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  • How to bind arrays?

    - by Emily
    Say i have those 3 arrays : Product(milk,candy,chocolate) Colors(white,red,black) Rating(8,7,9) How to create a loop to bind those arrays so i get 3 variables in each loop : $product $color $rating So by example i will output like this: Milk is white and has a rating of 8/10 Candy is red and has a rating of 7/10 Chocolate is black and has a rating of 9/10 Thanks

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  • WPF WebBrowser: How to set element click event?

    - by Ralph
    I've figured out how to make everything red as soon as the page is finished loading: private void webBrowser1_LoadCompleted(object sender, NavigationEventArgs e) { var doc = (IHTMLDocument2)webBrowser1.Document; foreach (IHTMLElement elem in doc.all) { elem.style.backgroundColor = "#ff0000"; } } Now what if I want to make the element only change color when it's clicked? I see that elem has an onclick property, but it's type is dynamic so I don't know what to do with it. The documentation is pretty useless.

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  • how to use SharePoint to manage work items (tasks)

    - by George2
    Hello everyone, I am using SharePoint 2007 Enterprise + Publishing portal template + Windows Server 2008. I want to utilize SharePoint to manage work items and I want to let gurus here to recommend me some good tutorials for newbie like me for this field (better through configuration ways, not through coding). My requirements are, Manager could assign task to workers, and manager could edit task description, due date; Workers could see the tasks assigned to them, and could update task execution status (may attach some documents); Manager could review all tasks assigned by the manager, and updates by workers; Better to have a calendar view with the tasks. thanks in advance, George

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  • css problem in top:??

    - by user175084
    i have to fix the header in a gridview and i use this in style Class <style type="text/css"> .gridFixedHeader { background-color:white; position:relative; top:expression(GridView1.offsetParent.scrollTop-2); } </style> but i get an error that expression(GridView1.offsetParent.scrollTop-2);is not valid... what all do i need to do to make this work..... any suggestions

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  • Please Critique Code (Java, Java2D, javax.swing.Timer)

    - by Trizicus
    Learn by practice right? Please critique and suggest anything! Thanks :) import java.awt.EventQueue; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import java.awt.event.MouseMotionListener; import javax.swing.JFrame; public class MainWindow { public static void main(String[] args) { new MainWindow(); } JFrame frame; GraphicsPanel gp = new GraphicsPanel(); MainWindow() { EventQueue.invokeLater(new Runnable() { public void run() { frame = new JFrame("Graphics Practice"); frame.setSize(680, 420); frame.setVisible(true); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); gp.addMouseListener(new MouseListener() { public void mouseClicked(MouseEvent e) {} public void mousePressed(MouseEvent e) {} public void mouseReleased(MouseEvent e) {} public void mouseEntered(MouseEvent e) {} public void mouseExited(MouseEvent e) {} }); gp.addMouseMotionListener(new MouseMotionListener() { public void mouseDragged(MouseEvent e) {} public void mouseMoved(MouseEvent e) {} }); frame.add(gp); } }); } } GraphicsPanel: import java.awt.BorderLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.swing.JPanel; import javax.swing.Timer; public class GraphicsPanel extends JPanel { Test t; Timer test; GraphicsPanel() { t = new Test(); setLayout(new BorderLayout()); add(t, BorderLayout.CENTER); test = new Timer(17, new Gameloop(this)); test.start(); } class Gameloop implements ActionListener { GraphicsPanel gp; Gameloop(GraphicsPanel gp) { this.gp = gp; } public void actionPerformed(ActionEvent e) { try { t.incX(); gp.repaint(); } catch (Exception ez) { } } } } Test: import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Toolkit; import javax.swing.JComponent; public class Test extends JComponent { Toolkit tk; Image img; int x, y; Test() { tk = Toolkit.getDefaultToolkit(); img = tk.getImage(getClass().getResource("images.jpg")); this.setPreferredSize(new Dimension(15, 15)); } @Override public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2d = (Graphics2D) g.create(); g2d.setColor(Color.red); g2d.drawString("x: " + x, 350, 50); g2d.drawImage(img, x, 80, null); g2d.dispose(); } public void incX() { x++; } }

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  • How do I get Emacs to evaluate a file when a frame is raised?

    - by Brad Wright
    Basically I have my Emacs set up so it has a GUI specific elisp, but when starting it in daemon mode this doesn't evaluate. The code is something like: ;; gui.el (when window-system (progn ;; do stuff here )) I'd like this file (or at least the code within it—perhaps a funtion) to be re-evaluated when I run emacsclient -c on the command line, as I miss out on all my font-lock and color-theme goodness (as I have that stuff set to runonly when a GUI exists).

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  • Edit CSS WITH DELPHI

    - by Grant
    I use Delphi 2010 . I am useing twebbrowser to load up HTML source and view . Now I want to click on an area(Background, Links,etc) in the webbrowser and get the styling in the CSS file that styles the HTML. Example I click on the H3 region and I want to be taken to the h3{ color: white; } in the CSS. Any help at all is much appreciated this is hard for me to figure out.

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  • How do I make vim's autoindent not drop trailing spaces?

    - by Joey Adams
    In some text editors (e.g. Kate, gedit), when auto indent is enabled, pressing return twice will leave a trailing whitespace (which I want): if (code) { .... ....| } While others cater to the coding standard where trailing spaces (even in blank lines) aren't allowed: if (code) { ....| } What annoys me about this is that if I arrow up after auto-indenting, the auto-indent is lost: if (code) { | .... } If I run vim and :set autoindent , I get the latter behavior. My question is, how do I set vim to keep the trailing spaces rather than automatically removing them if they go unused?

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  • using jquery as an alternative to css nth child

    - by JCHASE11
    Hi. I am using the following css to create list items with a chckerboard background ( every other list item has a grey background, which shift every row to create a checkerboard pattern: li:nth-child(8n+2), li:nth-child(8n+4), li:nth-child(8n+5), li:nth-child(8n+7) { background-color:grey; } Is there way I can do this using jquery that is more supportive than css3? Thanks

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  • table with black outer, but grey inner border

    - by Jan-Frederik Carl
    Hello, I want to create a html table with a 1pt black outer border and the same border around every td. Should look like this (only the borders, of course) link text I use <table border="1" style="border-collapse:collapse; border-color:Black; border-style:solid; border-width:1pt"> As a result I get a black outer, but grey inner borders.

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  • WPF - Only want one expander open at a time

    - by Portsmouth
    I have a UserControl with a templated grouped listbox with expanders and only want one expander open at any time. I have browsed through the site but haven't found anything except binding the IsExpanded to IsSelected which isn't quite what I want. I am trying to put some code in the Expanded event that would loop through Expanders and close all the ones that aren't the expander passed in the Expanded event. I can't seem to figure out how to get at them. I've tried ListBox.Items.Groups but didn't see how to get at them and tried ListBox.ItemContainerGenerator.ContainerFromItem (or Index) but nothing came back. Thanks <ListBox Name="ListBox"> <ListBox.GroupStyle > <GroupStyle> <GroupStyle.ContainerStyle> <Style TargetType="{x:Type GroupItem}"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type GroupItem}"> <Border BorderBrush="CadetBlue" BorderThickness="1"> <Expander BorderThickness="0,0,0,1" Expanded="Expander_Expanded" Focusable="False" IsExpanded="{Binding IsSelected, RelativeSource={RelativeSource FindAncestor, AncestorType= {x:Type ListBoxItem}}}" > <Expander.Header> <Grid> <StackPanel Height="30" Orientation="Horizontal"> <TextBlock Foreground="Navy" FontWeight="Bold" Text="{Binding Path=Name}" Margin="5,0,0,0" MinWidth="200" Padding="3" VerticalAlignment="Center" /> <TextBlock Foreground="Navy" FontWeight="Bold" Text=" Setups: " VerticalAlignment="Center" HorizontalAlignment="Right"/> <TextBlock Foreground="Navy" FontWeight="Bold" Text="{Binding Path=ItemCount}" VerticalAlignment="Center" HorizontalAlignment="Right" /> </StackPanel> </Grid> </Expander.Header> <Expander.Content> <Grid Background="white" > <ItemsPresenter /> </Grid> </Expander.Content> <Expander.Style > <Style TargetType="{x:Type Expander}"> <Style.Triggers> <Trigger Property="IsMouseOver" Value="true"> <Setter Property="Background"> <Setter.Value> <LinearGradientBrush StartPoint="0,0" EndPoint="0,1"> <GradientStop Color="WhiteSmoke" Offset="0.0" /> <GradientStop Color="Orange" Offset="1.0" /> </LinearGradientBrush> </Setter.Value> </Setter> </Trigger> <Trigger Property="IsMouseOver" Value="false" <Setter Property="Background"> <Setter.Value> </code>

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  • Changing a formwindows backcolor from a panel

    - by JPJedi
    I have a panel that is docked to the right side of a windows form. I set a color with a setting on the panel but I want to then update the main form (not the panel) backcolor to the new setting. But when I use me.backcolor = setting it changes the panels backcolor. This is also with VB.net windows forms with Visual Studios 2008 Thanks

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  • Adding Icons next to items in Navigation Drawer

    - by DunriteJW
    I have been trying to figure this out for quite some time right now. I've looked all over this site and many others, and can't find anything that works. I simply want icons next to each item in my navigation drawer. I am currently using the method that Google's navigation drawer sample app uses. in the MainActivity.java I have the following: mColorTitles = getResources().getStringArray(R.array.colors_array); mDrawerLayout = (DrawerLayout) findViewById(R.id.drawer_layout); mDrawerList = (ListView) findViewById(R.id.left_drawer); mColorIcons = getResources().getStringArray(R.array.color_icons); adapter = new ArrayAdapter<String>(this, R.layout.drawer_list_item, mColorTitles); // set a custom shadow that overlays the main content when the drawer opens mDrawerLayout.setDrawerShadow(R.drawable.drawer_shadow, GravityCompat.START); // set up the drawer's list view with items and click listener mDrawerList.setAdapter(adapter); mDrawerList.setOnItemClickListener(new DrawerItemClickListener()); my drawer_list_item.xml: <TextView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@android:id/text1" android:layout_width="match_parent" android:layout_height="match_parent" android:textAppearance="?android:attr/textAppearanceListItemSmall" android:gravity="center_vertical" android:paddingLeft="5dp" android:paddingRight="16dp" android:textColor="#000" android:background="?android:attr/activatedBackgroundIndicator" android:minHeight="?android:attr/listPreferredItemHeightSmall"/> it currently just makes the navigation drawer display the color titles from the array. I have the icons that I want in another array, and they follow the exact same order as I want them associated with the colors. I just have no idea how to even begin inserting the icons from that array into the navigation items if it helps, here's what my arrays look like in my strings.xml (not full code) <string-array name="colors_array"> <item>Home</item> <item>Cherry</item> <item>Crimson</item> ... <array name="color_icons"> <item>@drawable/homeicon</item> <item>@drawable/cherryicon</item> <item>@drawable/crimsonicon</item> ... I've tried putting a drawable in the drawer_list_item, which works, but (of course) it always puts the same one in there. I could not think of a way to change it according to the color. I am relatively new to android programming, so if I am missing something simple, I'm sorry. If you could help me out, I would greatly appreciate it, as this is basically the last thing I need to do before I publish my application to the Play Store. Thanks in advance!

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  • dropdown under a nav button css/html

    - by MannfromReno
    I have a navcontainer with buttons in the container. I need to make a dropdown list for only one of the buttons. How would this be accomplished with CSS/HTML. Here is my code: HTML: <div id="navcontainer"> <a href="/home.html" class="button" style="width: 115px">About Us</a> <a href="/quote.html" class="button" style="width: 170px">Request a Quote</a> <a href="/affiliates.html" class="button" style="width: 115px">Affiliates</a> <a href="/pricing.html" class="button" style="width: 170px">Pricing & Plans</a> <a href="/addservices.html" class="button" style="width: 190px">Additional Services</a> <a href="/service.html" class="button" style="width: 165px">Service Details</a> <a href="/watering.html" class="button" style="width: 108px">Watering</a> </div> CSS: #navcontainer { float: right; width: 1040px; height: 45px; text-align: center; line-height: 45px; color: #fff; margin-bottom: 6px; } .button { text-align: center; background: #226426; color: #fff; width: 100px; height: 45px; float: left; text-decoration: none; font-family: Arial, sans-serif; font-size: 15px; font-weight: bold; border-right: solid 1px #91b293; border-top: solid 1px #91b293; border-bottom: solid 1px #91b293; } Do I need to make this into a ul or can I keep it as is, and just add a dropdown to the Services button? Thanks for your help.

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • when I click submit it should change the text and update the row something is wrong there

    - by Yousef Altaf
    good morning programers, I have this small code which content a news control panel and I made a submit button there to active or inactive the news row so if I click on this button it should change if it's active it will be inactive it worked but there's something wrong there when I click on item one it updates the last on the table not the first on as it should do. here is the code that I use <?php $getNewsData="select * from news"; $QgetNewsData=$db->query($getNewsData)or die($db->error); $count=mysqli_num_rows($QgetNewsData); while($newsRow = mysqli_fetch_array($QgetNewsData)) { $getActivityStatus=$newsRow['news_activity']; switch($getActivityStatus){ case 1: echo"<input style='color:red; font-weight:bold; background:none; border:0;' name='inactive' type='submit' value='?????' /><input name='inActive' type='hidden' value='".$newsRow['news_id']."'/>"; break; case 0: echo"<input style='color:green; font-weight:bold; background:none; border:0;' name='active' type='submit' value='?????' /><input name='Active' type='hidden' value='".$newsRow['news_id']."'/>"; break;} } if(isset($_POST['inactive'])){ $inActive=$_POST['inActive']; echo $inActive; $updateStatus="UPDATE news SET news_activity=0 WHERE news_id='".$inActive."' "; $QupdateStatus=$db->query($updateStatus)or die($db->error); if($QupdateStatus){ } } if(isset($_POST['active'])){ $Active=$_POST['Active']; echo $Active; $updateStatus="UPDATE news SET news_activity=1 WHERE news_id='".$Active."' "; $QupdateStatus=$db->query($updateStatus)or die($db->error); if($QupdateStatus){ header("Location:CpanelHome.php?id=7"); } } ?> please any idea to solve this problem. Thanks, regards

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