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  • Silverlight Cream for January 30, 2011 -- #1037

    - by Dave Campbell
    In this Issue: Ollie Riches, Colin Eberhardt, Andrej Tozon, Arik Poznanski, Deborah Kurata(-2-), Jay Kimble, Yochay Kiriaty, Peter Kuhn, Mike Ormond, WindowsPhoneGeek(-2-), and Matthias Shapiro. Above the Fold: Silverlight: "Missing Chart Legend" Deborah Kurata WP7: "XNA for Silverlight developers: Part 2 - Text rendering" Peter Kuhn Shoutouts: Timmy Kokke has a post up discussing What’s new in the Expression Design January 2011 preview? From SilverlightCream.com: WP7Contrib: Thread safe ObservableCollection<T> Ollie Riches, one of the two originators of WP7Contrib, has a post up on the WP7C ObservableCollection... what and why. Windows Phone 7 DeferredLoadContentControl Colin Eberhardt's latest is one we should all take notice of... a content control that defers rendering to provide a better user experience... source code is available as are some good external links Andrej Tozon on Hey weigh! WP7 application SilverlightShow interviews WP7 Dev Andrej Tozon and gets his take on his app, challenges, tips, and the future of WP7. A ProgressBar With Text For Windows Phone 7 Arik Poznanski demonstrates putting text up on the progress bar to let your users know what you're up to... and it looks great in the screenshots. Charting in a Silverlight Application using MVVM Deborah Kurata is checking out the Charting control this time around... using the charting control from the toolbox in the MVVM app she built in the last post... C# and VB code as always. Missing Chart Legend Deborah Kurata's latest in the world of Charting and MVVM involves using a custom theme and having your chart legend disappear... never fear, she's gonna tell you how to fix that! Silverlight/WP7 tip: Detecting when in VS Design Mode Jay Kimble has a post up that not only resolves a question you may need answered during development (are you in VS design Mode), but it also helps resolve a class of problem that Jay explains. Windows Phone GPS Emulator Yochay Kiriaty points out that while part of the issues of building a GPS-driven app for WP7 is getting your head around the tools, the next hurdle is testing... and that's what he's really discussing... "Windows Phone GPS Emulator" ... if you're playing with the GPS, you'll want this. XNA for Silverlight developers: Part 2 - Text rendering Peter Kuhn's latest tutorial in his XNA series for Silverlight developers is up at SilverlightShow... in this tutorial, Peter discusses text... it's a vastly different game displaying text in XNA as compared to Silverlight ... check it out and see. OData and Windows Phone 7 Mike Ormond starts you off using OData on your WP7 by showing where to download the libraries, and not stopping until he has an app running that reads an OData feed, plus he plans on continuing the quest in future posts. WP7 ProgressOverlay control in depth: features and customization WindowsPhoneGeek has a couple new posts up. The first one is an in-depth look at the ProgressOverlay control in the Codeing4fun Toolkit... pretty cool to be able to put your logo or app logo up. On Testing Windows Phone 7 Applications – Part II: Dealing with the WP7 Application Model WindowsPhoneGeek also has 5 more WP7 testing tips... and these are a little more technical than the first set, and includes some good external links. Topics include: Tombstoning, Usability, Navigation, Capabilities, and Memory consumption. Fun Theme-Friendly Windows Phone Icon Matthias Shapiro explains how to have your WP7 icon change based on the theme your user has chosen... great examples, and XAML included Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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

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

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  • UIButton in UITableViewCell events not working

    - by Tristan
    I see this problem all over the net, and none of the solutions listed work for me! I have added UIButton to a UITableViewCell in IB. I have assigned a custom UITableViewCell class to the UITableViewCell. My custom UITableViewCell class has an IBAction that im connecting to the Touch Up Inside event (I have tried other events they all don't work) but the IBAction function is never called! There is nothing else in the UITableViewCell, I have added the UIButton directly into the Content View. And everything has user interaction enabled! It is as simple as that I have nothing complex going on! What is is about a UITableViewCell that stops buttons working? EDIT: By request the code where I initialize my UITableViewCells the custom class is called DownloadCell - (UITableViewCell *)tableView:(UITableView *)aTableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"DownloadCell"; DownloadCell *cell = (DownloadCell *)[aTableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { UIViewController * cellController = [[UIViewController alloc] initWithNibName:@"DownloadCell" bundle:nil]; cell = (DownloadCell *)cellController.view; [cellController release]; } SoundLibrarianIPhoneAppDelegate * del = (SoundLibrarianIPhoneAppDelegate *)[UIApplication sharedApplication].delegate; DownloadQueue * dq = del.downloadQueue; DownloadJob * job = [dq getDownloadJob: indexPath.row]; [job setDelegate:self]; SoundInfo * info = [job sound]; NSArray * seperated = [info.fileName componentsSeparatedByString: @"."]; NSString * displayName = [seperated objectAtIndex:0]; displayName = [displayName stringByReplacingOccurrencesOfString:@"_" withString:@" "]; displayName = [displayName capitalizedString]; [cell.titleLabel setText: displayName]; cell.progressBar.progress = job.percentCompleted; [cell.progressLabel setText: [job getProgessText]]; cell.selectionStyle = UITableViewCellSelectionStyleNone; cell.userInteractionEnabled = YES; [cell setDelegate:self]; return cell; }

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  • Why is my WPF splash screen progress bar out of sync with the execution of the startup steps?

    - by denny_ch
    Hello, I've implemented a simple WPF splash screen window which informs the user about the progress of the application startup. The startup steps are defined this way: var bootSequence = new[] { new {Do = (Action) InitLogging, Message = "Init logging..."}, new {Do = (Action) InitNHibernate, Message = "Init NHibernate..."}, new {Do = (Action) SetupUnityContainer, Message = "Init Unity..."}, new {Do = (Action) UserLogOn, Message = "Logon..."}, new {Do = (Action) PrefetchData, Message = "Caching..."}, }; InitLogging etc. are methods defined elsewhere, which performs some time consuming tasks. The boot sequence gets executed this way: foreach (var step in bootSequence) { _status.Update(step.Message); step.Do(); } _status denotes an instance of my XAML splash screen window containing a progress bar and a label for status information. Its Update() method is defined as follows: public void Update(string status) { int value = ++_updateSteps; Update(status, value); } private void Update(string status, int value) { var dispatcherOperation = Dispatcher.BeginInvoke( DispatcherPriority.Background, (ThreadStart) delegate { lblStatus.Content = status; progressBar.Value = value; }); dispatcherOperation.Wait(); } In the main this works, the steps get executed and the splash screen shows the progress. But I observed that the splash screen for some reasons doesn't update its content for all steps. This is the reason I called the Dispatcher async and wait for its completion. But even this didn't help. Has anyone else experienced this or some similar behaviour and has some advice how to keep the splash screen's update in sync with the execution of the boot sequence steps? I know that the users will unlikely notice this behaviour, since the splash screen is doing something and the application starts after booting is completed. But myself isn't sleeping well, because I don't know why it is not working as expected... Thx for your help, Denny

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  • Update the Progress bar using winforms c#

    - by karthik
    There is a functionality in my module, where the user can scan the number of serial ports in the system and when the user clicks "Auto scan" button, the code will have to go through each serial port and send a test message and wait for the reply. I am using Progress bar control to show process of autoscan. For which i need to pass the value to "x" and "Y" in my code to update the bar. How can i pass the value since my code is already in a foreach loop for getting the serialports. Y = should pass the value of total number of serial ports X = should iterate through each port and pass the value Hope i am clear with req. private void backgroundWorker1_DoWork(object sender, DoWorkEventArgs e) { string strAckData = ""; foreach (SerialPort sp in comPortsList) { sp.Open(); string sendData = "Auto scan"; sp.Write(sendData); strAckData += "Connection live on port " + sp.ReadExisting() + "\n"; sp.Close(); double dIndex = (double)x; **//How to pass the value here ?** double dTotal = (double)y; **//How to pass the value here ?** double dProgressPercentage = (dIndex / dTotal); int iProgressPercentage = (int)(dProgressPercentage * 100); // update the progress bar backgroundWorker1.ReportProgress(iProgressPercentage); } richTextBox1.Invoke(new MethodInvoker(delegate { richTextBox1.Text = strAckData; })); } private void backgroundWorker1_ProgressChanged(object sender, ProgressChangedEventArgs e) { ProgressBar.Value = e.ProgressPercentage; } private void backgroundWorker1_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e) { StatusLabel.Text = "Auto Scan completed"; }

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  • How to handle correctly HTTP Digest Authentication on iPhone

    - by Fabiano Francesconi
    Hello guys. I'm trying to upload a file onto my personal server. I've written a small php page that works flawlessy so far. The little weird thing is the fact that I generate all the body of the HTTP message I'm going to send (let's say that amounts to ~4 mb) and then I send the request to my server. The server, then, asks for an HTTP challenge and my delegate connection:didReceiveAuthenticationChallenge:challenge replies to the server with the proper credentials and the data. But, what's happened? The data has been sent twice! In fact I've noticed that when I added the progressbar.. the apps sends the data (4mb), the server asks for authentication, the apps re-sends the data with the authentication (another 4mb). So, at the end, I've sent 8mb. That's wrong. I started googling and searching for a solution but I can't figure out how to fix this. The case scenarios are two (my guess): Share the realm for the whole session (a minimal HTTP request, then challenge, then data) Use the synchronized way to perform an HTTP connection (things that I do not want to do since it seems an ugly way to handle this kind of stuff to me) Thank you

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  • jquery slider control issue

    - by Geetha
    Hi All, I am using slider control to create a progress bar for media player. Problem: the max value and slider size is not matching. The video get complete before it reaches the end of the slider. Code: <script type="text/javascript" src="js/jquery.ui.core.js"></script> <script type="text/javascript" src="js/jquery.ui.slider.js"></script> <link type="text/css" href="CSS/demos.css" rel="stylesheet" /> <link type="text/css" href="CSS/jquery-ui.css" rel="stylesheet" /> $('#slider-constraints').slider("value", 0); $('#slider-constraints').slider("constraints", [0, 0]); $("#slider-constraints").slider({ max: document.mediaPlayer.SelectionEnd, animate: true, range: $R(0, document.mediaPlayer.SelectionEnd), values:(0,document.mediaPlayer.SelectionEnd), value: val, enforceConstraints: false, slide: function(event, ui) { document.mediaPlayer.currentPosition = ui.value; $('#slider-constraints').slider("constraints", [0, ui.value]); $('#slider-constraints').slider("value", ui.value); }, start: function(event, index) { document.mediaPlayer.currentPosition = index.value; $('#slider-constraints').slider("constraints", [0, index.value]); $('#slider-constraints').slider("value", index.value); } }); } // Haldler position window.setInterval(function() { if (document.mediaPlayer.PlayState != 2 && document.mediaPlayer.PlayState == 0) { $('#slider-constraints').slider("constraints", [0, 0]); $('#slider-constraints').slider("value", 0); } else { $('#slider-constraints').slider("constraints", [0, document.mediaPlayer.currentPosition]); } }, 3000); // Progressbar position window.setInterval(function() { if (document.mediaPlayer.PlayState != 2 && document.mediaPlayer.PlayState == 0) { $('#slider-constraints').slider("constraints", [0, 0]); $('#slider-constraints').slider("value", 0); } else { $('#slider-constraints').slider("value", document.mediaPlayer.currentPosition); } }, 3000); } <div id="slider-constraints" >&nbsp;</div>

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  • WPF: UnauthorizedAccessException using anonymous methods.

    - by Diego Pacheco Pedemonte
    Here is the thing, I want to create a simply app that copy many files from one site, and move them to another; but using async methods and create a new thread. private void button3_Click(object sender, RoutedEventArgs e) { //progressBar1.Maximum = _FileInfoArray.Count; DispatcherTimer dt1 = new DispatcherTimer(); foreach (FileInfo Fi in _FileInfoArray) { Thread t = new Thread(new ThreadStart(delegate() { DispatcherOperation _dispOp = progressBar1.Dispatcher.BeginInvoke(DispatcherPriority.Loaded, new Action(delegate() { File.Copy(txtdestino.Text, Fi.FullName, true); //progressBar1.Value = n; //txtstatus.Content = ("Copiados " + n.ToString() + " archivos"); //Thread.Sleep(100); } )); _dispOp.Completed += new EventHandler(_dispOp_Completed); } )); t.Start(); } } UnauthorizedAccessException is throw! It says that I can't access to txtdestino content. Some clues? -------------------------------------------------------------------------------Edited This is the version with all the changes, get the same error :( any clues? private void button4_Click(object sender, RoutedEventArgs e) { //First: Build mynames List<string> mynames = new List<string>(); foreach (FileInfo fi in _FileInfoArray) { mynames.Add(fi.FullName); } Thread t = new Thread(new ThreadStart(delegate() { foreach (string fullname in mynames) { DispatcherOperation _dispOp = progressBar1.Dispatcher.BeginInvoke(DispatcherPriority.Loaded, new Action(delegate() { string destino = System.IO.Path.Combine(@"C:\", System.IO.Path.GetFileName(fullname)); File.Copy(fullname, destino, true); //Some progressbar changes } )); _dispOp.Completed += new EventHandler(_dispOp_Completed); } } )); t.Start(); } File.Copy(txtdestino.Text, Fi.FullName, true); // here the exception is throw

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  • Adding a custom subview (created in a xib) to a view controller's view - What am I doing wrong

    - by Fran
    I've created a view in a xib (with an activity indicator, a progress view and a label). Then I've created .h/.m files: #import <UIKit/UIKit.h> @interface MyCustomView : UIView { IBOutlet UIActivityIndicatorView *actIndicator; IBOutlet UIProgressView *progressBar; IBOutlet UILabel *statusMsg; } @end #import "MyCustomView.h" @implementation MyCustomView - (id)initWithFrame:(CGRect)frame { if ((self = [super initWithFrame:frame])) { // Initialization code } return self; } - (void)dealloc { [super dealloc]; } @end In IB, I set the file's owner and view identity to MyCustomView and connect the IBOutlet to the File's owner In MyViewController.m, I've: - (void)viewDidLoad { [super viewDidLoad]; UIView *subView = [[MyCustomView alloc] initWithFrame:myTableView.frame]; [subView setBackgroundColor:[UIColor colorWithRed:0.0 green:0.0 blue:0.0 alpha:0.5]]; [myTableView addSubview:subView]; [subView release]; } When I run the app, the view is added, but I can't see the label, the progress bar and the activity indicator. What am I doing wrong?

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  • Reduce unwanted noise

    - by Rajeev
    In the below code sometimes when microphone is not connected some noise is generated and the system just keeps on buzzing the same sound.Whats wrong with the code below and how to reduce the unwanted noise. Should i set myMic.setLoopBack(false) in the below code <?xml version="1.0" encoding="utf-8"?> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" width="300" height="100" creationComplete="init()"> <mx:Script> <![CDATA[ import mx.controls.Alert; import flash.net.NetStream; private var myMic:Microphone; private var recordingState:String = "idle"; private function init():void { myMic = Microphone.getMicrophone(); myMic.setSilenceLevel(0); myMic.rate = 44; myMic.gain = 100; myMic.setUseEchoSuppression(true); micLevel.visible = true; //Security.showSettings(SecurityPanel.MICROPHONE); myMic.setLoopBack(true); if (myMic != null) { myMic.setUseEchoSuppression(true); micLevel.setProgress(myMic.activityLevel, 100); addEventListener(Event.ENTER_FRAME, showMicLevel); //micLevel.setProgress(myMic.activityLevel, 100); } } private function showMicLevel(event:Event):void{ switch (recordingState){ case "idle" : micLevel.setProgress(myMic.activityLevel, 100); break; } } ]]> </mx:Script> <mx:ProgressBar x="0" y="36" mode="manual" id="micLevel" label="" labelPlacement="bottom" width="100" fontSize="10" fontWeight="normal"/> </mx:Application>

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  • how to find a control inside ItemsPanelTemplate in wpf?

    - by kakopappa
    I am trying to access a Grid inside the DataTemplate while the ItemsControl is binded by ItemsSource. this is the full XMAL code, How do i find a certain element from outside? for (int i = 0; i < allViewControl.Items.Count; i++) { var container = allViewControl.ItemContainerGenerator.ContainerFromItem(allViewControl.Items[i]) as FrameworkElement; var grid = allViewControl.ItemTemplate.FindName("grid", container) as DataGrid; } i found this always returning null ? <ScrollViewer Grid.Row="0" HorizontalScrollBarVisibility="Disabled" VerticalScrollBarVisibility="Auto"> <ItemsControl x:Name="allViewControl" Focusable="False" HorizontalContentAlignment="Center" Grid.IsSharedSizeScope="true" ItemsSource="{Binding AllClassCharacters}" ItemTemplate="{StaticResource CharacterViewModelTemplate}" > <ItemsControl.ItemsPanel> <ItemsPanelTemplate> <Extensions:AnimatedWrapPanel IsItemsHost="true" /> </ItemsPanelTemplate> </ItemsControl.ItemsPanel> </ItemsControl> </ScrollViewer> <DataTemplate x:Key="CharacterViewModelTemplate" DataType="{x:Type ViewModel:CharacterViewModel}"> <Grid x:Name="grid" Width="200" Height="Auto" MinHeight="115" Margin="1" MinWidth="130" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" RenderTransformOrigin="0.5,0.5" Background="#66000000" > <Grid.RowDefinitions> <RowDefinition Height="70"/> <RowDefinition Height="*"/> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="*" /> <ColumnDefinition Width="*" /> </Grid.ColumnDefinitions> <ProgressBar x:Name="playerProgressBar" VerticalAlignment="Top" Background="Transparent" Height="5" Width="Auto" Value="0" Visibility="Collapsed" Grid.Column="0" Grid.Row="0" Grid.ColumnSpan ="2" Grid.RowSpan="2" Foreground="White" BorderThickness="0" Style="{DynamicResource ProgressBarStyle1}" /> </Grid>

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  • Downloading a file from a PHP page in C#

    - by FoxyShadoww
    Okay, we have a PHP script that creates an download link from a file and we want to download that file via C#. This works fine with progress etc but when the PHP page gives an error the program downloads the error page and saves it as the requested file. Here is the code we have atm: PHP Code: <?php $path = 'upload/test.rar'; if (file_exists($path)) { $mm_type="application/octet-stream"; header("Pragma: public"); header("Expires: 0"); header("Cache-Control: must-revalidate, post-check=0, pre-check=0"); header("Cache-Control: public"); header("Content-Description: File Transfer"); header("Content-Type: " . $mm_type); header("Content-Length: " .(string)(filesize($path)) ); header('Content-Disposition: attachment; filename="'.basename($path).'"'); header("Content-Transfer-Encoding: binary\n"); readfile($path); exit(); } else { print 'Sorry, we could not find requested download file.'; } ?> C# Code: private void btnDownload_Click(object sender, EventArgs e) { string url = "http://***.com/download.php"; WebClient client = new WebClient(); client.DownloadFileCompleted += new AsyncCompletedEventHandler(client_DownloadFileCompleted); client.DownloadProgressChanged += new DownloadProgressChangedEventHandler(ProgressChanged); client.DownloadFileAsync(new Uri(url), @"c:\temp\test.rar"); } private void ProgressChanged(object sender, DownloadProgressChangedEventArgs e) { progressBar.Value = e.ProgressPercentage; } void client_DownloadFileCompleted(object sender, AsyncCompletedEventArgs e) { MessageBox.Show(print); }

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  • How we Can post Video and Image in ASIHTTPRequest ?

    - by GhostRider
    I want to post one image to my webservice and one video too , but problem is that when it go to video part it give me Excess-bad Error NSString *url = [NSString stringWithFormat:@"http://example.com/add_videoxml.php"]; networkQueue = [[ASINetworkQueue alloc] init]; [networkQueue cancelAllOperations]; [networkQueue setShowAccurateProgress:YES]; //[networkQueue setUploadProgressDelegate:progressBar]; [networkQueue setDelegate:self]; [networkQueue setRequestDidFinishSelector:@selector(requestFinished:)]; [networkQueue setRequestDidFailSelector: @selector(requestFailed:)]; request= [[ASIFormDataRequest alloc] initWithURL:[NSURL URLWithString:url]] ; [request setPostValue:@"284" forKey:@"id"]; [request setPostValue:@"show" forKey:@"show"]; [request addRequestHeader:@"Content-Type" value:@"multipart/form-data;boundary=---------------------------1842378953296356978857151853"]; NSData *imgData=UIImageJPEGRepresentation(userImage, 0.9); if(imgData != nil){ [request setFile:imgData withFileName:@"Loveatnight" andContentType:@"image/jpeg" forKey:@"image"]; } //[request addRequestHeader:@"Content-Type" // value:@"multipart/form-data;boundary=---------------------------1842378953296356978857151853"]; if(videoData != nil){ [request setFile:videoData withFileName:@"Loveishard" andContentType:@"image/jpeg" forKey:@"uploadfile"]; }// error is come on that line [request setTimeOutSeconds:500]; //NSLog(@"%@",request); [networkQueue addOperation:request]; [networkQueue go]; Added by the OP [request setFile:videoData withFileName:@"Loveishard" andContentType:@"video/quicktime" forKey:@"uploadfile"]; i use this becuase my video formate is mov , but it again give error

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  • Creating WPF components in background thread

    - by mizipzor
    Im working on a reporting system, a series of DocumentPage are to be created through a DocumentPaginator. These documents include a number of WPF components that are to be instantiated so the paginator includes the correct things when later sent to the XpsDocumentWriter (which in turn is sent to the actual printer). My problem now is that the DocumentPage instances take quite a while to create (enough for Windows to mark the application as frozen) so I tried to create them in a background thread, which is problematic since WPF expects the attributes on them to be set from the GUI thread. I would also like to have a progress bar showing up, indicating how many pages have been created so far. Thus, it looks like Im trying to get two things to happen in parallell on the GUI. The problem is hard to explain and Im really not sure how to tackle it. In short: Create a series of DocumentPage's. These include WPF components These are to be created on a background thread, or use some other trick so the application isnt frozen. After each page is created, a WPF ProgressBar should be updated. If there is no decent way to do this, alternate solutions and approaches are more than welcome.

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  • WP7 BarcodeManager - Invalid cross-thread access

    - by rpf
    I'm trying to use Windows Phone 7 Silverlight ZXing Barcode Scanning Library but I'm having some problems. I'm using a background worker to check the image, but when I do this: WP7BarcodeManager.ScanBarcode(this.Image, BarcodeResults_Finished); The code throws an exception: Invalid cross-thread access. Here is my code... void photoChooserTask_Completed(object sender, PhotoResult e) { if (e.TaskResult == TaskResult.OK) { ShowImage(); System.Windows.Media.Imaging.BitmapImage bmp = new System.Windows.Media.Imaging.BitmapImage(); bmp.SetSource(e.ChosenPhoto); imgCapture.Source = bmp; this.Image = new BitmapImage(); this.Image.SetSource(e.ChosenPhoto); progressBar.Visibility = System.Windows.Visibility.Visible; txtStatus.Visibility = System.Windows.Visibility.Collapsed; worker.RunWorkerAsync(); } else ShowMain(); } void worker_DoWork(object sender, DoWorkEventArgs e) { try { Thread.Sleep(2000); WP7BarcodeManager.ScanMode = com.google.zxing.BarcodeFormat.UPC_EAN; WP7BarcodeManager.ScanBarcode(this.Image, BarcodeResults_Finished); } catch (Exception ex) { Debug.WriteLine("Error processing image.", ex); } } How can I solve this?

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  • Data confusion - Selecting data in one DataGridView based on selection in another

    - by Logan Young
    This probably isn't the best way to do what I want, but I can't think of anything else to try... NB: I'm using Visual Basic.NET My form has 2 DataGridView controls. One of these is bound to a DataSet, the other isn't visible - at least not until the user selects a uniqueidentifier cell in the 1st grid. When the user makes this selection, the 2nd grid will become visible and display the row from another with the same id as the one selected in the 1st grid. So, basically, I want to dynamically display data in one grid based on user selection in another grid. My code looks like this so far... Private Sub RulesGrid_CellClick(ByVal sender As System.Object, ByVal e As System.Windows.Forms.DataGridViewCellEventArgs) Handles RulesGrid.CellClick Try FlagsGrid.Visible = True ''// MsgBox(RulesGrid.CurrentCell.Value.ToString()) Dim sql As String = "SELECT * FROM ctblMKA_Status_Flags " + _ "WHERE intStatusID = '" & RulesGrid.CurrentCell.Value & "'" DSFlags = GetDS(sql) DSFlags.DataSetName = "FlagsDataSet" FlagsGrid.DataSource = DSFlags ProgressBar.Visible = False Catch ex As Exception MsgBox(ex.ToString) End Try End Sub I feel like I'm missing something here... Any ideas anyone?

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  • Why does my binding break down on SilverLight ProgressBars?

    - by Bill Jeeves
    I asked a similar question about charts but I have given up on that and I am using progress bars instead. Essentially, I have ten progress bars in a Silverlight control. Each is showing a different value and updating every couple of seconds (it's a process monitor). Each progress bar has the same minimum value and maximum value so the bars can be compared. Trying to follow the M-V-VM model, I have bound the value of each bar to a property in my ViewModel. All of the maximum values for the bar are bound to a single property. When the model updates, the values and the maximum can all update. This allows the bars to re-scale as the sizes grow. I'm finding that the binding will stop working sometimes on one or more bars. I suspect it is because a bar's value becomes higher than the maximum occasionally. This is because if I update the maximums first and they are going down, the values will be to high. If I update the values first when the maximum needs increasing, the values are too high again. Is there a way to stop this behaviour? Some way, perhaps, to tell the progress bars that it's OK to temporarily go too high? Or some way to tell the bindings that they shouldn't be disabled when this happens? Or maybe I've got this completely wrong and there's some other issue with ProgressBar binding I don't know about?

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  • Has anyone used ever Mangoslick from themeforest?

    - by bonesnatch
    I was assigned to integrate MangoSlick theme to our current admin panel, Its a jQuery, Slick(?) and Responsive template. First, let me explain how the API goes In the documentation, it only says this is the only way data-[options]=[value] Example: If I wanna make a progress bar I can use this format <div class="progress"> <div class="bar" data-title="[title]" data-value="[value]" data-max="[max]" data-format="[format string]"></div> </div> so filling-in values <div class="progress"> <div class="bar" data-title="Space" data-value="1285" data-max="5120" data-format="0,0 MB"></div> </div> I will have this as output Now, the main question is when I use jQuery attr() to change the attribute values for data-title, data-max, data-value and data-format. Why is it not working? <script> var jq = $.noConflict(); jq(document).ready(function(){ jq('#bokz').attr("data-title", "No Space"); }); </script> Using the script above and inspect element in chrome the values are changed but not in the progressbar Some of you may have some ideas on this? Any help/suggestion would be very much appreciated.

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  • Optimize jQuery code

    - by Dannemannen
    Greetings, Just built some stuff with jQuery, everything works perfect(!), but I would like it to be as optimzed as possible.. what small changes can I do to my code? $(document).ready(function() { // hide the indicator, we use it later $(".indicator").hide(); // start the animation of the progressbar $(".fill").animate({ width: "50px",}, 4000, function() { $(".indicator").effect("pulsate", { times:999 }, 2000);}); // notify-me ajax function $(".btn-submit").click(function() { // get the variable email and put it in a new variable var email = $("input#mail").val(); var dataString = 'mail='+email; $.ajax({ type: "POST", url: "/mail.php", data: dataString, dataType: "json", success: function(msg){ // JSON return, lets do some magic if(msg.status == "ok") { $("#response-box").fadeIn("slow").delay(2000).fadeOut("slow"); $("#fade").fadeIn("slow").delay(2000).fadeOut("slow"); $("#response-box .inner").html("<h1>Thank you.</h1>We'll keep in touch!"); $("#mail").val("e.g. [email protected]"); } else { $("#response-box").fadeIn("slow").delay(2000).fadeOut("slow"); $("#fade").fadeIn("slow").delay(2000).fadeOut("slow"); $("#response-box .inner").html("<h1>Oops.</h1>Please try again!"); } } }); //make sure the form doesn't post return false; }); });

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  • Cannot reach reach jQuery (in parent document ) from IFRAME

    - by Michael Joyner
    I have written a backup program for SugarCRM. My program sets a iframe to src=BACKUP.PHP My backup program sends updates to parent window with: echo "<script type='text/javascript'>parent.document.getElementById('file_size').value='".fileSize2human(filesize($_SESSION['archive_file_name']))."';parent.document.getElementById('file_count').value=".$_SESSION['archive_file_count'].";parent.document.getElementById('description').innerHTML += '".$log_entry."\\r\\n';parent.document.getElementById('description').scrollTop = parent.document.getElementById('description').scrollHeight;</script>"; echo str_repeat( ' ', 4096); flush(); ob_flush(); I have added a JQUERY UI PROGRESS BAR and I need to know how I update the progress bar on the parent window. I tried this: $percent_complete = $_SESSION['archive_file_count'] / $_SESSION['archive_total_files']; echo "<script type='text/javascript'>parent.document.jquery('#progressbar').animate_progressbar($percent_complete); </script>"; ......... and get this error in browser. Uncaught TypeError: Object [object HTMLDocument] has no method 'jquery' HOW CAN I UPDATE THE PROGRESS BAR IN PARENT DOCUMENT FROM THE IFRAME?

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  • VMware Workstation reboot 32-bit host when starting 32/64-bit guest using VT-x

    - by Powerman
    I'm trying to start 64-bit guest (MacOSX and Windows7) on 32-bit host (Hardened Gentoo Linux, kernel 2.6.28-hardened-r9) using VMware Workstation (6.5.3.185404 and 7.0.1.227600). If VT-X disabled in BIOS, VMware refuse to start 64-bit guest (as expected). If VT-X enabled in BIOS, VMware start guest without complaining, but then, in about a second (I suppose as soon as guest try to switch on 64-bit) my host reboots (actually, it's more like reset - normal reboot procedure skipped and BIOS POST start immediately). My hardware is Core 2 Duo 6600 on ASUS P5B-Deluxe with latest stable BIOS 1101. I've power-cycled system, then enabled Vanderpool in BIOS. My CPU doesn't support Trusted Execution Technology, and there no way to disable it in BIOS. I've rebooted several times after that, sometimes with power-cycled, and ensure Vandertool is enabled in BIOS. I've also run VMware-guest64check-5.5.0-18463 tool, and it report "This host is capable of running a 64-bit guest operating system under this VMware product.". About a year ago I tried to disable hardened in kernel to ensure this isn't because of PaX/GrSecurity, but that doesn't help. I have not checked 32-bit guests with VT-X enabled yet, but without VT-X they works ok. ASUS provide "beta" BIOS updates, but according to their descriptions these updates doesn't fix this issue, so I'm not sure is it good idea to try it. My best guess now it's motherboard/BIOS bug. Any ideas? Update 1: I've tried to boot vt.iso provided at http://communities.vmware.com/docs/DOC-8978 and here is it report: CPU 0: VT is enabled on this core CPU 1: VT is enabled on this core Update 2: I've just tried to boot 32-bit guests (Windows7, Ubuntu9.04 and Gentoo) using all possible virtualization modes. In Automatic, Automatic with Replay, Binary translation everything works, in Intel VT-x/EPT or AMD-V/RVI I got message "This host does not support EPT. Using software virtualization with a software MMU." and everything works. BUT in Intel VT-x or AMD-V mode all 32-bit guests reset host just like 64-bit guests! So, this issue is not specific to 64-bit guests. One more thing. Using Intel VT-x or AMD-V mode for both 32/64-bit guests my host reset right after starting VM, i.e. before VM BIOS POST and before guest even start booting. But using Intel VT-x/EPT or AMD-V/RVI VM BIOS runs ok, then 64-bit guests start booting (Windows7 completed "Loading files" progressbar), and only after that host reset.

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  • __doPostBack is not working in firefox

    - by Dan Williams
    The __doPostBack is not working in firefox 3 (have not checked 2). Everything is working great in IE 6&7 and it even works in Chrome?? It's a simple asp:LinkButton with an OnClick event <asp:LinkButton ID="DeleteAllPicturesLinkButton" Enabled="False" OnClientClick="javascript:return confirm('Are you sure you want to delete all pictures? \n This action cannot be undone.');" OnClick="DeletePictureLinkButton_Click" CommandName="DeleteAll" CssClass="button" runat="server"> The javascript confirm is firing so I know the javascript is working, it's specirically the __doPostBack event. There is a lot more going on on the page, just didn't know if it's work it to post the entire page. I enable the control on the page load event. Any ideas? I hope this is the correct way to do this, but I found the answer. I figured I'd put it up here rather then in a stackoverflow "answer" Seems it had something to do with nesting ajax toolkit UpdatePanel. When I removed the top level panel it was fixed. Hope this helps if anyone else has the same problem. I still don't know what specifically was causing the problem, but that was the solution for me.

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  • ASP.NET validation not executing in a JavaScript showModalDialog call

    - by Michael Kniskern
    I currently open a pop up window from my parent page using using a JavaScript .showModalDialog function. The pop up window contains some ASP.NET validation controls which do not display when the user clicks the ASP.NET button to submit the form. If there is an error on the page, the validation message(s) do not display, the record is not updated on the server side and the pop window closes. (The asp.net validation controls do not stop the pop up window from doing a server postback) Has anyone expereinced this behavior before and is there any way to prevent it? Here is my showModalDialong call source code: function OpenChildWindow(id) { var sFeatures = sFeatures="dialogHeight: 525px;"; sFeatures += "dialogWidth: 900px;"; sFeatures += "scroll: yes;"; sFeatures += "status: no;"; sFeatures += "resizeable: no;"; var url = "MyPopUp.aspx?ID=" + id; var childName = "ChildForm"; entryWindow = window.showModalDialog(url, childName, sFeatures); if (entryWindow == true) { window.document.getElementById("<%= btnUpdateParent.ClientID %>").click(); } } Note: When the pop up modal is closed, a ASP.NET button is "clicked" to update an ASP.NET UpdatePanel on the parent to show the changes to the record modified in the pop up window.

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  • how to add a sidebar to a .net page based on a master page that doesnt have a sidebar.

    - by UXdesigner
    Hello, I have been told that I should add a sidebar to one page of this .net project, but the master page don't include a sidebar. How can I add a sidebar to one page only ? This is the code for the Master Template, can anyone suggest or help me out here? I'd buy a book and read more, but I have to do this for the next 12 hours. <%@ Master Language="C#" AutoEventWireup="true" CodeFile="Public.master.cs" Inherits="Public" %> <%@ Register Assembly="AjaxControlToolkit" Namespace="AjaxControlToolkit" TagPrefix="cc2" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <%--<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> --%><html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server"> <title></title> <%--<link href="favicon.ico" rel="Shortcut Icon" type="image/x-icon" />--%> <link href="<%= Server.MapPath("~/css/main2.css") %>" rel="stylesheet" type="text/css" media="all" /> <link href="<%= Server.MapPath("~/css/dropdown.css") %>" media="screen" rel="stylesheet" type="text/css" /> <link href="<%= Server.MapPath("~/css/default.advanced.css") %>" media="screen" rel="stylesheet" type="text/css" /> <link href="<%= Server.MapPath("~/css/vlightbox.css") %>" rel="stylesheet" type="text/css" /> <link href="<%= Server.MapPath("~/css/visuallightbox.css") %>" rel="stylesheet" type="text/css" media="screen" /> <link href="<%= Server.MapPath("~/boxes.css") %>"rel="stylesheet" type="text/css" media="screen" /> <script src="<%= Server.MapPath("~/engine/js/jquery.min.js") %>" ype="text/javascript"></script> <script src="<%= Server.MapPath("~/js/cufon-yui.js") %>" type="text/javascript"></script> <script src="<%= Server.MapPath("~/js/AFB_400.font.js") %>" type="text/javascript"></script> <style type="text/css"> #vlightbox a#vlb { display:none } </style> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.3.2/jquery.min.js" ></script> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.5.3/jquery-ui.min.js" ></script> <script type="text/javascript"> Cufon.replace('h2'); </script> <script type="text/javascript"> Cufon.replace('h3'); </script> <script type="text/javascript"> Cufon.replace('h5'); </script> <!--[if IE 8]> <style type="text/css"> #footer {display:table;} </style> <![endif]--> <style> ul#nav { width:100%; height:36px; display:block; background-color:#000; background-repeat:repeat-x; } #wrapthatbanner {display:block; float:left; width:100%; height:529px; margin-left:-20px; margin-bottom:0px; } </style> <script type='text/javascript' src='http://ajax.googleapis.com/ajax/libs/jquery/1.3.2/jquery.min.js?ver=1.3.2'></script> <script type="text/javascript"> $(document).ready(function() { $("#footer").stickyFooter(); }); // sticky footer plugin (function($) { var footer; $.fn.extend({ stickyFooter: function(options) { footer = this; positionFooter(); $(window) .scroll(positionFooter) .resize(positionFooter); function positionFooter() { var docHeight = $(document.body).height() - $("#sticky-footer-push").height(); if (docHeight < $(window).height()) { var diff = $(window).height() - docHeight; if (!$("#sticky-footer-push").length > 0) { $(footer).before('<div id="sticky-footer-push"></div>'); } $("#sticky-footer-push").height(diff); } } } }); })(jQuery); </script> </head> <body id="@@(categoria)@@"> <form id="form1" runat="server"> <asp:ScriptManager ID="ScriptManager1" runat="server" EnablePageMethods="true" AsyncPostBackTimeout="900"></asp:ScriptManager> <div id="container"> <asp:UpdatePanel ID="UpdatePanel1" runat="server"> <ContentTemplate> <div id="header"> <div id="headerlink"> <table width="100%" border="0"> <tr> <td height="77px;" width="67%"> <asp:ImageButton PostBackUrl="~/index.aspx" ImageUrl="~/images/Titulos/5.png" runat="server" alt="" name="screen_logo" width="257" hspace="10" vspace="10" border="0" id="screen_logo" title="" /> </td> <td valign="top" align="right" width="33%"> <table> <tr> <td> <asp:Label ID="lblFullMessage" Visible="false" runat="server" Font-Size="X-Small" ForeColor="White" Text="Please enter the {0}, {1} and {2} characters from your password."></asp:Label> </td> </tr> <tr valign="middle"> <td> <img src="../images/login.jpg"</td> <td valign="top"> <asp:TextBox runat="server" Height="16px" Font-Size="Small" ID="txtLogin" Width="100px"></asp:TextBox> <asp:Button ID="btnLogin" Height="20px" Font-Size="X-Small" runat="server" Text="Go" OnClick="btnLogin_Click" /> </td> </tr> <tr> <td> <asp:Label ID="lblError" Visible="false" runat="server" Font-Size="X-Small" ForeColor="Red" Text="Error"></asp:Label> </td> </tr> </table> </td> </tr> </table> </div> </div> </ContentTemplate> </asp:UpdatePanel> <ul id="nav" class="dropdown dropdown-horizontal"> <li><asp:HyperLink NavigateUrl="~/index.aspx" CssClass="dir" runat="server" ID="lnk1">Home</asp:HyperLink></li> <li><asp:HyperLink NavigateUrl="~/PublicSide/link.aspx" CssClass="dir" runat="server" ID="lnk3">link</asp:HyperLink></li> <li><asp:HyperLink NavigateUrl="~/PublicSide/link.aspx" CssClass="dir" runat="server" ID="lnk4">link</asp:HyperLink></li> <li><asp:HyperLink NavigateUrl="~/PublicSide/link.aspx" CssClass="dir" runat="server" ID="lnk7">link</asp:HyperLink></li> <li><asp:HyperLink NavigateUrl="~/PublicSide/link.aspx" CssClass="dir" runat="server" ID="lnk5">link</asp:HyperLink></li> <li><asp:HyperLink NavigateUrl="~/PublicSide/link.aspx" CssClass="dir" runat="server" ID="lnk2">link</asp:HyperLink></li> <li><asp:HyperLink NavigateUrl="~/PublicSide/link.aspx" CssClass="dir" runat="server" ID="lnk6">link</asp:HyperLink></li> </ul> <div id="wmfg"> </div> <div id="content"><asp:ContentPlaceHolder ID="Content1" runat="server"> </asp:ContentPlaceHolder></div> <div id="footer">Footer</div> </div> </form> </body> </html>

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  • Using Javascript to detect when a user has selected an item in an ASP.NET listbox

    - by Amr Bekhit
    Hello all, I am developing an ASP.NET web application that incorporates google maps. I have an ASP.NET listbox on my page which contains a list of items. When the user selects one of the items, I'd like to show this item on the map. The main complication lies in the fact that google maps uses javascript to control it and the listbox is a server control. I can think of two ways to do this. The first would involve the listbox calling a javascript function when the user selects a new item. I can then write this function to perform the necessary map operations. Unfortunately, the OnSelectedIndexChanged property of the listbox doesn't seem to support javascript functions. The second involves wrapping an UpdatePanel around the listbox and getting the listbox to perform a postback. In the SelectedIndexChanged event in VB/C#, I would the need to somehow make a call to a javascript function which would then update the map. Which solution can I use? Thanks --Amr

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