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  • How to find with javascript if element exists in DOM or it's virtual (has been just created by creat

    - by user326574
    Hello. I hope a topic is self describing. I'm new on your site, it helped me much times but this time i was surprised not to find an answer on internet. The question is quite simple. Say, i have an element created in code: var elem = docuemnt.createElement('div'); ... I wish sometime to check have i placed it into the DOM before or it is still virtual. // check if elem is placed in the DOM (it's not) document.getElementByTagName('body')[0].appendChild(elem); // check - and it's finally in the document When use jquery i can write '$(elem).filter(':visible') or even $(elem).visible() if i remember correctly. But if it's based on the same javascript, then... All i want is to check does the element exist only virtually or it can be found in a document (and still may be not visible).

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  • progressbar to be updated on selected index changed of a combo box

    - by joy
    hi, i am developing a windows application using C#.net and i am having a combobox with some list items .on selected index changed event of the combo box i need to have the progess bar to be visible and should disappear after retrieving some data. i am trying inthe way: for (int i = progressBar1.Minimum; i <= progressBar1.Maximum; i++) { progressBar1.PerformStep(); } panel1.Visible = false; where my progress bar is placed in panel1. but i am getting the progess bar when i first run my application after that when ever combobox item is changed the progress abr is not visible. i need the solution asap... Thanks in advance!

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  • jquery bubblepopup inside jquery carousel

    - by sam
    Hi, I am trying to use the jquery bubble popup inside the jquery carousel. the problem everything works fine. but say if i have 10 items in the carousel, display 5 at a time, hiding the remaining 5 items(which could be opened by clicking the left or right navigation). so when we move the mouse over each carousel item that is visible on the screen, we can see the bubble popup. here, if i move the mouse over the empty area on the screen, i am still getting the bubble pop which shouldnt be visible because that particular carousel item is hidden.if i keep on moving over all the hidden items, i am able to see the bubble popup. is there anyway to hide the bubble pop when the carousel item is not visible on the screen.

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  • Infragistics UltraWebTab

    - by user354089
    Im using Infragistcs UltraWebTab. The code is shown below ` <div class="tab-content"> <asp:Panel ID="PnlGeneral" runat="server"> <table width="100%" border="0" cellspacing="0" cellpadding="0" class="tab-list"> <tr> <td style="border-bottom-color: White"> <asp:Label ID="LblErrors" runat="server" CssClass="ErrorMessage1"></asp:Label> <asp:Label ID="LblSuccessMsg" runat="server" CssClass="SuccessMessage1"></asp:Label> </td> </tr> <tr> <td> <table cellpadding="0" cellspacing="0" width="100%" border="0" class="tab-list"> <tr> <th width="205" class="FormLabel1"> Campaign Name <span class="ErrorMessage">*</span> </th> <td width="80%"> <asp:TextBox ID="TxtCampaignName" runat="server" CssClass="TextBox1"></asp:TextBox> </td> </tr> <tr> <th width="205" class="FormLabel1"> CRM Name <span class="ErrorMessage">*</span> </th> <td width="80%"> <asp:TextBox ID="TxtCRMName" runat="server" CssClass="TextBox1"></asp:TextBox> </td> </tr> <tr> <th class="FormLabel1"> Campaign Type <span class="ErrorMessage">*</span> </th> <td> <asp:DropDownList ID="DDLCampaignType" runat="server" CssClass="TextBox1" AutoPostBack="true" Width="117px" OnSelectedIndexChanged="DDLCampaignType_SelectedIndexChanged"> </asp:DropDownList> </td> </tr> <tr visible="false" id="trCompanyRow" runat="server"> <th class="FormLabel1"> Company <span class="ErrorMessage">*</span> </th> <td> <table cellpadding="0" cellspacing="0" border="0" width="100%"> <tr> <td class="style2" style="border-bottom-color: White"> <asp:DropDownList ID="DDLCompany" runat="server" CssClass="TextBox1" Width="117px" OnSelectedIndexChanged="DDLCompany_SelectedIndexChanged"> </asp:DropDownList> </td> <td class="style3" style="border-bottom-color: White"> <asp:LinkButton ID="btnlnknewCompany" runat="server" Style="font-size: 100%;" Text="Add New" OnClick="btnlnknewCompany_Click"></asp:LinkButton> </td> <td style="border-bottom-color: White"> <table cellpadding="0" cellspacing="0" border="0" width="100%" id="tdNewComapny" visible="false" runat="server"> <tr> <td class="style4" style="border-bottom-color: White"> <asp:TextBox ID="txtCompanyName" runat="server"></asp:TextBox> </td> <td style="border-bottom-color: White"> <asp:Button ID="btnCompanyAdd" runat="server" CssClass="btn1" Height="20px" Text="Add" Width="25%" OnClick="btnCompanyAdd_Click" /> </td> </tr> </table> </td> </tr> </table> </td> </tr> <tr id="trBannerImage" runat="server" visible="false"> <th class="FormLabel1"> Banner Image <span class="ErrorMessage">*</span> </th> <td> <asp:FileUpload ID="FileUploadBannerImage" runat="server" ToolTip="Add images for banner" /> </td> </tr> <tr> <th class="FormLabel1"> Start Date <span class="ErrorMessage">*</span> </th> <td> <asp:TextBox ID="TxtStartDate" runat="server" CssClass="TextBox1"></asp:TextBox><rjs:PopCalendar ID="CalStartDate" runat="server" Control="TxtStartDate" Format="dd mm yyyy" ShowErrorMessage="false" /> &nbsp;dd-mm-yyyy </td> </tr> <tr> <th class="FormLabel1"> End Date <span class="ErrorMessage">*</span> </th> <td> <asp:TextBox ID="TxtEndDate" runat="server" CssClass="TextBox1"></asp:TextBox><rjs:PopCalendar ID="CalEndDate" runat="server" Control="TxtEndDate" Format="dd mm yyyy" ShowErrorMessage="false" /> &nbsp;dd-mm-yyyy </td> </tr> <tr> <th class="FormLabel1"> Enabled? </th> <td> <asp:CheckBox ID="ChkEnabled" runat="server" /> </td> </tr> <tr style="border-bottom-color: White" id="tblVerificationFields" visible="false" runat="server"> <th style="border-bottom-color: White"> Company's Verification Fields </th> <td style="border-bottom-color: White"> <table border="0" cellspacing="0" cellpadding="0" class="tab-form" width="100%"> <tr> <td colspan="3" align="center"> <br /> <p> <label style="font-size: 14px; font-weight: bold; text-align: center;"> Select from existing verification fields below</label></p> </td> </tr> <tr> <td colspan="2"> <asp:Repeater ID="RptrVeriFieldsParamType" runat="server"> <HeaderTemplate> <table border="0" cellpadding="0" cellspacing="0" class="tab-grid" style="border: 0px"> <tr> <th> </th> <th> Field Name </th> <th> Type </th> <th> </th> </tr> </HeaderTemplate> <ItemTemplate> <tr> <td style="border-bottom-color: White"> <asp:CheckBox ID="RptrChkVeriFields" runat="server" /> </td> <td style="border-bottom-color: White"> <asp:Label ID="RptrFieldName" runat="server" Text='<%# Eval("FieldName") %>'> </asp:Label> </td> <td style="border-bottom-color: White"> <asp:Label ID="RptrParamterTypeName" runat="server" Text='<%# Eval("PARAMETERTYPENAME") %>'> </asp:Label> </td> <td> <asp:Label ID="RptrHdnFieldId" runat="server" Text='<%# Eval("FIELDID") %>' Visible="false"></asp:Label> </td> </tr> </ItemTemplate> <FooterTemplate> </table> </FooterTemplate> </asp:Repeater> </td> </tr> <tr> <td style="border-bottom-color: White"> </td> </tr> <tr> <td> <table border="0" cellpadding="0" cellspacing="0" width="100%" runat="server"> <tr> <td colspan="6" style="border-bottom-color: White" align="center"> <br /> <p> <label style="font-size: 14px; font-weight: bold; text-align: center; width: 100%;"> Or Add New verification field</label> </p> </td> </tr> <tr id="trVerifcationFields" runat="server" visible="false"> <th style="border-bottom-color: White" width="110px"> <strong>Verification Name</strong> </th> <td style="border-bottom-color: White" width="50px"> <asp:TextBox ID="TxtVeriField" runat="server"> </asp:TextBox> </td> <th style="border-bottom-color: White" width="100px"> <strong>Parameter Type</strong> </th> <td style="border-bottom-color: White" width="100px"> <asp:DropDownList ID="DDLParameterType" runat="server"> </asp:DropDownList> </td> <th> </th> <td align="left" style="border-bottom-color: White"> <asp:Button ID="BtnAddVeriField" runat="server" CssClass="btn1" Height="20px" Text="Add" OnClick="BtnAddVeriField_Click" Width="75%" /> </td> </tr> </table> </td> </tr> </table> </td> </tr> </table> </td> </tr> <tr> <td> <table cellpadding="0" cellspacing="0" width="100%" border="0" class="tab-list"> <tr align="right"> <td> </td> <td align="right" class="tab-list"> <asp:Button runat="server" ID="Next" Visible="true" Text="Next >" CssClass="btn" /> </td> </tr> </table> </td> </tr> </table> </asp:Panel> </div> </ContentTemplate> </igtab:Tab> <igtab:Tab Text="CRM Deals (Step-2)" Key="Tab2"> <ContentTemplate> <div style="clear: both"> </div> <div class="tab-content"> <asp:Panel ID="PnlCRMDeals" runat="server" ScrollBars="Vertical" Height="500px"> <table width="100%" border="0" cellspacing="0" cellpadding="0" class="tab-list"> <tr> <td> <asp:GridView ID="GridDeals" AutoGenerateColumns="False" runat="server" BorderStyle="none" BorderWidth="0" CellPadding="0" CellSpacing="0" GridLines="None" ShowFooter="false" HorizontalAlign="Left" CssClass="tab-grid" Width="100%"> <HeaderStyle CssClass="header" HorizontalAlign="Center" /> <PagerStyle CssClass="pager" /> <AlternatingRowStyle CssClass="odd" /> <Columns> <asp:TemplateField> <ItemStyle Width="5%" /> <ItemTemplate> <asp:CheckBox ID="ChkDeals" runat="server" Visible="true" /> </ItemTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Deal Name"> <ItemStyle Width="25%" /> <ItemTemplate> <asp:Label ID="DealName" runat="server" Text='<%# Eval("DealName") %>' /> </ItemTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Name in CRM"> <ItemTemplate> <asp:Label ID="CRMDealName" runat="server" Text='<%# Eval("CRM_NAME") %>' /> </ItemTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Deal Code"> <ItemTemplate> <asp:Label ID="PartNum" runat="server" Text='<%# Eval("PARTNUM") %>' /> </ItemTemplate> </asp:TemplateField> </Columns> </asp:GridView> </td> </tr> </table> </asp:Panel> </div> </ContentTemplate> </igtab:Tab> ` The problem im facing is after the "BtnAddVeriField" add button is clicked the Panel for the next tab gets displayed below the first tab's Panel. Furthermore, that Add button is not displayed as well.

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  • How I use schemas.

    - by Alexander Kuznetsov
    I use schemas to simplify granting permissions. For tables and views, I have three schemas: Data, the actual data my customers need. Can only be modified via sprocs. Staging, only visible to data loaders and devs. Full privileges on INSERT?UPDATE/DELETE for those who see it. Config, the configuration data used in loads, only visible to data loaders and devs. Can only be modified via sprocs. For sprocs/UDFs I have the following schemas: Readers Writers ETL ConfigReaders ConfigWriters Also I have dbo...(read more)

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  • Android 1.5 - 2.1 Search Activity affects Parent Lifecycle

    - by pacoder
    Behavior seems consistent in Android 1.5 to 2.1 Short version is this, it appears that when my (android search facility) search activity is fired from the android QSR due to either a suggestion or search, UNLESS my search activity in turn fires off a VISIBLE activity that is not the parent of the search, the search parents life cycle changes. It will NOT fire onDestroy until I launch a visible activity from it. If I do, onDestroy will fire fine. I need a way to get around this behavior... The long version: We have implemented a SearchSuggestion provider and a Search activity in our application. The one thing about it that is very odd is that if the SearchManager passes control to our custom Search activity, AND that activity does not create a visible Activity the Activity which parented the search does not destroy (onDestroy doesn't run) and it will not until we call a visible Activity from the parent activity. As long as our Search Activity fires off another Activity that gets focus the parent activity will fire onDestroy when I back out of it. The trick is that Activity must have a visual component. I tried to fake it out with a 'pass through' Activity so that my Search Activity could fire off another Intent and bail out but that didn't work either. I have tried setting our SearchActivity to launch singleTop and I also tried setting its noHistory attribute to true, tried setResult(RESULT_OK) in SearchACtivity prior to finish, bunch of other things, nothing is working. This is the chunk of code in our Search Activity onCreate. Couple of notes about it: If Intent is Action_Search (user typed in their own search and didn't pick a suggestion), we display a list of results as our Search Activity is a ListActivity. In this case when the item is picked, the Search Activity closes and our parent Activity does fire onDestroy() when we back out. If Intent is Action_View (user picked a suggestion) when type is "action" we fire off an Intent that creates a new visible Activity. In this case same thing, when we leave that new activity and return to the parent activity, the back key does cause the parent activity to fire onDestroy when leaving. If Intent is Action_View (user picked a suggestion) when type is "pitem" is where the problem lies. It works fine (the method call focuses an item on the parent activity), but when the back button is hit on the parent activity onDestroy is NOT called. IF after this executes I pick an option in the parent activity that fires off another activity and return to the parent then back out it will fire onDestroy() in the parent activity. Note that the "action" intent ends up running the exact same method call as "pitem", it just bring up a new visual Activity first. Also I can take out the method call from "pitem" and just finish() and the behavior is the same, the parent activity doesn't fire onDestroy() when backed out of. if (Intent.ACTION_SEARCH.equals(queryAction)) { this.setContentView(_layoutId); String searchKeywords = queryIntent.getStringExtra(SearchManager.QUERY); init(searchKeywords); } else if(Intent.ACTION_VIEW.equals(queryAction)){ Bundle bundle = queryIntent.getExtras(); String key = queryIntent.getDataString(); String userQuery = bundle.getString(SearchManager.USER_QUERY); String[] keyValues = key.split("-"); if(keyValues.length == 2) { String type = keyValues[0]; String value = keyValues[1]; if(type.equals("action")) { Intent intent = new Intent(this, EventInfoActivity.class); Long longKey = Long.parseLong(value); intent.putExtra("vo_id", longKey); startActivity(intent); finish(); } else if(type.equals("pitem")) { Integer id = Integer.parseInt(value); _application._servicesManager._mapHandlerSelector.selectInfoItem(id); finish(); } } } It just seems like something is being held onto and I can't figure out what it is, in all cases the Search Activity fires onDestroy() when finish() is called so it is definitely going away. If anyone has any suggestions I'd be most appreciative. Thanks, Sean Overby

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  • Entity/Component based engine rendering separation from logic

    - by Denis Narushevich
    I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component based engines, when single entity have renderer components and logic components such as position, behavior altogether in one box? Such approach sound odd to me, in my understanding entity itself belongs to logic part and shouldn't contain any render specific things inside. With such approach it is impossible to swap renderers, it would require to rewrite all that customized renderers. The way I would do it is, that entity would contain only logic specific components, like AI,transform,scripts plus reference to mesh, or sprite. Then some entity with Camera component would store all references to object that is visible to the camera. And in order to render all that stuff I would have to pass Camera reference to Renderer class and render all sprites,meshes of visible entities. Is such approach somehow wrong?

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  • Macbook Pro 13" Retina (10,2): Keyboard and Touchpad don't work correcltly

    - by Dirk
    I'm dealing with Ubuntu since about 5 years and installed it on several laptops. Now I'm stuck when trying to install Ubuntu 12.04.1 on a brand new Macbook Pro 13" Retina (10,2). I sucessfully can start Ubuntu from an USB stick, the Ubuntu desktop is visible, a mouse cursor is visible. But there is no respond to keyboard or touchpad input. So I cannot really install Ubuntu on the Macbook. The details of my approach: Prepare an empty USB stick Download "ISO 2 USB EFI Booter for Mac" and copy the file bootX64.efi to the USB drive as /efi/boot/bootX64.efi. Download Ubuntu 12.04.1 Desktop for Mac from http://cdimage.ubuntu.com/releases/1-amd64+mac.iso and copy the iso the USB drive as /efi/boot/boot.iso Put the USB stick into the Macbook Press and hold the "alt" button while switching the Macbook on Select "EFI Boot" from the boot menu that appears and press the Return / Enter key Immediately a black terminal screen appears with the headline "Welcome to the Ubuntu ISO << - EFI booter". 30 seconds later the familiar Ubuntu startup graphics screen is showing. Further 20 seconds later Ubuntu has started and the desktop is visible - in wonderfully fine resolution Now the computer does not respond to any actions on the touchpad nor the keyboard Who did install Ubuntu on this Macbook Pro 13" Retina (10,2) successfully? On this site https://help.ubuntu.com/community/MacBookPro this unit is not listed yet, anyway. Any help would be greatly appreciated! Dirk PS: I could now install ubuntu with an external USB Keyboard/Mouse Set. But now, after showing the grub menu, a kernel panic error appears and booting stops :-/ Seems that the ubuntu images fit not to a macbook pro retina 13" (10,2) yet. PPS: Ok, there are new facts: If I edit the boot options and enter " nomodeset noapic" ubuntu starts and Keyboard and Touchpad work! Now I have to enable WiFi... PPPS: After installing Broadcom firmware from USB Live stick as described in other posts, WiFi was enabled. Then I could update ubuntu normally to 12.10. After this, I must not enter "nomodeset noapic" in the grub menu anymore. Last Thing now is the Touchpad. The driver seems not to be there. The touch pad is only showing as mouse. t.b.c.

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  • What should be contained in a game scene graph?

    - by Bunkai.Satori
    Would you help me to clarify, please, what what exactly should be contained within a game scene graph? See the following list, please: Game Actors? (obviously yes, all the objects changing state should be the major prart of the Scene Graph) Simple static game ojbects? (I mean ojects places in the background that do not get animated, neither do they collide) Game Triggers? Game Lights? Game Cameras? Weapon Bullets? Game Explosions and Special Effects? The above considered object types. Now to the coverage of the scene graph: Should a scene graph contain the whole game level map since the level start, or should it contain only the visible portion of the map? If the second is true, it would mean that scene graph would be continuously updated, by adding/removing game objects, as the player moves. However, containing only the visible are of the map obviously would be much faster to traverse and update.

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  • Backend devs put down by user stories

    - by Szili
    I planned to slice in backend development into to the user stories vertically. But a backend guy on our team started to complain that this makes their work invisible. My answer was that at the sprint planning and review meetings we discuss backend tasks in front of stakeholders so it makes it visible, and maintaining a high quality during the project will result a slower startin pace than other teams, but we will have a stable velocity during the project. And velocity is highly visible to stakeholders. He still insist having stories like: "As a developer I need to have a domain layer so I can encapsulate business logic." How can I solve the issue before it pollutes the team? The root of the issue is that our management systematically consider backend work as invisible and call backed devs miners, or other pejorative terms.

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  • Scene Graph Traversing Techniques

    - by Bunkai.Satori
    Scene Graph seems to be the most effective way of representing the game world. The game world usually tends to be as large as the memory and device can handle. In contrast, the screen of the device captures only a fraction of the Game World/Scene Graph. Ideally, I wish to process(update and render) only the visible game objects/nodes on per-frame basis. My question therefore is, how to traverse the scene graph so, that I will focus only on the game notes that are in the camera frustum? How to organize data so that I can easily focus only on the scene graph nodes visible to me? What are techniques to minimize scenegraph traversal time? Is there such way as more effective traversal, or do I have to traverse whole scene graph on per-frame basis?

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  • Install Ubuntu 12.04 on a ACER AC100

    - by pidarn
    I'm trying to install a 12.04.1 on an ACER AC100 - Mini-Server. After booting from the Install-CD there are no Disks shown. In Bios I disabled the Intel-Raid /LSI-Raid. I want to install on the 1st of 4 "native" disks and I tried to do this with RHEL 6.4 where all Disks are visible - but the UBUNTU-Installer doesn't find any of them. btw ... If I boot from the UBUNTU - Install-CD in "rescue"-mode the disks are visible?! Any Ideas?

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  • Backup all home folders on usb disk and accessibility

    - by PatrickV
    I am using Ubuntu 12.04 and have multiple family members working on it with there own home folder. I have an USB disk and want to use it to backup my home folders. Trying this, I got some questions. When my disk auto mount, it is not visible for each user. It seams to be visible for the user the time I connect the usb disk. I want to create one folder per home on the usb disk to backup the data to. But when I format the disk in EXT4 or FAT for example it is Read Only. How can I format the disk so it is accessible to every user. Best Regards, Patrick

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  • Window decoration of emacs23 window on fluxbox is outside screen

    - by mit
    I am starting emacs remotely over an ssh connection. But on the emacs window I cannot find a way to resize or move it. There is no fluxbox title bar visible, and I guess the title bar is above the visible viewport, because emacs starts vertically with more height than the screen has. The lower border of the emacs window is also below the viewport border, so I cannot resize the window. I am starting emacs like this: emacs23 This is the emacs version: This is GNU Emacs 23.1.1 (x86_64-pc-linux-gnu, GTK+ Version 2.20.0) of 2010-03-29 on yellow, modified by Debian The remote system that runs emacs is 10.04 Lucid Lynx amd64. The local system is running 9.10 Karmic Koala 32 bit and Fluxbox 1.1.1-2

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  • Unity3D - Projection matrix camera frustum

    - by MulletDevil
    I've used off centre projection to create a custom projection matrix for my camera. When I run the game I can see the scene correctly in the game view but in the editor view the camera frustum is not correct. It still shows the original frustum shape not the new one. It also appears that Unity is using the original frustum for frustum culling and not the new one as I can see object being culled which are visible to the new frustum but would not be visible in the old one. Am I wrong in thinking that a custom projection matrix would alter the view frustum? Or am I missing something else?

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  • Why does vbkeyup produce different results than vbkeydown does in this Code.

    - by Joshua Rhoads
    I have a VB6 app. It consists of a flexgrid. I have code to allow the user to press the up or down arrow key to switch rows in the grid. When the down arrow key is pressed the cursor is placed at the end of the text in the next row, but when the Up arrow key is pressed the cursor is placed in the middle of the text of the previous row. Anybody have any explantion for this. Private Sub Command1_Click() With MSFlexGrid1 .Cols = 4 .Rows = 5 .FixedCols = 1 .FixedRows = 1 MSFlexGrid1.TextMatrix(0, 1) = "FROM" MSFlexGrid1.TextMatrix(0, 2) = "THRU" MSFlexGrid1.TextMatrix(0, 3) = "PAGE" MSFlexGrid1.TextMatrix(1, 1) = "Aa" MSFlexGrid1.TextMatrix(1, 2) = "Az" MSFlexGrid1.TextMatrix(1, 3) = "-" MSFlexGrid1.TextMatrix(2, 1) = "Ba" MSFlexGrid1.TextMatrix(2, 2) = "Bz" MSFlexGrid1.TextMatrix(2, 3) = "-" MSFlexGrid1.TextMatrix(3, 1) = "Ca" MSFlexGrid1.TextMatrix(3, 2) = "Cz" MSFlexGrid1.TextMatrix(3, 3) = "-" MSFlexGrid1.TextMatrix(4, 1) = "Da" MSFlexGrid1.TextMatrix(4, 2) = "Dz" MSFlexGrid1.TextMatrix(4, 3) = "-" End With End Sub Private Sub Command2_Click() End End Sub Private Sub Form_Load() Text1.Visible = False End Sub Private Sub MSFlexGrid1_DblClick() FlexGridEdit Asc(" ") Exit Sub End Sub Private Sub FlexGridEdit(KeyAscii As Integer) Text1.Left = MSFlexGrid1.CellLeft + MSFlexGrid1.Left Text1.Top = MSFlexGrid1.CellTop + MSFlexGrid1.Top Text1.Width = MSFlexGrid1.ColWidth(MSFlexGrid1.Col) - 2 * (MSFlexGrid1.ColWidth (MSFlexGrid1.Col) - MSFlexGrid1.CellWidth) Text1.Height = MSFlexGrid1.RowHeight(MSFlexGrid1.Row) - 2 * (MSFlexGrid1.RowHeight(MSFlexGrid1.Row) - MSFlexGrid1.CellHeight) Text1.MaxLength = 2 Text1.Visible = True Text1.SetFocus Select Case KeyAscii Case 0 To Asc(" ") Text1.Text = MSFlexGrid1.Text Text1.SelStart = Len(Text1.Text) Case Else Text1.Text = Chr$(KeyAscii) Text1.SelStart = 1 End Select Exit Sub End Sub Function ValidateFlexGrid1() As Boolean Dim llCntrRow As Integer Dim llCntrCol As Integer Dim max_len As Single Dim new_len As Single Dim liCntr As Integer Dim lsCheck As String With MSFlexGrid1 If Text1.Visible Then .Text = Text1.Text If .Rows = .FixedRows Then ValidateFlexGrid1 = False End If For llCntrCol = .FixedCols To MSFlexGrid1.Cols - 1 For llCntrRow = .FixedRows To MSFlexGrid1.Rows - 1 If .TextMatrix(llCntrRow, llCntrCol) = "" Then ValidateFlexGrid1 = False Exit Function End If Next llCntrRow Next llCntrCol End With ValidateFlexGrid1 = True Exit Function End Function Private Sub Text1_Keydown(KeyCode As Integer, Shift As Integer) Select Case KeyCode Case vbKeyRight, vbKeyLeft, vbKeyReturn If Text1.Visible = True Then If Text1.Text = "/" Then If MSFlexGrid1.Row > 1 Then Text1.Text = MSFlexGrid1.TextMatrix(MSFlexGrid1.Row - 1, MSFlexGrid1.Col) Text1.SelStart = Len(Text1.Text) End If End If MSFlexGrid1.Text = Text1.Text If KeyCode = vbKeyRight Or KeyCode = vbKeyReturn Then If Text1.SelStart = Len(Text1.Text) Then FlexGridChkPos KeyCode FlexGridEdit Asc(" ") End If Else If Text1.SelStart = 0 Then FlexGridChkPos KeyCode FlexGridEdit Asc(" ") End If End If End If Case vbKeyDown, vbKeyUp If Text1.Visible = True Then MSFlexGrid1.Text = Text1.Text FlexGridChkPos KeyCode FlexGridEdit Asc(" ") End If End Select Exit Sub End Sub Function FlexGridChkPos(KeyCode As Integer) As Boolean Dim llNextRow As Long Dim llNextCol As Long Dim llCurrCol As Long Dim llCurrRow As Long Dim llTotCols As Long Dim llTotRows As Long Dim llBegRow As Long Dim llBegCol As Long Dim llCntrCol As Long Dim lsText As String With MSFlexGrid1 llCurrRow = .Row + 1 llCurrCol = .Col + 1 llTotRows = .Rows llTotCols = .Cols llBegRow = .FixedRows llBegCol = .FixedCols If KeyCode = vbKeyRight Or KeyCode = vbKeyReturn Then llNextCol = llCurrCol + 1 If llNextCol > llTotCols Then llNextRow = llCurrRow + 1 If llNextRow > llTotRows Then .Rows = .Rows + 1 llCurrRow = llCurrRow + 1 llCurrCol = 1 + llBegCol Else llCurrRow = llNextRow llCurrCol = 1 + llBegCol End If Else llCurrCol = llNextCol End If End If If KeyCode = vbKeyLeft Then llNextCol = llCurrCol - 1 If llNextCol = llBegCol Then llNextRow = llCurrRow - 1 If llNextRow = llBegRow Then llCurrRow = llTotRows Else llCurrRow = llNextRow End If llCurrCol = llTotCols Else llCurrCol = llNextCol End If End If If KeyCode = vbKeyUp Then llNextRow = llCurrRow - 1 If llNextRow = llBegRow Then llCurrRow = llTotRows Else llCurrRow = llNextRow End If End If If KeyCode = vbKeyDown Then llNextRow = llCurrRow + 1 If llNextRow > llTotRows Then llCurrRow = llBegRow + 1 Else llCurrRow = llNextRow End If End If .Col = llCurrCol - 1 .Row = llCurrRow - 1 End With Exit Function End Function

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  • Size limit while using UICollectionView as tiled map for iOS game?

    - by Alexander Winn
    I'm working on a turn-based strategy game for iOS, (picture Civilization 2 as a template example), and I'm considering using a UICollectionView as my game map. Each cell would be a tile, and I could use the "didSelectCell" method to handle player interaction with each tile. Here's my question: I know that UICollectionViewCells are dequeued and reused by the OS, so does that mean that the map could support an effectively infinitely-large map, so long as only a few cells are onscreen at a time? However many cells were onscreen would be held in memory, and obviously the data source would take up some memory, but would my offscreen map be limited to a certain size or could it be enormous so long as the number of cells visible at any one time wasn't too much for the device to handle? Basically, is there any memory weight to offscreen cells, or do only visible cells have any impact? Also, does a UICollectionView seem like a bad idea for a game map, in a way I haven't thought of yet? It seems like it work well, but I haven't tried it yet so any thoughts are welcome.

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  • RadBook for Silverlight now supports virtualization

    I am proud to announce that RadBook, along with RadGridView, RadTreeView, RadTreeListView, RadChart and RadScheduler, now supports virtualization. With previous versions, it would take up to 16 seconds to load 1000 pages, where now it takes just 2 seconds to load a set of 10,000,000 (10 million) items.   The cause of the performance boost is the way RadBook handles the unnecessary(non-visible) elements. As you probably know, while turning a page, only four pages are visible at any given moment in time. Previous versions of RadBook would just collapse the unnecessary elements, which had a significant impact on the initial loading time. The new version of RadBook now takes advantage of the VirutalizingPanel and creates only as many elements as necessary for the book to render properly. Enjoy and if you have comments or questions on the topic, let us know.Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Strange GTK3 issue with Audacious and Evince (Document Viewer)

    - by Sman789
    I find that, in some GTK3 apps such as Audacious and Evince (Document Viewer), parts of the UI are pure black, which looks ugly and out-of-place. It is not intentional, as the screenshots on both websites show the app looking different. I only have this issue with the Adwaita GTK theme, but since it comes with Gnome 3 and is the main theme these apps are designed for, I'm guessing the problem is not simply the theme having some bug (though the Ubuntu package might). I have had this issue on two laptops now, running both Ubuntu 12.04 and Xubunu 12.10 with Gnome Shell and Adwaita. The screenshots below show the problem: Audcious's is visible in the search area around the text box, and behind the playlist tabs, and Evince's is visible in more or less the same position and around the document itself. Compare this from the Audacious homepage: With this image from my system: And Evince too:

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  • Preventing adult content in a forum

    - by John Doe
    I'm working on a forum that allows images attached to the posts and doesn't require registration. Thing is, I'd like to provide a work-safe navigation option in which the posts with porn images attached aren't shown. The ideas I've come up with are: Making the work-safe option the default and treating all posts with images attached as pornographic, and making them visible only if the user "unchecks" it. Making all posts with images attached not work-safe by default and changing their status to work-safe only after a moderator approved it. Only then they would be visible if the user has the "work-safe" option checked. Does anyone else have an idea? Also, how the big web services deal with this? (YouTube, CraigsList, even StackExchange). By the way, I don't think that "nudity detector" libraries are accurate and they give plenty of false positives and negatives. Thanks!

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  • GameState management hierarchical FSM vs stack based FSM

    - by user8363
    I'm reading a bit on Finite State Machines to handle game states (or screens). I would like to build a rather decent FSM that can handle multiple screens. e.g. while the game is running I want to be able to pop-up an ingame menu and when that happens the main screen must stop updating (the game is paused) but must still be visible in the background. However when I open an inventory pop-up the main screen must be visible and continue updating etc. I'm a bit confused about the difference in implementation and functionality between hierarchical FSM's and FSM's that handle a stack of states instead. Are they basically the same? Or are there important differences?

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  • How can I test different TV display types for my XBLIG game?

    - by Steve Dunn
    The XBLIG submission check-list says to ensure that all important stuff critical to game-play be visible in the 'TitleSafeArea'. I've received a bug report during play-test of my game (Crazy Balloon Lite) that says parts of my scrolling 2D map are only half visible (i.e. chopped at the left of the screen). I've tested my game myself on a 47" TV and also a 19" VGA monitor, both of which look fine. The bug report says the issue occurs on a standard 20" TV. My question is: without buying different sizes of TVs, is there a way to test what my game will look like on different sized displays?

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  • How to show a minimap in a 3d world

    - by Bubblewrap
    Got a really typical use-case here. I have large map made up of hexagons and at any given time only a small section of the map is visible. To provide an overview of the complete map, i want to show a small 2d representation of the map in a corner of the screen. What is the recommended approach for this in libgdx? Keep in mind the minimap must be updated when the currently visible section changes and when the map is updated. I've found SpriteBatch, but the warning label on it made me think twice: A SpriteBatch is a pretty heavy object so you should only ever have one in your program. I'm not sure i'm supposed to use the one SpriteBatch that i can have on the minimap, and i'm also not sure how to interpret "heavy" in this context. Another thing to possibly keep in mind is that the minimap will probably be part of a larger UI...is there any way to integrate these two?

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  • SEO to ensure visibility for a narrow, non-competitive, non-commercial site

    - by hen3ry
    I'm webmaster of a non-commercial site in English. A non-native-English speaker asked me why our site doesn't produce hits in Google searches she conducts for relevant keywords in her native language. I asked her for a list of keywords in her native language, and I naively tried inserting those into the META info in the page headers and waited a couple of weeks. No help. A little searching informed me that Google doesn't use the META info, and has not done so for a very long time. D'oh! To be entirely concrete, suppose the StackExchange folks want Russian speakers to find this site, Pro Webmasters. The direct translation in Russian of "webmaster" --thanks, Google Translator-- is: "?????????". (Not sure this will render properly, but that's not essential to my question.) Assuming Pro Webmasters has a common template for all pages it generates, inserting "?????????" into the Keywords META for that template won't help, it seems. What could StackExchange do to make this site visible to users searching with the Russian keyword "?????????" ? Pretty much all the advice I've seen boils down to this, if I understand correctly: use the desired search term often (but not too often) among site content, and the problem will be solved. That's great, but I don't think sprinkling "?????????" visibly all over Pro Webmasters is going to fly. Just for completeness, crawlers must be long immune to the invisible-to-visitors scheme, e.g, format "?????????" in a tiny text size in a color the same as an existing background, e.g. white-over-white. Or, put that text inside a div styled: ' style="visibility: hidden" '. Probably some other equivalents. I can only think of one slightly effective method, along these lines: place an unobtrusive link on the common template to a page titled "for international users" , and on that page list desired synonyms for "webmaster" in various languages on that page. A test case --admittedly, just one-- using my site implies that a Google search for "international users" ????????? will produce a hit for this page, and thus make the site minimally visible, despite the fact that the page will almost never be visited. At the moment, anyway. Note: All the SEO discussions I have found so far are about competitive and --almost certainly-- commercial sites. To repeat: my site is non-commercial, and it is about an obscure, narrow topic that is of interest to only a small number of people worldwide. This isn't about clawing our way to the top of competitive rankings, just making this content minimally visible to interested non-native-English speakers. Ideas? TIA

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  • mediaplayer failure exception

    - by Rahulkapil
    I am working on an android application in which i have to play random sounds from my assets folder. there are some images also, when i click on any image from those images a sound must play regarding to that image from assets folder. i managed all but sometime my mediaplayer fails unexpectedly. I am attaching my code also. private Handler threadHandler = new Handler() { public void handleMessage(android.os.Message msg) { /*first*/ try{ InputStream ims1 = getAssets().open("images/" +dataAll_pic_name1); d1 = Drawable.createFromStream(ims1, null); rl1.setVisibility(View.VISIBLE); img1.setImageDrawable(d1); AssetFileDescriptor afd = getAssets().openFd("sounds/" + str_snd1); mp2 = new MediaPlayer(); mp2.setDataSource(afd.getFileDescriptor(),afd.getStartOffset(),afd.getLength()); mp2.prepare(); mp2.start(); mp2.setOnCompletionListener(new OnCompletionListener() { @Override public void onCompletion(MediaPlayer mp) { /*second*/ try{ InputStream ims2 = getAssets().open("images/" +dataAll_pic_name2); d2 = Drawable.createFromStream(ims2, null); rl2.setVisibility(View.VISIBLE); img2.setImageDrawable(d2); AssetFileDescriptor afd = getAssets().openFd("sounds/" + str_snd2); mp2 = new MediaPlayer(); mp2.setDataSource(afd.getFileDescriptor(),afd.getStartOffset(),afd.getLength()); mp2.prepare(); mp2.start(); mp2.setOnCompletionListener(new OnCompletionListener() { @Override public void onCompletion(MediaPlayer mp) { /*third*/ try{ InputStream ims3 = getAssets().open("images/" +dataAll_pic_name3); d3 = Drawable.createFromStream(ims3, null); rl3.setVisibility(View.VISIBLE); img3.setImageDrawable(d3); AssetFileDescriptor afd = getAssets().openFd("sounds/" + str_snd3); mp2 = new MediaPlayer(); mp2.setDataSource(afd.getFileDescriptor(),afd.getStartOffset(),afd.getLength()); mp2.prepare(); mp2.start(); mp2.setOnCompletionListener(new OnCompletionListener() { @Override public void onCompletion(MediaPlayer mp) { /*four*/ try{ InputStream ims4 = getAssets().open("images/" +dataAll_pic_name4); d4 = Drawable.createFromStream(ims4, null); rl4.setVisibility(View.VISIBLE); img4.setImageDrawable(d4); AssetFileDescriptor afd = getAssets().openFd("sounds/" + str_snd4); mp2 = new MediaPlayer(); mp2.setDataSource(afd.getFileDescriptor(),afd.getStartOffset(),afd.getLength()); mp2.prepare(); mp2.start(); mp2.setOnCompletionListener(new OnCompletionListener() { @Override public void onCompletion(MediaPlayer mp) { startAnimation(); //randomSoundPlay(); timer.schedule( new TimerTask(){ public void run() { System.out.println("Wait, what........................:"); try{ AssetFileDescriptor afd = getAssets().openFd("sounds/" + dataAll_sound_name); mp2 = new MediaPlayer(); mp2.setDataSource(afd.getFileDescriptor(),afd.getStartOffset(),afd.getLength()); mp2.prepare(); mp2.start(); mp2.setOnCompletionListener(new OnCompletionListener() { @Override public void onCompletion(MediaPlayer mp) { vg1.setClickable(true); vg2.setClickable(true); vg3.setClickable(true); vg4.setClickable(true); btn_spkr.setVisibility(View.VISIBLE); txtImage(); } }); }catch(Exception e){ e.printStackTrace(); } } }, delay_que); } }); }catch(Exception e){ e.printStackTrace(); } } }); }catch(Exception e){ e.printStackTrace(); } } }); }catch(Exception e){ e.printStackTrace(); } } }); }catch(Exception e){ e.printStackTrace(); } } }; in above code random images and sound sets in my activity. now when i click on any image a sound must play but sometimes it fails.. i tried but unable to resolve this issue. help me out. thanks in advance.

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