers are created by looping through a rs and defining a marker() with the relevant variables: var myLatlng = new google.maps.LatLng(lat,long); var marker = new google.maps.Marker({ map: map, position: myLatlng, title: 'locationname', icon: 'http://google-maps-icons.googlecode.com/files/park.png' }); This is creating all the relevant markers in their correct locations. What I need to do now, and am not sure of how to achieve is give each of them their own unique infowindow which I can use to display information and links relevant to that marker. Source <script type="text/javascript" src="http://maps.google.com/maps/api/js?sensor=false"></script> <script language="javascript"> $(document).ready(function() { //Google Maps var myOptions = { zoom: 5, center: new google.maps.LatLng(-26.66, 122.25), mapTypeControl: false, mapTypeId: google.maps.MapTypeId.ROADMAP, navigationControl: true, navigationControlOptions: { style: google.maps.NavigationControlStyle.SMALL } } var map = new google.maps.Map(document.getElementById("map_canvas"), myOptions); <!-- While locations_haslatlong not BOF.EOF --> <% While ((Repeat1__numRows <> 0) AND (NOT locations_haslatlong.EOF)) %> var myLatlng = new google.maps.LatLng(<%=(locations_haslatlong.Fields.Item("llat").Value)%>,<%=(locations_haslatlong.Fields.Item("llong").Value)%>); var marker = new google.maps.Marker({ map: map, position: myLatlng, title: '<%=(locations_haslatlong.Fields.Item("ldescription").Value)%>', icon: 'http://google-maps-icons.googlecode.com/files/park.png', clickable: true, }); <% Repeat1__index=Repeat1__index+1 Repeat1__numRows=Repeat1__numRows-1 locations_haslatlong.MoveNext() Wend %> <!-- End While locations_haslatlong not BOF.EOF --> google.maps.event.addListener(marker, 'click', function() { infowindow.open(map,marker); }); google.maps.event.addListener(marker, 'dblclick', function() { map.setZoom(14); }); });

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  • Composite Views and View Controllers

    - by BillyK
    Hi, I'm somewhat new to Android and am in the process of designing an application with a couple fairly complex views. One of the views is intended to involve a complex view displaying information associated with model objects and segregated into several different views; the navigation of which is meant to be achieved using sliding effects (i.e. sliding one's finger across the screen to traverse from one screen to the next, etc). The view itself will be used to host multiple sets of views for varying types of model objects, but with a general structure that is reused between them all. As a rough example, the view might come up to display information about a person (the model object), displaying several details views: a view for general information, a view displaying a list of hobbies, and a view displaying a list of other individuals associated with their social network. The same general view, when given a model object representing a particular car would give several different views: A general view with details, A view containing photo images for that vehicle, a view representing locations which it could be purchased from, and a view providing a list of related cars. (NOTE: This is not the real data involved, but is representative of the general intent for the view). The subviews will NOT cover the entire screen real-estate and other features within the view should be both visible and able to be interacted with by the user. The idea here is that there is a general view structure that is reusable and which will manage a set of subviews dynamically generated based upon the type of model object handed to the view. I'm trying to determine the appropriate way to leverage the Android framework in order to best achieve this without violating the integrity of the framework. Basically, I'm trying to determine how to componentize this larger view into reusable units (i.e. general view, model-specific sub-view controllers, and individual detail views). To be more specific, I'm trying to determine if this view is best designed as a composite of several custom View classes or a composite of several Activity classes. I've seen several examples of custom composite views, but they typically are used to compose simple views without complex controllers and without attention to the general Activity lifecycle (i.e. storing and retrieving data related to the model objects, as appropriate). On the other hand, the only real example I've seen regarding a view comprised of a composite of Activities is the TabActivity itself, and that isn't customizable in the fashion that would be necessary for this. Does anyone have any suggestions as to the appropriate way to structure my view to achieve the application framework I'm looking for? Views? Activities? Something else? Any guidance would be appreciated. Thanks in advance.

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  • IE6 CSS tooltip not appearing

    - by Lauren
    I'm using a tooltip that works in FF, Chrome, and IE7-8, but in IE6 it doesn't appear. You can go to this page http://www.avaline.com/ Bags/ Eco-Friendly-Bags/R1500 and login with [email protected] password:test02, then hit the "add to cart" button and hover over the question marks to see (or not see) the tooltips. This is the relevant HTML and CSS: <DIV class=oewBox id=oewImpLocDiv style="BACKGROUND-IMAGE: url(/images/img/org4.gif)"> <A class=tooltip href="#"><SPAN class=""><STRONG>More than 2 imprint locations?</STRONG> Test </SPAN></A> </DIV> <style> /* Rule from element "style" attribute */ element.style { BACKGROUND-IMAGE: url(/images/img/org4.gif) } /* Rule N°8 from inline stylesheet */ .oewBox { PADDING-RIGHT: 8px; PADDING-LEFT: 40px; PADDING-BOTTOM: 16px; MARGIN: 0px 0px 6px; PADDING-TOP: 6px; BORDER-BOTTOM: #ff7c14 3px solid } /* Rule N°7 from inline stylesheet */ .oewBox { BACKGROUND-POSITION: 0px 0px; BACKGROUND-IMAGE: none; BACKGROUND-REPEAT: no-repeat } /* Rule N°11 from /site/av-files/mainstyles.css */ A:active { COLOR: #3b88c4; TEXT-DECORATION: none } /* Rule N°10 from /site/av-files/mainstyles.css */ A:hover { COLOR: #000; TEXT-DECORATION: none } /* Rule N°9 from /site/av-files/mainstyles.css */ A:visited { COLOR: #3b88c4; TEXT-DECORATION: underline } /* Rule N°8 from /site/av-files/mainstyles.css */ A:link { COLOR: #3b88c4; TEXT-DECORATION: underline } /* Rule N°7 from /site/av-files/mainstyles.css */ A { COLOR: #3b88c4; TEXT-DECORATION: underline } /* Rule N°52 from inline stylesheet */ A.tooltip { BACKGROUND: url(/images/img/question.gif) no-repeat; FLOAT: right; WIDTH: 19px; HEIGHT: 20px } /* Rule N°54 from inline stylesheet */ A.tooltip:hover SPAN { BORDER-RIGHT: #ff7c14 1px solid; BORDER-TOP: #ff7c14 1px solid; DISPLAY: inline; BACKGROUND: #ffffff; BORDER-LEFT: #ff7c14 1px solid; COLOR: #000; BORDER-BOTTOM: #ff7c14 1px solid; POSITION: absolute } /* Rule N°53 from inline stylesheet */ A.tooltip SPAN { PADDING-RIGHT: 3px; DISPLAY: none; PADDING-LEFT: 3px; FONT-WEIGHT: normal; FONT-SIZE: 11px; PADDING-BOTTOM: 2px; MARGIN-LEFT: -245px; WIDTH: 230px; PADDING-TOP: 2px } </style>

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  • Autoconf -- including a static library (newbie)

    - by EB
    I am trying to migrate my application from manual build to autoconf, which is working very nicely so far. But I have one static library that I can't figure out how to integrate. That library will NOT be located in the usual library locations - the location of the binary (.a file) and header (.h file) will be given as a configure argument. (Notably, even if I move the .a file to /usr/lib or anywhere else I can think of, it still won't work.) It is also not named traditionally (it does not start with "lib" or "l"). Manual compilation is working with these (directory is not predictable - this is just an example): gcc ... -I/home/john/mystuff /home/john/mystuff/helper.a (Uh, I actually don't understand why the .a file is referenced directly, not with -L or anything. Yes, I have a half-baked understanding of building C programs.) So, in my configure.ac, I can use the relevant configure argument to successfully find the header (.h file) using AC_CHECK_HEADER. Inside the AC_CHECK_HEADER I then add the location to CPFLAGS and the #include of the header file in the actual C code picks it up nicely. Given a configure argument that has been put into $location and the name of the needed files are helper.h and helper.a (which are both in the same directory), here is what works so far: AC_CHECK_HEADER([$location/helper.h], [AC_DEFINE([HAVE_HELPER_H], [1], [found helper.h]) CFLAGS="$CFLAGS -I$location"]) Where I run into difficulties is getting the binary (.a file) linked in. No matter what I try, I always get an error about undefined references to the function calls for that library. I'm pretty sure it's a linkage issue, because I can fuss with the C code and make an intentional error in the function calls to that library which produces earlier errors that indicate that the function prototypes have been loaded and used to compile. I tried adding the location that contains the .a file to LDFLAGS and then doing a AC_CHECK_LIB but it is not found. Maybe my syntax is wrong, or maybe I'm missing something more fundamental, which would not be surprising since I'm a newbie and don't really know what I'm doing. Here is what I have tried: AC_CHECK_HEADER([$location/helper.h], [AC_DEFINE([HAVE_HELPER_H], [1], [found helper.h]) CFLAGS="$CFLAGS -I$location"; LDFLAGS="$LDFLAGS -L$location"; AC_CHECK_LIB(helper)]) No dice. AC_CHECK_LIB is looking for -lhelper I guess (or libhelper?) so I'm not sure if that's a problem, so I tried this, too (omit AC_CHECK_LIB and include the .a directly in LDFLAGS), without luck: AC_CHECK_HEADER([$location/helper.h], [AC_DEFINE([HAVE_HELPER_H], [1], [found helper.h]) CFLAGS="$CFLAGS -I$location"; LDFLAGS="$LDFLAGS -L$location/helper.a"]) To emulate the manual compilation, I tried removing the -L but that doesn't help: AC_CHECK_HEADER([$location/helper.h], [AC_DEFINE([HAVE_HELPER_H], [1], [found helper.h]) CFLAGS="$CFLAGS -I$location"; LDFLAGS="$LDFLAGS $location/helper.a"]) I tried other combinations and permutations, but I think I might be missing something more fundamental....

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