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  • wxpython: adding panel to wx.Frame disables/conflicts with wx.Frame's OnPaint?!

    - by sdaau
    Hi all, I just encountered this strange situation: I found an example, where wx.Frame's OnPaint is overridden, and a circle is drawn. Funnily, as soon as I add even a single panel to the frame, the circle is not drawn anymore - in fact, OnPaint is not called at all anymore ! Can anyone explain me if this is the expected behavior, and how to correctly handle a wx.Frame's OnPaint, if the wx.Frame has child panels ? Small code example is below.. Thanks in advance for any answers, Cheers! The code: #!/usr/bin/env python # http://www.linuxquestions.org/questions/programming-9/wxwidgets-wxpython-drawing-problems-with-onpaint-event-703946/ import wx class MainWindow(wx.Frame): def __init__(self, parent, title, size=wx.DefaultSize): wx.Frame.__init__(self, parent, wx.ID_ANY, title, wx.DefaultPosition, size) self.circles = list() self.displaceX = 30 self.displaceY = 30 circlePos = (self.displaceX, self.displaceY) self.circles.append(circlePos) ## uncommenting either only first, or both of ## the commands below, causes OnPaint *not* to be called anymore! #~ self.panel = wx.Panel(self, wx.ID_ANY) #~ self.mpanelA = wx.Panel(self.panel, -1, size=(200,50)) self.Bind(wx.EVT_PAINT, self.OnPaint) def OnPaint(self, e): print "OnPaint called" dc = wx.PaintDC(self) dc.SetPen(wx.Pen(wx.BLUE)) dc.SetBrush(wx.Brush(wx.BLUE)) # Go through the list of circles to draw all of them for circle in self.circles: dc.DrawCircle(circle[0], circle[1], 10) def main(): app = wx.App() win = MainWindow(None, "Draw delayed circles", size=(620,460)) win.Show() app.MainLoop() if __name__ == "__main__": main()

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  • movie does not start in full screen in flash video player

    - by jodeci
    We have this legacy code of a flash video player that functions well enough but still has some loose ends I need to tighten up. It can do the basic "switch to full screen and back to normal size" stunts, however with one exception. On the first fresh load of the app, if I switch to full screen mode first, and then click to play the movie, the player would be in full screen, yet the movie itself would remain in it's original size. //trigger if (stage.displayState == StageDisplayState.NORMAL) { stage.addEventListener('fullScreen', procFullScreen); stage.scaleMode = StageScaleMode.NO_SCALE; stage.displayState = StageDisplayState.FULL_SCREEN; //mv:VideoDisplay mv.percentHeight = 100; mv.percentWidth = 100; mv.x = 0; mv.y = 0; } // event handler if (event.fullScreen) { mv.smoothing = true; this.height = stage.height; this.width = stage.width; //videoCanvas:Canvas videoCanvas.height = Application.application.height; videoCanvas.width = Application.application.width; fullScreenViewStack.selectedIndex = 1; } The VideoDisplay object even returns the expected width/height, but the movie just plays in it's original size. If I switch screen sizes during movie playback, then the movie size will shrink or stretch as it should. I'm running out of ideas, any suggestions? Thanks in advance!

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  • Event problems with FF

    - by s4v10r
    Hi all :) Made this sweet little script to auto change fields after input. Works nicely in IE, Chrome and Safari, but not in FF or opera. JS code: function fieldChange(id, e){ var keyID = (window.event) ? event.keyCode : e.keyCode; if (document.getElementById(id).value.length >= 2){ if (keyID >= 48 && keyID <= 57 || keyID >= 96 && keyID <= 105){ switch(id){ case "textf1": document.getElementById("textf2").focus(); break; case "textf2": document.getElementById("textf3").focus(); break; case "textf3": if (document.getElementById(id).value.length >= 4){ document.getElementById("nubPcode").focus(); } break; } } } HTML: <div class="privateOrderSchema"> <input type="text" id="textf1" name="textf1" maxlength="2" size="4" onKeyUp="fieldChange('textf1')"/>- <input type="text" id="textf2" name="textf2" maxlength="2" size="4" onKeyUp="fieldChange('textf2')" />- <input type="text" id="textf3" name="textf3" maxlength="4" size="5" onKeyUp="fieldChange('textf3')" /> </div> <div class="privateOrderSchema"> <input type="text" id="nubPcode" name="nubPcode" size="4" maxlength="4" /> <br /> </div> Does anybody know how to send the "e" var in this scenario? Tnx all :D ur gr8!

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  • Making an owner-draw button transparent against its arbitrary background in WINCE

    - by EndsOfInvention
    Hi I am trying to place an owner-draw button transparently onto a background. I have no trouble doing this when the background is a solid colour but if the background is an image I cannot seem to get the correct HDC (handle to device context) to Bitblt() the area that button covers. The HDC that is passed as part of the DRAWITEMSTRUCT gives me a button-default-grey area. If I attempt to get the parent of the HWND and then the device context of that i.e pdc = GetDC(GetParent(hWnd)); then the background that gets BitBlt'd is the background of the last painted window. I hope this question makes sense. this is the code I have: pdis = (LPDRAWITEMSTRUCT)(lParam); hdc = pdis->hDC; button = pdis->CtlID - IDC_BUTOFFSET; //pdc = GetDC((hWnd)); pdc = GetDC(GetParent(hWnd)); hbm = CreateCompatibleBitmap(pdc, Buttons_[button]->bc.Size.cx, Buttons_[button]->bc.Size.cy); SelectObject(hdc, hbm); BitBlt(hdc, 0, 0, Buttons_[button]->bc.Size.cx, Buttons_[button]->bc.Size.cy, pdc, Buttons_[button]->bc.Position.x, Buttons_[button]->bc.Position.y, SRCCOPY); TIA Best regards Ends

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  • An array of LPWSTR pointers, not working right.

    - by BigBirdy
    Declare: LPWSTR** lines= new LPWSTR*[totalLines]; then i set using: lines[totalLines]=&totalText; SetWindowText(totalChat,(LPWSTR)lines[totalLines]); totalLines++; Now I know totalText is right, cause if i SetWindowText using totalText it works fine. I need the text in totalLines too. I'm also doing: //accolating more memory. int orgSize=size; LPWSTR** tempArray; if (totalLines == size) { size *= 2; tempArray = new LPWSTR*[size]; memcpy(tempArray, lines,sizeof(LPWSTR)*orgSize); delete [] lines; lines = tempArray; } to allocate more memory when needed. My problem is that the lines is not getting the right data. It works for the first time around then it get corrupted. I thought at first i was overwriting but totalLines is increase. Hopefully this is enough information.

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  • How to determine Scale of Line Graph based on Pixels/Height?

    - by Dexter
    I have a problem due to my terrible math abilities, that I cannot figure out how to scale a graph based on the maximum and minimum values so that the whole graph will fit onto the graph-area (400x420) without parts of it being off the screen (based on a given equation by user). Let's say I have this code, and it automatically draws squares and then the line graph based on these values. What is the formula (what do I multiply) to scale it so that it fits into the small graphing area? vector<int> m_x; vector<int> m_y; // gets automatically filled by user equation or values int HeightInPixels = 420;// Graphing area size!! int WidthInPixels = 400; int best_max_y = GetMaxOfVector(m_y); int best_min_y = GetMinOfVector(m_y); m_row = 0; m_col = 0; y_magnitude = (HeightInPixels/(best_max_y+best_min_y)); // probably won't work magnitude = (WidthInPixels/(int)m_x.size()); m_col = m_row = best_max_y; // number of vertical/horizontal lines to draw ////x_magnitude = (WidthInPixels/(int)m_x.size())/2; Doesn't work well ////y_magnitude = (HeightInPixels/(int)m_y.size())/2; Doesn't work well ready = true; // we have values, graph it Invalidate(); // uses WM_PAINT

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  • how to Compute the average probe length for success and failure - Linear probe (Hash Tables)

    - by fang_dejavu
    hi everyone, I'm doing an assignment for my Data Structures class. we were asked to to study linear probing with load factors of .1, .2 , .3, ...., and .9. The formula for testing is: The average probe length using linear probing is roughly Success-- ( 1 + 1/(1-L)**2)/2 or Failure-- (1+1(1-L))/2. we are required to find the theoretical using the formula above which I did(just plug the load factor in the formula), then we have to calculate the empirical (which I not quite sure how to do). here is the rest of the requirements **For each load factor, 10,000 randomly generated positive ints between 1 and 50000 (inclusive) will be inserted into a table of the "right" size, where "right" is strictly based upon the load factor you are testing. Repeats are allowed. Be sure that your formula for randomly generated ints is correct. There is a class called Random in java.util. USE it! After a table of the right (based upon L) size is loaded with 10,000 ints, do 100 searches of newly generated random ints from the range of 1 to 50000. Compute the average probe length for each of the two formulas and indicate the denominators used in each calculationSo, for example, each test for a .5 load would have a table of size approximately 20,000 (adjusted to be prime) and similarly each test for a .9 load would have a table of approximate size 10,000/.9 (again adjusted to be prime). The program should run displaying the various load factors tested, the average probe for each search (the two denominators used to compute the averages will add to 100), and the theoretical answers using the formula above. .** how do I calculate the empirical success?

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  • Generating two thumbnails from the same image in Django

    - by Titus
    Hello, this seems like quite an easy problem but I can't figure out what is going on here. Basically, what I'd like to do is create two different thumbnails from one image on a Django model. What ends up happening is that it seems to be looping and recreating the same image (while appending an underscore to it each time) until it throws up an error that the filename is to big. So, you end up something like: OSError: [Errno 36] File name too long: 'someimg________________etc.jpg' Here is the code: def save(self, *args, **kwargs): if self.image: iname = os.path.split(self.image.name)[-1] fname, ext = os.path.splitext(iname) tlname, tsname = fname + '_thumb_l' + ext, fname + '_thumb_s' + ext self.thumb_large.save(tlname, make_thumb(self.image, size=(250,250))) self.thumb_small.save(tsname, make_thumb(self.image, size=(100,100))) super(Artist, self).save(*args, **kwargs) def make_thumb(infile, size=(100,100)): infile.seek(0) image = Image.open(infile) if image.mode not in ('L', 'RGB'): image.convert('RGB') image.thumbnail(size, Image.ANTIALIAS) temp = StringIO() image.save(temp, 'png') return ContentFile(temp.getvalue()) I didn't show imports for the sake of brevity. Assume there are two ImageFields on the Artist model: thumb_large, and thumb_small. If this isn't the correct way to do it, I'd appreciate any feedback. Thanks!

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  • How do I target a div without a class or id but with all these specific style-attributes

    - by Ben
    I'm restyling a certain page where I don't have access to all the source-HTML. So I'm left over with some hard to target elements within a page I need removed. For example the page is swamped with <div style="float: left; width: 10.25px; height: 284px;"></div>. To get rid of them I tried this in CSS: div[style="float: left; width: 10.25px; height: 284px;"] { display:none !important; } I'd like to fix this using CSS, because the the HTML that needs to be removed is updated using ajax. How do I target a div without a class or id but with all these specific style-attributes? Some more of the source-code (took a while to organize the parsed source): <div> <span class="Block BigPhotoList_Block"> <span class="Photo BigPhotoList_Photo" style="height: 200px"> <a href="/Webwinkel-Product-83760187/Le-Coq-Sportif-Angers-Low.html.html"> <span style="background-image:url(http://61955.static.securearea.eu/Files/2/61000/61955/ProductPhotos/MaxContent/144036303.jpg);" class="Canvas BigPhotoList_Canvas" title="Le-Coq-Sportif-Angers-Low"></span> </a> </span> <span class="Title BigPhotoList_Title"> <a href="/Webwinkel-Product-83760187/Le-Coq-Sportif-Angers-Low.html.html"> Le Coq Sportif Angers Low </a> </span> <span class="Price BigPhotoList_Price" style="font-size: 120%;"> € 89,95 </span> </span> <div style="float: left; width: 10.25px; height: 284px; border-right: 1px dashed #A0A0A0;" class="BigPhotoList_Stippel"></div> <div style="float: left; width: 10.25px; height: 284px;"></div> <span class="Block BigPhotoList_Block"> <span class="Photo BigPhotoList_Photo" style="height: 200px"> <a href="/Webwinkel-Product-83760185/Le-Coq-Sportif-Auveurne-Low.html"> <span style="background-image:url(http://61955.static.securearea.eu/Files/2/61000/61955/ProductPhotos/MaxContent/144036301.jpg);" class="Canvas BigPhotoList_Canvas" title="Le-Coq-Sportif-Auveurne-Low"></span> </a> </span> <span class="Title BigPhotoList_Title"> <a href="/Webwinkel-Product-83760185/Le-Coq-Sportif-Auveurne-Low.html"> Le Coq Sportif Auveurne Low </a> </span> <span class="Price BigPhotoList_Price" style="font-size: 120%;"> € 79,95 </span> </span> <div style="float: left; width: 10.25px; height: 284px; border-right: 1px dashed #A0A0A0;" class="BigPhotoList_Stippel"></div> <div style="float: left; width: 10.25px; height: 284px;"></div> <span class="Block BigPhotoList_Block"> <span class="Photo BigPhotoList_Photo" style="height: 200px"> <a href="/Webwinkel-Product-83760191/Le-Coq-Sportif-Bordeaux-Low.html"> <span style="background-image:url(http://61955.static.securearea.eu/Files/2/61000/61955/ProductPhotos/MaxContent/144036307.jpg);" class="Canvas BigPhotoList_Canvas" title="Le-Coq-Sportif-Bordeaux-Low"></span> </a> </span> <span class="Title BigPhotoList_Title"> <a href="/Webwinkel-Product-83760191/Le-Coq-Sportif-Bordeaux-Low.html"> Le Coq Sportif Bordeaux Low </a> </span> <span class="Price BigPhotoList_Price" style="font-size: 120%;"> € 99,95 </span> </span> <span class="Block BigPhotoList_Block"> <span class="Photo BigPhotoList_Photo" style="height: 200px"> <a href="/Webwinkel-Product-83760181/Le-Coq-Sportif-Cannet-Low.html"> <span style="background-image:url(http://61955.static.securearea.eu/Files/2/61000/61955/ProductPhotos/MaxContent/144036297.jpg);" class="Canvas BigPhotoList_Canvas" title="Le-Coq-Sportif-Cannet-Low"></span> </a> </span> <span class="Title BigPhotoList_Title"> <a href="/Webwinkel-Product-83760181/Le-Coq-Sportif-Cannet-Low.html"> Le Coq Sportif Cannet Low </a> </span> <span class="Discount BigPhotoList_Discount" style="font-size: 120%;"> € 99,95 </span> <span class="Price BigPhotoList_Price" style="font-size: 120%;"> € 94,95 </span> </span> <div style="float: left; width: 10.25px; height: 284px; border-right: 1px dashed #A0A0A0;" class="BigPhotoList_Stippel"></div> <div style="float: left; width: 10.25px; height: 284px;"></div> <span class="Block BigPhotoList_Block"> <span class="Photo BigPhotoList_Photo" style="height: 200px"> <a href="/Webwinkel-Product-83760183/Le-Coq-Sportif-Rodez-Low.html"> <span style="background-image:url(http://61955.static.securearea.eu/Files/2/61000/61955/ProductPhotos/MaxContent/144036299.jpg);" class="Canvas BigPhotoList_Canvas" title="Le-Coq-Sportif-Rodez-Low"></span> </a> </span> <span class="Title BigPhotoList_Title"> <a href="/Webwinkel-Product-83760183/Le-Coq-Sportif-Rodez-Low.html"> Le Coq Sportif Rodez Low </a> </span> <span class="Price BigPhotoList_Price" style="font-size: 120%;"> € 99,95 </span> </span> <div style="float: left; width: 10.25px; height: 284px; border-right: 1px dashed #A0A0A0;" class="BigPhotoList_Stippel"></div> <div style="float: left; width: 10.25px; height: 284px;"></div> <span class="Block BigPhotoList_Block"> <span class="Photo BigPhotoList_Photo" style="height: 200px"> <a href="/Webwinkel-Product-83760189/Le-Coq-Sportif-Sedan-Low.html"> <span style="background-image:url(http://61955.static.securearea.eu/Files/2/61000/61955/ProductPhotos/MaxContent/144036305.jpg);" class="Canvas BigPhotoList_Canvas" title="Le-Coq-Sportif-Sedan-Low"></span> </a> </span> <span class="Title BigPhotoList_Title"> <a href="/Webwinkel-Product-83760189/Le-Coq-Sportif-Sedan-Low.html"> Le Coq Sportif Sedan Low </a> </span> <span class="Discount BigPhotoList_Discount" style="font-size: 120%;"> € 109,95 </span> <span class="Price BigPhotoList_Price" style="font-size: 120%;"> € 99,95 </span> </span> </div>

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  • UIViewController memory management

    - by jAmi
    Hi I have a very basic issue of memory management with my UIViewController (or any other object that I create); The problem is that in Instruments my Object allocation graph is always rising even though I am calling release on then assigning them nil. I have 2 UIViewController sub-classes each initializing with a NIB; I add the first ViewController to the main window like [window addSubView:first.view]; Then in my first ViewController nib file I have a Button which loads the second ViewController like : -(IBAction)loadSecondView{ if(second!=nil){ //second is set as an iVar and @property (nonatomic, retain)ViewController2* sceond; [second release]; second=nil; } second=[[ViewController2* second]initWithNibName:@"ViewController2" bundle:nil]; [self.view addSubView:second.view]; } In my (second) ViewController2 i have a button with an action method -(IBAction) removeSecond{ [self.view removeFromSuperView]; } Please let me know if the above scheme works in a managed way for memory...? In Instruments It does not show release of any allocation and keeps the bar status graph keeps on rising.

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  • Why SetMinimumSize sets the minimal heights but not width?

    - by Roman
    Here is my code: import javax.swing.*; import java.awt.*; public class PanelModel { public static void main(String[] args) { JFrame frame = new JFrame("Colored Trails"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); JPanel mainPanel = new JPanel(); mainPanel.setLayout(new BoxLayout(mainPanel, BoxLayout.Y_AXIS)); JPanel firstPanel = new JPanel(); firstPanel.setLayout(new GridLayout(4, 4)); firstPanel.setMaximumSize(new Dimension(4*100, 4*100)); firstPanel.setMinimumSize(new Dimension(4*100, 4*100)); JButton btn; for (int i=1; i<=4; i++) { for (int j=1; j<=4; j++) { btn = new JButton(); btn.setPreferredSize(new Dimension(100, 100)); firstPanel.add(btn); } } mainPanel.add(firstPanel); frame.add(mainPanel); frame.setSize(520,600); //frame.setMinimumSize(new Dimension(520,600)); frame.setVisible(true); } } When I increase the size of the window (by mouse) I see that my panel does not increase its size. It is the expected behavior (because I set the maximal size of the panel). However, when I decrease the size of the window, I see that width of the panel is decreased too (while the height is constant). So, the setMinimumSize works only partially. Why is that?

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  • Changing the <input> type in IE with JavaScript

    - by MrEnder
    The line <input type="text" name="passwordLogin" value="Password" onfocus="if(this.value=='Password'){this.value=''; this.type='password'};" onblur="if(this.value==''){this.value='Password'; this.type='text'};" size="25" /> works in all web browsers except IE... How can I fix it for IE? Ok made some changes to still have an error I want it to work like this like here <input type="text" name="usernameLogin" value="Email" onfocus="if(this.value=='Email'){this.value=''};" onblur="if(this.value==''){this.value='Email'};" size="25" /> if I dont enter anything it will put the value back So I tried this <td colspan="2" id="passwordLoginTd"> <input id="passwordLoginInput1" type="text" name="passwordLogin" value="Password" onfocus="passwordFocus()" size="25" /> <input id="passwordLoginInput2" style="display: none;" type="password" name="passwordLogin" value="" onblur="passwordBlur()" size="25" /> </td> <script type="text/javascript"> //<![CDATA[ passwordElement1 = document.getElementById('passwordLoginInput1'); passwordElement2 = document.getElementById('passwordLoginInput2'); function passwordFocus() { passwordElement1.style.display = "none"; passwordElement2.style.display = "inline"; passwordElement2.focus(); } function passwordBlur() { if(passwordElement2.value=='') { passwordElement2.style.display = "none"; passwordElement1.style.display = "inline"; passwordElement1.focus(); } } //]]> </script> as you can see the blur does not work =[ ok finally got it thanks to the help needed to remove passwordElement1.focus();

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  • how to compare the checksums in a list corresponding to a file path with the file path in the operat

    - by surab
    Hi all, how to compare the checksums in a list corresponding to a file path with the file path in the operating system In Python? import os,sys,libxml2 files=[] sha1s=[] doc = libxml2.parseFile('files.xml') for path in doc.xpathEval('//File/Path'): files.append(path.content) for sha1 in doc.xpathEval('//File/Hash'): sha1s.append(sha1.content) for entry in zip(files,sha1s): print entry the files.xml contains <Files> <File> <Path>usr/share/doc/dialog/samples/form1</Path> <Type>doc</Type> <Size>1222</Size> <Uid>0</Uid> <Gid>0</Gid> <Mode>0755</Mode> <Hash>49744d73e8667d0e353923c0241891d46ebb9032</Hash> </File> <File> <Path>usr/share/doc/dialog/samples/form3</Path> <Type>doc</Type> <Size>1294</Size> <Uid>0</Uid> <Gid>0</Gid> <Mode>0755</Mode> <Hash>f30277f73e468232c59a526baf3a5ce49519b959</Hash> </File> </Files> I need to compare the sha1 checksum in between tags corresponding to the file specified in between the tags, with the same file path in base Operating system.

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  • Dynamically changing background color of a UIView

    - by EricM
    Hello- Here's my setup. I have a viewcontroller that I'm creating and adding as a subview. The viewcontroller presents some options that a user can chose from. The viewcontroller is being pushed in response to a "long press" gesture. Within the viewcontroller, I added a child UIView to group some other controls together so I can move them around the screen as a unit and, when they are displayed, center them on the location of the long press. Here is the code that instantiates the view controller, changes its location, and adds it as a subview: UserOptions *opts = [[UserOptions alloc] initWithNibName:@"UserOptions" bundle:nil]; [opts recenterOptions:location]; [self.view addSubview:opts.view]; That bit of code does create and push the viewcontroller, but the call to recenterOptions doesn't do anything. Here is that method: - (void) recenterOptions:(CGPoint)location { CGRect oldFrame = self.optionsView.frame; CGFloat newX = location.x; // + oldFrame.size.width / 2.0; CGFloat newY = location.y; // + oldFrame.size.height / 2.0; CGRect newFrame = CGRectMake(newX, newY, oldFrame.size.width, oldFrame.size.height); self.optionsView.frame = newFrame; } Note that self.optionsView is the child UIView that I added to the viewcontroller's nib. Does anyone know why I'm unable to change the location of the UIView? Regards, Eric

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  • How do I perform a flip and grow animation like in iPhoto 09?

    - by Austin
    I'm developing a Cocoa application and want to be able to click a button in one of the views in my NSCollectionView and have a details view flip open and position to the middle of the screen like it does in iPhoto 09 when you click the "i" in the bottom-right hand corner of a photo. The photo "flips" and grows, centered on the window to reveal details about the photo. I'm guessing they're using Core Animation to achieve this. I've been looking at the Lemur Flip example, but when I try to modify it to add repositioning code to the animation, it throws off the flip. Here is the positioning code I've added to the - (IBAction)flip:(id)sender; code of LemurFlip: ... [CATransaction begin]; { NSSize supersize = contentView.frame.size; // Size of window content view NSSize subsize = frontView.frame.size; // Size of view we're flipping out if(!frontView.isHidden) { // Move views to middle of the window [[backView animator] setFrameOrigin:NSMakePoint((supersize.width / 2) - (subsize.width / 2), (supersize.height / 2) - (subsize.height / 2))]; [[frontView animator] setFrameOrigin:NSMakePoint((supersize.width / 2) - (subsize.width / 2), (supersize.height / 2) - (subsize.height / 2))]; } else { // Return views to point of origin [[backView animator] setFrameOrigin:NSMakePoint(0, 0)]; [[frontView animator] setFrameOrigin:NSMakePoint(0, 0)]; } [hiddenLayer addAnimation:[self _flipAnimationWithDuration:flipDuration isFront:NO] forKey:@"flipGroup"]; [visibleLayer addAnimation:[self _flipAnimationWithDuration:flipDuration isFront:YES] forKey:@"flipGroup"]; } [CATransaction commit]; ... Is there a good example of how to do this or some rules for combining these sort of animations?

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  • Can I connect to SQL from JavaScript MVC?

    - by user54197
    I am populating a list of names that will be added to my Sql Database. In this simple case, how do I send the information to SQL server without my page being refreshed? <script type="text/javascript"> function addNewRow() { $('#displayPropertyTable tr:last').after('<tr><td style="font-size:smaller;" class="name"></td><td style="font-size:smaller;" class="address"></td></tr>'); var $tr = $('#displayPropertyTable tr:last'); var propertyCondition = $('#txtPropAddress').val(); if (propertyCondition != "") { $tr.find('.name').text($('#txtPropName').val()); $tr.find('.address').text($('#txtPropAddress').val()); } } </script> ... <table id="displayPropertyTable" width= "100%"> <tr> <td style="font-size:smaller;" class="name"></td> <td style="font-size:smaller;" class="address"></td> </tr> </table> ... <table> <tr> <td><b>Name</b></td> <td colspan="2"><input id="txtPropName" type="text" /></td> </tr> <tr> <td><b>Address</b></td> <td colspan="2"><input id="txtPropAddress" type="text" /></td> </tr> </table> ... <button onclick="addNewRow();">Add</button>

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  • Is it really necessary to call /bin/sync twice before an unmanaged power-off?

    - by Jeremy Friesner
    Hi all, My company sells an "embedded device" which is implemented as a headless Linux box with ext4 on an internal SSD. Some of our users have a habit of doing a "save current settings" on this box, and then cutting power to the unit as soon as the unit reports that the save completed (ie two seconds later). This was causing occasional corruption of the saved files, as the data wouldn't always get flushed to the SSD before the power went out. So I tweaked my software to run /bin/sync immediately after writing the file (after closing the file handle but before notifying the user that the save completed). This appears to fix the issue, but my coworker says that one call to /bin/sync isn't sufficient, and that to be really safe I ought to run /bin/sync twice in a row. That sounds like paranoia to me... Perhaps a habit from earlier versions of Linux or unix whose sync utility didn't work reliably. Does his advice have merit, or should one call to /bin/sync suffice?

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  • displaying a saved buffer in OpenGL ES

    - by Adam
    Hi everyone, So basically I have a screenshot that I've saved that I want to later display on the screen. I've saved it with: glReadPixels(0, 0, self.bounds.size.width, self.bounds.size.height, GL_RGBA, GL_UNSIGNED_BYTE, savedBuffer); And later I'm trying to write it to the screen with: GLuint RenderedTex; glGenTextures(1, &RenderedTex); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, RenderedTex); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, self.bounds.size.width, self.bounds.size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, savedBuffer); glDisable(GL_TEXTURE_2D); I'm pretty new to OpenGL so I don't know if I'm doing things right... actually I know I'm not, because nothing shows up. Also not sure how to dispose of the texture when I'm done with it. Anyone know the correct way to do this? Edit: I think I might be having a problem loading the texture because it's not a power of 2, it's 320x480... also, I think this code is just loading the texture, but not drawing it, I'd need a call to glDrawArrays(GL_TRIANGLE_STRIP, 0, 4) in there somewhere...

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  • Hashtable resizing leaks memory

    - by thpetrus
    I wrote a hashtable and it basically consists of these two structures: typedef struct dictEntry { void *key; void *value; struct dictEntry *next; } dictEntry; typedef struct dict { dictEntry **table; unsigned long size; unsigned long items; } dict; dict.table is a multidimensional array, which contains all the stored key/value pair, which again are a linked list. If half of the hashtable is full, I expand it by doubling the size and rehashing it: dict *_dictRehash(dict *d) { int i; dict *_d; dictEntry *dit; _d = dictCreate(d->size * 2); for (i = 0; i < d->size; i++) { for (dit = d->table[i]; dit != NULL; dit = dit->next) { _dictAddRaw(_d, dit); } } /* FIXME memory leak because the old dict can never be freed */ free(d); // seg fault return _d; } The function above uses the pointers from the old hash table and stores it in the newly created one. When freeing the old dict d a Segmentation Fault occurs. How am I able to free the old hashtable struct without having to allocate the memory for the key/value pairs again?

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  • Pygame Sprite/Font rendering issues

    - by Grimless
    Hey guys. Here's my problem: I have a game class that maintains a HUD overlay that has a bunch of elements, including header and footer background sprites. Everything was working fine until I added a 1024x128 footer sprite. Now two of my text labels will not render, despite the fact that they DO exist in my Group and self.elements array. Is there something I'm missing? When I take out the footerHUDImage line, all of the labels render correctly and everything works fine. When I add the footerHUDImage, two of the labels (the first two) no longer render and the third only sometimes renders. HELP PLEASE! Here is the code: class AoWHUD (object): def __init__(self, screen, delegate, dataSource): self.delegate = delegate self.dataSource = dataSource self.elements = [] headerHudImage = KJRImage("HUDBackground.png") self.elements.append(headerHudImage) headerHudImage.userInteractionEnabled = True footerHUDImage = KJRImage("ControlsBackground.png") self.elements.append(footerHUDImage) footerHUDImage.rect.bottom = screen.get_rect().height footerHUDImage.userInteractionEnabled = True lumberMessage = "Lumber: " + str(self.dataSource.lumber) lumberLabel = KJRLabel(lumberMessage, size = 48, color = (240, 200, 10)) lumberLabel.rect.topleft = (_kSpacingMultiple * 0, 0) self.elements.append(lumberLabel) stoneMessage = "Stone: " + str(self.dataSource.stone) stoneLabel = KJRLabel(stoneMessage, size = 48, color = (240, 200, 10)) stoneLabel.rect.topleft = (_kSpacingMultiple * 1, 0) self.elements.append(stoneLabel) metalMessage = "Metal: " + str(self.dataSource.metal) metalLabel = KJRLabel(metalMessage, size = 48, color = (240, 200, 10)) metalLabel.rect.topleft = (_kSpacingMultiple * 2, 0) self.elements.append(metalLabel) foodMessage = "Food: " + str(len(self.dataSource.units)) + "/" + str(self.dataSource.food) foodLabel = KJRLabel(foodMessage, size = 48, color = (240, 200, 10)) foodLabel.rect.topleft = (_kSpacingMultiple * 3, 0) self.elements.append(foodLabel) self.selectionSprites = {32 : pygame.image.load("Selected32.png").convert_alpha(), 64 : pygame.image.load("Selected64.png")} self._sprites_ = pygame.sprite.Group() for e in self.elements: self._sprites_.add(e) print self.elements def draw(self, screen): if self.dataSource.resourcesChanged: lumberMessage = "Lumber: " + str(self.dataSource.lumber) stoneMessage = "Stone: " + str(self.dataSource.stone) metalMessage = "Metal: " + str(self.dataSource.metal) foodMessage = "Food: " + str(len(self.dataSource.units)) + "/" + str(self.dataSource.food) self.elements[2].setText(lumberMessage) self.elements[2].rect.topleft = (_kSpacingMultiple * 0, 0) self.elements[3].setText(stoneMessage) self.elements[3].rect.topleft = (_kSpacingMultiple * 1, 0) self.elements[4].setText(metalMessage) self.elements[4].rect.topleft = (_kSpacingMultiple * 2, 0) self.elements[5].setText(foodMessage) self.elements[5].rect.topleft = (_kSpacingMultiple * 3, 0) self.dataSource.resourcesChanged = False self._sprites_.draw(screen) if self.delegate.selectedUnit: theSelectionSprite = self.selectionSprites[self.delegate.selectedUnit.rect.width] screen.blit(theSelectionSprite, self.delegate.selectedUnit.rect)

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  • shouldAutorotateToInterfaceOrientation is not working in iOS 6

    - by Saif
    In iOS 6 shouldAutorotateToInterfaceOrientation is not working but it work fine in iOS 5.0 or 5.1. What should i need to change in ios 6. Here is my code - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { if([[[SampleApplicationAppDelegate instance].callInfoDictionary valueForKey:IS_CHAT] isEqualToString:NO_RESPONSE]) { int nAngle = 0; BOOL bRet = NO; switch (interfaceOrientation) { case UIInterfaceOrientationPortrait: nAngle = 90; bRet = YES; NSLog(@".......Preview = %f %f",_previewCamera.frame.size.width,_previewCamera.frame.size.height); _previewCamera.transform = CGAffineTransformMakeRotation(M_PI*1.5); NSLog(@"Preview = %f %f",_previewCamera.frame.size.width,_previewCamera.frame.size.height); break; case UIInterfaceOrientationPortraitUpsideDown: nAngle = 270; bRet = YES; _previewCamera.transform = CGAffineTransformMakeRotation(M_PI_2); break; case UIInterfaceOrientationLandscapeLeft: nAngle = 0; bRet = YES; //_previewCamera.transform = CGAffineTransformMakeRotation(M_PI*1.5); break; case UIInterfaceOrientationLandscapeRight: nAngle = 180; bRet = YES; //_previewCamera.transform = CGAffineTransformMakeRotation(M_PI_2); break; default: break; } return bRet; } if(interfaceOrientation == UIInterfaceOrientationPortrait || interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown) return YES; return NO; } when i search for this orientation problem i found all this 1 2 but nothing work for me :( Please help .....

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  • create board for game with events support in WPF

    - by netmajor
    How can I create board for simple game, looks like for chess,but user could dynamically change number of column and rows? In cells I could insert symbol of pawn, like small image or just ellipse or rectangle with fill. This board should have possibility add and remove pawn from cells and move pown from one cell to another. My first idea was Grid. I do it in code behind, but it's hurt to implement events or everything in runtime create board :/ int size = 12; Grid board = new Grid(); board.ShowGridLines = true; for (int i = 0; i < size;i++ ) { board.ColumnDefinitions.Add(new ColumnDefinition()); board.RowDefinitions.Add(new RowDefinition()); } //komputer Rectangle ai = new Rectangle(); ai.Height = 20; ai.Width = 20; ai.AllowDrop = true; ai.Fill = Brushes.Orange; Grid.SetRow(ai, 0); Grid.SetColumn(ai,0); //czlowiek Rectangle hum = new Rectangle(); hum.Height = 20; hum.Width = 20; hum.AllowDrop = true; hum.Fill = Brushes.Green; Grid.SetRow(hum,size); Grid.SetColumn(hum,size); board.Children.Add(ai); board.Children.Add(hum); this.Content = board; It's a way to do this dynamically col and row change in XAML ? It's better way to implement that board create and implement events on move pawn from one cell to another ?

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  • CSS call from code behind not working

    - by SmartestVEGA
    I have the following entries in the css file. a.intervalLinks { font-size:11px; font-weight:normal; color:#003399; text-decoration:underline; margin:0px 16px 0px 0px; } a.intervalLinks:link { text-decoration:underline; } a.intervalLinks:hover { text-decoration:none; } a.intervalLinks:visited { text-decoration:underline; } a.selectedIntervalLink { font-size:12px; font-weight:bold; color:#003399; text-decoration:none; margin:0px 16px 0px 0px; } a.intervalLinks:active { text-decoration:underline; font-size:large ; } Whenever i take the click on some links (not shown) which is embedded in the webpage ..i can see the change in the link a.intervalLinks:active { text-decoration:underline; font-size:large ; (the font of the link will become large) but after clicking the page refreshes ..the changes will go away i want to keep the change for ever in that link ...even there is a page refresh i understood that ..this can achieved only throughg the code behind of asp.net Following code should work:but unfortunately its not ..could anyone help? protected override void OnInit(EventArgs e) { rptDeptList.ItemDataBound += new RepeaterItemEventHandler(rptDeptList_ItemDataBound); } void rptDeptList_ItemDataBound(object sender, RepeaterItemEventArgs e) { if (e.Item.DataItem == null) return; LinkButton btn = (LinkButton)e.Item.FindControl("LinkButton1"); btn.Attributes.Add("class", "intervalLinks"); } Current html code for links has been shown below : <ItemTemplate> <div class='dtilsDropListTxt'><div class='rightArrow' ></div> <asp:LinkButton ID="LinkButton1" runat="server" Text=<%#DataBinder.Eval(Container.DataItem, "WORK_AREA")%> CssClass="intervalLinks" OnClick="LinkButton1_Click" ></asp:LinkButton> </div> </ItemTemplate> Could anyone help?

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  • Design: How to declare a specialized memory handler class

    - by Michael Dorgan
    On an embedded type system, I have created a Small Object Allocator that piggy backs on top of a standard memory allocation system. This allocator is a Boost::simple_segregated_storage< class and it does exactly what I need - O(1) alloc/dealloc time on small objects at the cost of a touch of internal fragmentation. My question is how best to declare it. Right now, it's scope static declared in our mem code module, which is probably fine, but it feels a bit exposed there and is also now linked to that module forever. Normally, I declare it as a monostate or a singleton, but this uses the dynamic memory allocator (where this is located.) Furthermore, our dynamic memory allocator is being initialized and used before static object initialization occurs on our system (as again, the memory manager is pretty much the most fundamental component of an engine.) To get around this catch 22, I added an extra 'if the small memory allocator exists' to see if the small object allocator exists yet. That if that now must be run on every small object allocation. In the scheme of things, this is nearly negligable, but it still bothers me. So the question is, is there a better way to declare this portion of the memory manager that helps decouple it from the memory module and perhaps not costing that extra isinitialized() if statement? If this method uses dynamic memory, please explain how to get around lack of initialization of the small object portion of the manager.

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  • how to set the output image use com.android.camera.action.CROP

    - by adi.zean
    I have code to crop an image, like this : public void doCrop(){ Intent intent = new Intent("com.android.camera.action.CROP"); intent.setType("image/"); List<ResolveInfo> list = getPackageManager().queryIntentActivities(intent,0); int size = list.size(); if (size == 0 ){ Toast.makeText(this, "Cant find crop app").show(); return; } else{ intent.setData(selectImageUri); intent.putExtra("outputX", 300); intent.putExtra("outputY", 300); intent.putExtra("aspectX", 1); intent.putExtra("aspectY", 1); intent.putExtra("scale", true); intent.putExtra("return-data", true); if (size == 1) { Intent i = new Intent(intent); ResolveInfo res = list.get(0); i.setComponent(new ComponentName(res.activityInfo.packageName, res.activityInfo.name)); startActivityForResult(i, CROP_RESULT); } } } public void onActivityResult (int requestCode, int resultCode, Intent dara){ if (resultCode == RESULT_OK){ if (requestCode == CROP_RESULT){ Bundle extras = data.getExtras(); if (extras != null){ bmp = extras.getParcelable("data"); } File f = new File(selectImageUri.getPath()); if (f.exists()) f.delete(); Intent inten3 = new Intent(this, tabActivity.class); startActivity(inten3); } } } from what i have read, the code intent.putExtra("outputX", 300); intent.putExtra("outputY", 300); is use to set the resolution of crop result, but why i can't get the result image resolution higer than 300x300? when i set the intent.putExtra("outputX", 800); intent.putExtra("outputY", 800); the crop function has no result or crash, any idea for this situation? the log cat say "! ! ! FAILED BINDER TRANSACTION ! ! !

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