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  • Liferay - Verify each node in a cluster

    - by Schrute
    In this example, I have two clustered instances of Liferay using bundled Tomcat running, using cluster link and shared documents. Let's say the name of the public community is fubar and friendy URL used is fubar.lipsum.com. Let's say the ports listening on each server is 8080. If I go to both server1:8080 or server2:8080 I will get the default page for Liferay. How can I test fubar.lipsum.com on each node by using the backend server, so I can verify each server? If I test it, it just goes to the load balancer, I wish there was a way to append to the backend connection to bring it up. I can add the friendly URL to my local machines hosts file and this seems to kinda work, but then once something is called in the application, it tries to go out again from the backend server and then uses SSL and then we have problems. I think I may be able to do port forwarding, but this seems like a basic thing we should be able to do and what I've found so far in the admin docs has not helped. Using the option to print the server name in the page details isn't an option either.

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  • C++ vector and segmentation faults

    - by Headspin
    I am working on a simple mathematical parser. Something that just reads number = 1 + 2; I have a vector containing these tokens. They store a type and string value of the character. I am trying to step through the vector to build an AST of these tokens, and I keep getting segmentation faults, even when I am under the impression my code should prevent this from happening. Here is the bit of code that builds the AST: struct ASTGen { const vector<Token> &Tokens; unsigned int size, pointer; ASTGen(const vector<Token> &t) : Tokens(t), pointer(0) { size = Tokens.size() - 1; } unsigned int next() { return pointer + 1; } Node* Statement() { if(next() <= size) { switch(Tokens[next()].type) { case EQUALS : Node* n = Assignment_Expr(); return n; } } advance(); } void advance() { if(next() <= size) ++pointer; } Node* Assignment_Expr() { Node* lnode = new Node(Tokens[pointer], NULL, NULL); advance(); Node* n = new Node(Tokens[pointer], lnode, Expression()); return n; } Node* Expression() { if(next() <= size) { advance(); if(Tokens[next()].type == SEMICOLON) { Node* n = new Node(Tokens[pointer], NULL, NULL); return n; } if(Tokens[next()].type == PLUS) { Node* lnode = new Node(Tokens[pointer], NULL, NULL); advance(); Node* n = new Node(Tokens[pointer], lnode, Expression()); return n; } } } }; ... ASTGen AST(Tokens); Node* Tree = AST.Statement(); cout << Tree->Right->Data.svalue << endl; I can access Tree->Data.svalue and get the = Node's token info, so I know that node is getting spawned, and I can also get Tree->Left->Data.svalue and get the variable to the left of the = I have re-written it many times trying out different methods for stepping through the vector, but I always get a segmentation fault when I try to access the = right node (which should be the + node) Any help would be greatly appreciated.

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  • Is it bad practice to apply class-based design to JavaScript programs?

    - by helixed
    JavaScript is a prototyped-based language, and yet it has the ability to mimic some of the features of class-based object-oriented languages. For example, JavaScript does not have a concept of public and private members, but through the magic of closures, it's still possible to provide the same functionality. Similarly, method overloading, interfaces, namespaces and abstract classes can all be added in one way or another. Lately, as I've been programming in JavaScript, I've felt like I'm trying to turn it into a class-based language instead of using it in the way it's meant to be used. It seems like I'm trying to force the language to conform to what I'm used to. The following is some JavaScript code I've written recently. It's purpose is to abstract away some of the effort involved in drawing to the HTML5 canvas element. /* Defines the Drawing namespace. */ var Drawing = {}; /* Abstract base which represents an element to be drawn on the screen. @param The graphical context in which this Node is drawn. @param position The position of the center of this Node. */ Drawing.Node = function(context, position) { return { /* The method which performs the actual drawing code for this Node. This method must be overridden in any subclasses of Node. */ draw: function() { throw Exception.MethodNotOverridden; }, /* Returns the graphical context for this Node. @return The graphical context for this Node. */ getContext: function() { return context; }, /* Returns the position of this Node. @return The position of this Node. */ getPosition: function() { return position; }, /* Sets the position of this Node. @param thePosition The position of this Node. */ setPosition: function(thePosition) { position = thePosition; } }; } /* Define the shape namespace. */ var Shape = {}; /* A circle shape implementation of Drawing.Node. @param context The graphical context in which this Circle is drawn. @param position The center of this Circle. @param radius The radius of this circle. @praram color The color of this circle. */ Shape.Circle = function(context, position, radius, color) { //check the parameters if (radius < 0) throw Exception.InvalidArgument; var node = Drawing.Node(context, position); //overload the node drawing method node.draw = function() { var context = this.getContext(); var position = this.getPosition(); context.fillStyle = color; context.beginPath(); context.arc(position.x, position.y, radius, 0, Math.PI*2, true); context.closePath(); context.fill(); } /* Returns the radius of this Circle. @return The radius of this Circle. */ node.getRadius = function() { return radius; }; /* Sets the radius of this Circle. @param theRadius The new radius of this circle. */ node.setRadius = function(theRadius) { radius = theRadius; }; /* Returns the color of this Circle. @return The color of this Circle. */ node.getColor = function() { return color; }; /* Sets the color of this Circle. @param theColor The new color of this Circle. */ node.setColor = function(theColor) { color = theColor; }; //return the node return node; }; The code works exactly like it should for a user of Shape.Circle, but it feels like it's held together with Duct Tape. Can somebody provide some insight on this?

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  • Custom Gesture in cocos2d

    - by Lewis
    I've found a little tutorial that would be useful for my game: http://blog.mellenthin.de/archives/2012/02/13/an-one-finger-rotation-gesture-recognizer/ But I can't work out how to convert that gesture to work with cocos2d, I have found examples of pre made gestures in cocos2d, but no custom ones, is it possible? EDIT STILL HAVING PROBLEMS WITH THIS: I've added the code from Sentinel below (from SO), the Gesture and RotateGesture have both been added to my solution and are compiling. Although In the rotation class now I only see selectors, how do I set those up? As the custom gesture found in that project above looks like: header file for custom gesture: #import <Foundation/Foundation.h> #import <UIKit/UIGestureRecognizerSubclass.h> @protocol OneFingerRotationGestureRecognizerDelegate <NSObject> @optional - (void) rotation: (CGFloat) angle; - (void) finalAngle: (CGFloat) angle; @end @interface OneFingerRotationGestureRecognizer : UIGestureRecognizer { CGPoint midPoint; CGFloat innerRadius; CGFloat outerRadius; CGFloat cumulatedAngle; id <OneFingerRotationGestureRecognizerDelegate> target; } - (id) initWithMidPoint: (CGPoint) midPoint innerRadius: (CGFloat) innerRadius outerRadius: (CGFloat) outerRadius target: (id) target; - (void)reset; - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event; @end .m for custom gesture file: #include <math.h> #import "OneFingerRotationGestureRecognizer.h" @implementation OneFingerRotationGestureRecognizer // private helper functions CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2); CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB); - (id) initWithMidPoint: (CGPoint) _midPoint innerRadius: (CGFloat) _innerRadius outerRadius: (CGFloat) _outerRadius target: (id <OneFingerRotationGestureRecognizerDelegate>) _target { if ((self = [super initWithTarget: _target action: nil])) { midPoint = _midPoint; innerRadius = _innerRadius; outerRadius = _outerRadius; target = _target; } return self; } /** Calculates the distance between point1 and point 2. */ CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2) { CGFloat dx = point1.x - point2.x; CGFloat dy = point1.y - point2.y; return sqrt(dx*dx + dy*dy); } CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB) { CGFloat a = endLineA.x - beginLineA.x; CGFloat b = endLineA.y - beginLineA.y; CGFloat c = endLineB.x - beginLineB.x; CGFloat d = endLineB.y - beginLineB.y; CGFloat atanA = atan2(a, b); CGFloat atanB = atan2(c, d); // convert radiants to degrees return (atanA - atanB) * 180 / M_PI; } #pragma mark - UIGestureRecognizer implementation - (void)reset { [super reset]; cumulatedAngle = 0; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesBegan:touches withEvent:event]; if ([touches count] != 1) { self.state = UIGestureRecognizerStateFailed; return; } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesMoved:touches withEvent:event]; if (self.state == UIGestureRecognizerStateFailed) return; CGPoint nowPoint = [[touches anyObject] locationInView: self.view]; CGPoint prevPoint = [[touches anyObject] previousLocationInView: self.view]; // make sure the new point is within the area CGFloat distance = distanceBetweenPoints(midPoint, nowPoint); if ( innerRadius <= distance && distance <= outerRadius) { // calculate rotation angle between two points CGFloat angle = angleBetweenLinesInDegrees(midPoint, prevPoint, midPoint, nowPoint); // fix value, if the 12 o'clock position is between prevPoint and nowPoint if (angle > 180) { angle -= 360; } else if (angle < -180) { angle += 360; } // sum up single steps cumulatedAngle += angle; // call delegate if ([target respondsToSelector: @selector(rotation:)]) { [target rotation:angle]; } } else { // finger moved outside the area self.state = UIGestureRecognizerStateFailed; } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesEnded:touches withEvent:event]; if (self.state == UIGestureRecognizerStatePossible) { self.state = UIGestureRecognizerStateRecognized; if ([target respondsToSelector: @selector(finalAngle:)]) { [target finalAngle:cumulatedAngle]; } } else { self.state = UIGestureRecognizerStateFailed; } cumulatedAngle = 0; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesCancelled:touches withEvent:event]; self.state = UIGestureRecognizerStateFailed; cumulatedAngle = 0; } @end Then its initialised like this: // calculate center and radius of the control CGPoint midPoint = CGPointMake(image.frame.origin.x + image.frame.size.width / 2, image.frame.origin.y + image.frame.size.height / 2); CGFloat outRadius = image.frame.size.width / 2; // outRadius / 3 is arbitrary, just choose something >> 0 to avoid strange // effects when touching the control near of it's center gestureRecognizer = [[OneFingerRotationGestureRecognizer alloc] initWithMidPoint: midPoint innerRadius: outRadius / 3 outerRadius: outRadius target: self]; [self.view addGestureRecognizer: gestureRecognizer]; The selector below is also in the same file where the initialisation of the gestureRecogonizer: - (void) rotation: (CGFloat) angle { // calculate rotation angle imageAngle += angle; if (imageAngle > 360) imageAngle -= 360; else if (imageAngle < -360) imageAngle += 360; // rotate image and update text field image.transform = CGAffineTransformMakeRotation(imageAngle * M_PI / 180); [self updateTextDisplay]; } I can't seem to get this working in the RotateGesture class can anyone help me please I've been stuck on this for days now. SECOND EDIT: Here is the users code from SO that was suggested to me: Here is projec on GitHub: SFGestureRecognizers It uses builded in iOS UIGestureRecognizer, and don't needs to be integrated into cocos2d sources. Using it, You can make any gestures, just like you could, if you whould work with UIGestureRecognizer. For example: I made a base class Gesture, and subclassed it for any new gesture: //Gesture.h @interface Gesture : NSObject <UIGestureRecognizerDelegate> { UIGestureRecognizer *gestureRecognizer; id delegate; SEL preSolveSelector; SEL possibleSelector; SEL beganSelector; SEL changedSelector; SEL endedSelector; SEL cancelledSelector; SEL failedSelector; BOOL preSolveAvailable; CCNode *owner; } - (id)init; - (void)addGestureRecognizerToNode:(CCNode*)node; - (void)removeGestureRecognizerFromNode:(CCNode*)node; -(void)recognizer:(UIGestureRecognizer*)recognizer; @end //Gesture.m #import "Gesture.h" @implementation Gesture - (id)init { if (!(self = [super init])) return self; preSolveAvailable = YES; return self; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer { return YES; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)recognizer shouldReceiveTouch:(UITouch *)touch { //! For swipe gesture recognizer we want it to be executed only if it occurs on the main layer, not any of the subnodes ( main layer is higher in hierarchy than children so it will be receiving touch by default ) if ([recognizer class] == [UISwipeGestureRecognizer class]) { CGPoint pt = [touch locationInView:touch.view]; pt = [[CCDirector sharedDirector] convertToGL:pt]; for (CCNode *child in owner.children) { if ([child isNodeInTreeTouched:pt]) { return NO; } } } return YES; } - (void)addGestureRecognizerToNode:(CCNode*)node { [node addGestureRecognizer:gestureRecognizer]; owner = node; } - (void)removeGestureRecognizerFromNode:(CCNode*)node { [node removeGestureRecognizer:gestureRecognizer]; } #pragma mark - Private methods -(void)recognizer:(UIGestureRecognizer*)recognizer { CCNode *node = recognizer.node; if (preSolveSelector && preSolveAvailable) { preSolveAvailable = NO; [delegate performSelector:preSolveSelector withObject:recognizer withObject:node]; } UIGestureRecognizerState state = [recognizer state]; if (state == UIGestureRecognizerStatePossible && possibleSelector) { [delegate performSelector:possibleSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateBegan && beganSelector) [delegate performSelector:beganSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateChanged && changedSelector) [delegate performSelector:changedSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateEnded && endedSelector) { preSolveAvailable = YES; [delegate performSelector:endedSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateCancelled && cancelledSelector) { preSolveAvailable = YES; [delegate performSelector:cancelledSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateFailed && failedSelector) { preSolveAvailable = YES; [delegate performSelector:failedSelector withObject:recognizer withObject:node]; } } @end Subclass example: //RotateGesture.h #import "Gesture.h" @interface RotateGesture : Gesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed; @end //RotateGesture.m #import "RotateGesture.h" @implementation RotateGesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed { if (!(self = [super init])) return self; preSolveSelector = preSolve; delegate = target; possibleSelector = possible; beganSelector = began; changedSelector = changed; endedSelector = ended; cancelledSelector = cancelled; failedSelector = failed; gestureRecognizer = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:@selector(recognizer:)]; gestureRecognizer.delegate = self; return self; } @end Use example: - (void)addRotateGesture { RotateGesture *rotateRecognizer = [[RotateGesture alloc] initWithTarget:self preSolveSelector:@selector(rotateGesturePreSolveWithRecognizer:node:) possibleSelector:nil beganSelector:@selector(rotateGestureStateBeganWithRecognizer:node:) changedSelector:@selector(rotateGestureStateChangedWithRecognizer:node:) endedSelector:@selector(rotateGestureStateEndedWithRecognizer:node:) cancelledSelector:@selector(rotateGestureStateCancelledWithRecognizer:node:) failedSelector:@selector(rotateGestureStateFailedWithRecognizer:node:)]; [rotateRecognizer addGestureRecognizerToNode:movableAreaSprite]; } I dont understand how to implement the custom gesture code at the start of this post into the rotateGesture class which is a subclass of the gesture class written by the SO user. Any ideas please? When I get 6 more rep I'll add a bounty to this.

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  • What is the best way to store a table in C++

    - by Topo
    I'm programming a decision tree in C++ using a slightly modified version of the C4.5 algorithm. Each node represents an attribute or a column of your data set and it has a children per possible value of the attribute. My problem is how to store the training data set having in mind that I have to use a subset for each node so I need a quick way to only select a subset of rows and columns. The main goal is to do it in the most memory and time efficient possible (in that order of priority). The best way I have thought of is to have an array of arrays (or std::vector), or something like that, and for each node have a list (array, vector, etc) or something with the column,line(probably a tuple) pairs that are valid for that node. I now there should be a better way to do this, any suggestions? UPDATE: What I need is something like this: In the beginning I have this data: Paris 4 5.0 True New York 7 1.3 True Tokio 2 9.1 False Paris 9 6.8 True Tokio 0 8.4 False But for the second node I just need this data: Paris 4 5.0 New York 7 1.3 Paris 9 6.8 And for the third node: Tokio 2 9.1 Tokio 0 8.4 But with a table of millions of records with up to hundreds of columns. What I have in mind is keep all the data in a matrix, and then for each node keep the info of the current columns and rows. Something like this: Paris 4 5.0 True New York 7 1.3 True Tokio 2 9.1 False Paris 9 6.8 True Tokio 0 8.4 False Node 2: columns = [0,1,2] rows = [0,1,3] Node 3: columns = [0,1,2] rows = [2,4] This way on the worst case scenario I just have to waste size_of(int) * (number_of_columns + number_of_rows) * node That is a lot less than having an independent data matrix for each node.

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  • Best IDE for javascript server development

    - by MatteS
    After reading http://www.pragprog.com/magazines/2010-03/javascript-its-not-just-for-browsers-any-more im wondering which is the best IDE to develop service-side javascript applications? I want a nice development environment with commonjs and node etc. Preferebly windows but anything is interesting really. Is there any IDE with some nifty refactoring tools, maybe some intellisense-like function, etc etc.. Or is it notepad++ ftw?

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  • Channels in Socket.io

    - by mat3001
    Hi, I am trying to broadcast a message through the Node.js service socket.io (http://socket.io/) to certain subset of all subscribers. To be more exact, I would like to use channels that users can subscribe to, in order to efficiently push messages to a couple hundred people at the same time. I'm not really sure if addEvent('channel_name',x) is the way to go. I have not found anything in the docs. Any ideas? Thanks Mat

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  • Find the version of an installed npm package

    - by Laurent Couvidou
    How to find the local version of an installed node.js/npm package? This prints the version of npm itself: npm -v <package-name> This prints a cryptic error: npm version <package-name> For some reason, probably because of the weird arguments ordering, or because of the false positives mentioned above, I just can't remember the proper command. So this question is a note for self that might help others.

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  • removenode in javascript chrome

    - by Nishima
    Hi All, I want to removw a node from a page for that i am using the below mentioned function document.getElementById(id).removeNode(true); .This is working fine in IE but not in Chrome. Can anyone tell me how can i do that Thanks

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  • openssl/rand.h header file not found

    - by Arun Reddy Kandoor
    I have installed libssl-dev package but that did not install the include files. How do I get the openssl include files? Appreciate your help. Checking for program g++ or c++ : /usr/bin/g++ Checking for program cpp : /usr/bin/cpp Checking for program ar : /usr/bin/ar Checking for program ranlib : /usr/bin/ranlib Checking for g++ : ok Checking for node path : ok /usr/bin/node Checking for node prefix : ok /usr Checking for header openssl/rand.h : not found /home/arun/Documents/webserver/node_modules/bcrypt/wscript:30: error: the configuration failed (see '/home/arun/Documents/webserver/node_modules/bcrypt/build/config.log') npm ERR! error installing [email protected] npm ERR! [email protected] preinstall: `node-waf clean || (exit 0); node-waf configure build` npm ERR! `sh "-c" "node-waf clean || (exit 0); node-waf configure build"` failed with 1 npm ERR! npm ERR! Failed at the [email protected] preinstall script. npm ERR! This is most likely a problem with the bcrypt package, npm ERR! not with npm itself. npm ERR! Tell the author that this fails on your system: npm ERR! node-waf clean || (exit 0); node-waf configure build npm ERR! You can get their info via: npm ERR! npm owner ls bcrypt npm ERR! There is likely additional logging output above. npm ERR! npm ERR! System Linux 3.8.0-32-generic npm ERR! command "node" "/usr/bin/npm" "install" npm ERR! cwd /home/arun/Documents/webserver npm ERR! node -v v0.6.12 npm ERR! npm -v 1.1.4 npm ERR! code ELIFECYCLE npm ERR! message [email protected] preinstall: `node-waf clean || (exit 0); node-waf configure build` npm ERR! message `sh "-c" "node-waf clean || (exit 0); node-waf configure build"` failed with 1 npm ERR! errno {} npm ERR! npm ERR! Additional logging details can be found in: npm ERR! /home/arun/Documents/webserver/npm-debug.log npm not ok

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  • jsTree: How to create a new ID for the new added node?

    - by marknt15
    Hi, I can normally get the ID of the default tree nodes but my problem is onCreate then jsTree will add a new node but it doesn't have an ID. My question is how can I add an ID to the newly created tree node? What I'm thinking to do is adding the ID HTML attribute to the newly created tree node but how? I need to get the ID of all of the nodes because it will serve as a reference for the node's respective div storage. HTML code: <div class="demo" id="demo_1"> <ul> <li id="phtml_1" class="file"><a href="#"><ins>&nbsp;</ins>Root node 1</a></li> <li id="phtml_2" class="file"><a href="#"><ins>&nbsp;</ins>Root node 2</a></li> </ul> </div> JS code: $("#demo_1").tree({ ui : { theme_name : "apple" }, callback : { onrename : function (NODE, TREE_OBJ) { alert(TREE_OBJ.get_text(NODE)); alert($(NODE).attr('id')); } } }); Cheers, Mark

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  • How to create a new ID for the new added node?

    - by marknt15
    Hi, I can normally get the ID of the default tree nodes but my problem is onCreate then jsTree will add a new node but it doesn't have an ID. My question is how can I add an ID to the newly created tree node? What I'm thinking to do is adding the ID HTML attribute to the newly created tree node but how? I need to get the ID of all of the nodes because it will serve as a reference for the node's respective div storage. HTML code: <div class="demo" id="demo_1"> <ul> <li id="phtml_1" class="file"><a href="#"><ins>&nbsp;</ins>Root node 1</a></li> <li id="phtml_2" class="file"><a href="#"><ins>&nbsp;</ins>Root node 2</a></li> </ul> </div> JS code: $("#demo_1").tree({ ui : { theme_name : "apple" }, callback : { onrename : function (NODE, TREE_OBJ) { alert(TREE_OBJ.get_text(NODE)); alert($(NODE).attr('id')); } } }); Cheers, Mark

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  • How to find sum of node's value for given depth in binary tree?

    - by masato-san
    I've been scratching my head for several hours for this... problem: Binary Tree (0) depth 0 / \ 10 20 depth 1 / \ / \ 30 40 50 60 depth 2 I am trying to write a function that takes depth as argument and return the sum of values of nodes of the given depth. For instance, if I pass 2, it should return 180 (i.e. 30+40+50+60) I decided to use breath first search and when I find the node with desired depth, sum up the value, but I just can't figure out how to find out the way which node is in what depth. But with this approach I feel like going to totally wrong direction. function level_order($root, $targetDepth) { $q = new Queue(); $q->enqueue($root); while(!$q->isEmpty) { //how to determin the depth of the node??? $node = $q->dequeue(); if($currentDepth == $targetDepth) { $sum = $node->value; } if($node->left != null) { $q->enqueue($node->left); } if($node->right != null) { $q->enqueue($node->right); } //need to reset this somehow $currentDepth ++; } }

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  • jstree select node

    - by niao
    Greetings, I am using jsTree to generatate my hierarchical data. JsTree is generated as follows: $(function() { $("#industries").tree({ data: { type: "json", opts: { url: "/Admin/GetIndustries/" } } }); }); it works find and the jsonresult is something like: [{"attributes":[],"data":{"title":"Adwokaci, Notariusze","id":"1a051101-c3fa-48f2-b2e1-c60d1b67ea22"},"children":[{"attributes":[],"data":{"title":"Kancelarie adwokackie","id":"26d6cff1-3c7f-4a2f-bf5a-422e08127b43" my question is: how can I save id of selected node in some hidden field? I do something like this: <script type="text/javascript"> $("#industries").click(function() { var tree = $.tree.reference("industries"); var t = $.tree.focused(); if (t.selected) t.selected; else alert("Select a node first"); alert(t.id); }); but it does not work. Can someone please help me?

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  • jQuery Block UI: node is undefined

    - by stef
    I'm close to finishing an app that uses quite a bit of JS. Recently Firebug started throwing an error that says "node is undefined", referring to data.parent = node.parentNode; on line 209 of jQuery blockUI plugin Version 2.31 (06-JAN-2010) @requires jQuery v1.2.3 or later. I'm using jQuery 1.4.2 When I remove the code from my page that triggers the Block UI action, the error is still there. So it does not seem to be an issue in my code but an "error" in the file itself, or perhaps some kind of conflict with another file? For info my code is below. My IDE is highlighting some syntax errors in here but it does that even when there are none. Perhaps I'm missing it? $.blockUI({ css: { border: 'none', padding: '25px', backgroundColor: '#fff', '-webkit-border-radius': '10px', '-moz-border-radius': '10px', opacity: 1, color: '#000' , cursor: 'auto' }, message: $('#block_ui_msg'), }); EDIT: I just replaced the block UI file with the latest version 2.33 (29-MAR-2010), error still occurs but this time on line 210.

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  • Removing a specific XML node in TIBCO BusinessWorks

    - by sangretu
    I have a "global variable" XML schema in TIBCO BusinessWorks. It's simpler than it looks - basically just a single repeatable node. Image: Tibco globals. (old URL redacted) Various processes in the system can update this list. Checking to see if they are listed is easy: $GetVariable/subscriber-list/subscriber = $_processContext/ns:ProcessContext/ProcessId Adding themselves to the list is pretty easy too, using a Set Variable activity (see bottom half of image) But how can a process remove itself from the list? I'm sure there's a type of mapping I can use to filter out the node I want and let the rest through?

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  • PHP SimpleXML - Remove xpath node

    - by Peter John
    Hi, I'm a little confused as to how i can delete a parent node of something which i can find via an xpath search: $xml = simplexml_load_file($filename); $data = $xml->xpath('//items/info[item_id="' . $item_id . '"]'); $parent = $data[0]->xpath("parent::*"); unset($parent); So, it finds the item id, no problems there - but the unset isnt getting rid of this <items> node. All i want to do is remove the <items>...</items> for this product. Obviously, there are loads of <items> nodes in the xml file so it cant do unset($xml->data->items) as that would delete everything. Any ideas much appreciated :-)

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