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  • iPhone NSCFString leaks in fetchRequest

    - by camilo
    In the following code: - (NSMutableArray *) fetchNotesForGroup: (NSString *)groupName { // Variables declaration NSMutableArray *result; NSFetchRequest *fetchRequest; NSEntityDescription *entity; NSSortDescriptor *sortDescriptor; NSPredicate *searchPredicate; NSError *error = nil; // Creates the fetchRequest and executes it fetchRequest = [[[NSFetchRequest alloc] init] autorelease]; entity = [NSEntityDescription entityForName:@"Note" inManagedObjectContext:managedObjectContext]; [fetchRequest setEntity:entity]; sortDescriptor = [[[NSSortDescriptor alloc] initWithKey:@"noteName" ascending:YES] autorelease]; [fetchRequest setSortDescriptors:[NSArray arrayWithObject:sortDescriptor]]; [fetchRequest setReturnsDistinctResults:YES]; searchPredicate = [NSPredicate predicateWithFormat:@"categoryName like %@", groupName]; [fetchRequest setPredicate:searchPredicate]; [fetchRequest setPropertiesToFetch:[NSArray arrayWithObject:@"noteName"]]; result = [[managedObjectContext executeFetchRequest:fetchRequest error:&error] mutableCopy]; // Variables release return result; } ... I Fetch notes for a given categoryName. When I'm running Instruments, it says that a NSCFString is leaking. I know leaks are mean for iPhone developers... but I don't have any idea on how to plug this one. Any clues? All help is welcome. Thanks a lot!

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  • Background color remaining when switching views

    - by Guy
    Hi Guys. I have a UIViewController named equationVC who's user interface is being programmatically created from another NSObject class called equationCon. Upon loading equationVC, a method called chooseInterface is called from the equationCon class. I have a global variable (globalVar) that points to a user defined string. chooseInterface finds a method in the equationCon class that matches the string globalVar points to. In this case, let's say that globalVar points to a string that is called "methodThatMatches." In methodThatMatches, another view controller needs to show the results of what methodThatMatches did. methodThatMatches creates a new equationVC that calls upon methodThatMatches2. As a test, each method changes the color of the background. When the application starts up, I get a purple background, but as soon as I hit backwards I get another purple screen, which should be yellow. I do not think that I am release the view properly. Can anyone help? -(void)chooseInterface { NSString* equationTemp = [globalVar stringByReplacingOccurrencesOfString:@" " withString:@""]; equationTemp = [equationTemp stringByReplacingOccurrencesOfString:@"'" withString:@""]; SEL equationName = NSSelectorFromString(equationTemp); NSLog(@"selector! %@",NSStringFromSelector(equationName)); if([self respondsToSelector:equationName]){ [self performSelector:equationName]; } } -(void)methodThatMatches{ self.equationVC.view.backgroundColor = [UIColor yellowColor]; [setGlobalVar:@"methodThatMatches2"]; EquationVC* temp = [[EquationVC alloc] init]; [[self.equationVC navigationController] pushViewController:temp animated:YES ]; [temp release]; } -(void)methodThatmatches2{ self.equationVC.view.backgroundColor = [UIColor purpleColor]; }

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  • Are there any guarantees in JLS about order of execution static initialization blocks?

    - by Roman
    I wonder if it's reliable to use a construction like: private static final Map<String, String> engMessages; private static final Map<String, String> rusMessages; static { engMessages = new HashMap<String, String> () {{ put ("msgname", "value"); }}; rusMessages = new HashMap<String, String> () {{ put ("msgname", "????????"); }}; } private static Map<String, String> msgSource; static { msgSource = engMessages; } public static String msg (String msgName) { return msgSource.get (msgName); } Is there a possibility that I'll get NullPointerException because msgSource initialization block will be executed before the block which initializes engMessages? (about why don't I do msgSource initialization at the end of upper init. block: just the matter of taste; I'll do so if the described construction is unreliable)

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  • FBPermissionDialog bug, showing "Welcome to Facebook" page

    - by Oliver
    I'm experiencing a weird bug that I can replicate pretty consistently with the FBConnect iPhone SDK, more specifically with the class FBPermissionDialog. The result is that instead of seeing the standard extended permissions dialog, the user is shown this: http://cl.ly/15Lx. The only way around it is for the user to delete the app and reinstall. This is how I have replicated it: On first login, the user is asked for extended permissions on something (the dialog displays correctly). The user declines the permission. User quits the app. The user relaunches the app and since we still need the permission, we ask again. Instead of the permission dialog, the user is shown the "Welcome to Facebook" page. The only way for the user to get asked again is to delete the app and reinstall. Has anyone else experienced this? Is there a workaround? Here is the code I use to ask for permission, I believe it's pretty standard. // Create a permission dialog FBPermissionDialog *dialog = [[[FBPermissionDialog alloc] init] autorelease]; dialog.delegate = self; dialog.permission = @"read_stream"; [dialog show];

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  • Admob banner not getting remove from superview

    - by Gamer
    I am developing one 2d game using cocos2d framework, in this game i am using admob for advertising, in some classes not in all classes but admob banner is visible in every class and after some time game getting crash also. I am not getting how admob banner is comes in every class in fact i have not declare in Rootviewcontroller class. can any one suggest me how to integrate Admob in cocos2d game, i want Admob banner in particular classes not in every class, I am using latest google admob sdk, my code is below: Thanks in advance ` -(void)AdMob{ NSLog(@"ADMOB"); CGSize winSize = [[CCDirector sharedDirector]winSize]; // Create a view of the standard size at the bottom of the screen. if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad){ bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-364, size.height - GAD_SIZE_728x90.height, GAD_SIZE_728x90.width, GAD_SIZE_728x90.height)]; } else { // It's an iPhone bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-160, size.height - GAD_SIZE_320x50.height, GAD_SIZE_320x50.width, GAD_SIZE_320x50.height)]; } if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { bannerView_.adUnitID =@"a15062384653c9e"; } else { bannerView_.adUnitID =@"a15062392a0aa0a"; } bannerView_.rootViewController = self; [[[CCDirector sharedDirector]openGLView]addSubview:bannerView_]; [bannerView_ loadRequest:[GADRequest request]]; GADRequest *request = [[GADRequest alloc] init]; request.testing = [NSArray arrayWithObjects: GAD_SIMULATOR_ID, nil]; // Simulator [bannerView_ loadRequest:request]; } //best practice for removing the barnnerView_ -(void)removeSubviews{ NSArray* subviews = [[CCDirector sharedDirector]openGLView].subviews; for (id SUB in subviews){ [(UIView*)SUB removeFromSuperview]; [SUB release]; } NSLog(@"remove from view"); } //this makes the refreshTimer count -(void)targetMethod:(NSTimer *)theTimer{ //INCREASE OF THE TIMER AND SECONDS elapsedTime++; seconds++; //INCREASE OF THE MINUTOS EACH 60 SECONDS if (seconds>=60) { seconds=0; minutes++; [self removeSubviews]; [self AdMob]; } NSLog(@"TIME: %02d:%02d", minutes, seconds); } `

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  • erlang design of a card game [closed]

    - by user601836
    I would like to discuss with you a possible implementation for a card game in erlang. The only full example I found online is OpenPoker. I would like to create one myself, so here is the implementation I have in mind: A gen_server to represent a deck: when started creates a deck of cards (shuffled). And stores it in its state. provides an handle_call (draw_card) A gen_server to represent the chat room. Stores in its state the registered name of a player process (e.g. player1, player2, luke etc etc). Exports handle_cast to join the chat (executed by default when somebody joins successfully the game) and one to broadcast a chat message to all users by calling an handle_cast on the gen_server representing a player. a gen_fsm to represent a game instance. Has two states (wait_join, and turn). Exports join/1 to join the game, play_card/2 and send_msg/2. One parameter is the pid of the player process. a gen_server to represent the player. Exports only start_link/1 where the parameter is the name to use to register the process (inside the init I call join method of gen_fsm). Has different handle_calls (e.g. get_hand, draw_card) and handle_casts (e.g. play_card, deliver_msg, and send_msg) A gen_server to represent the main process. Exports (join_game/1 which calls player:start_link/1, send_msg/2 to call player's send_msg, play_card/3 to call player's play_card). What do you think of this architecture? Thanks in advance

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  • Facebook JS API: users_getInfo() inside ifUserConnected() deadlock.

    - by serg555
    I am trying to put Facebook connect button on the site and once connected display connected username. But for some reason following code goes into some infinite loop during first connection, and then works fine unless I delete this app from my facebook profile which causes freezing again. Here is a code on FB connect button click: FB.Connect.requireSession(); Here is code directly on the page: <script src="http://static.ak.connect.facebook.com/js/api_lib/v0.4/FeatureLoader.js.php/en_US" type="text/javascript"></script> <script type="text/javascript"> FB.init("123", "/xd_receiver.htm"); FB.ensureInit(function() { FB.Connect.ifUserConnected(function() { FB.Facebook.apiClient.users_getInfo(new Array(FB.Connect.get_loggedInUser()),new Array("name"), function(user, exec) { console.log("logged in:"+user[0].name); }); }, function(){ console.log("guest"); }); }); </script> If I remove FB.Facebook.apiClient.users_getInfo() it works fine, but I need to get username somehow. Any tips? Thanks.

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  • NUnit integration programmatically with spring

    - by harkon
    Hi! I have a component based architecture framework designed and I use NUnit for isolated testing - okay so far. Now I want to enable integration tests. Therefore the tests use real implementations of the existing components. Each element of the component has a life cycle (init, start and stop) and I created a NUnit component. In the start section the Console runner of the NUnit will be executed. Okay - now if I have a test fixture class in my dlls in the execution path the runner exectues them - fine! But: And this is crucial! Each to be tested implementation exists so far in the process and I want to use this instances for testing. If I use NUnit runner in the current way each instance will be created twice - and above all: I have a spring container and a implementation registry. Via this registry I can get access to all instances in the processes. But how do I give the test fixture access to the existing registry? Good: I can start the component architecture framework in the startup of the nunit runner - but this is not what I want. My guide is the apache Cactus framework (with JUnit and tomcat, JBoss etc.) Can someone help? Thanks a lot! Check: http://cone.codeplex.com

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  • How to upload image to remote server in iphone?

    - by Atulkumar V. Jain
    Hi Everybody, I am trying to upload a image which i am clicking with the help of the camera. I am trying the following code to upload the image to the remote server. -(void)searchAction:(UIImage*)theImage { UIDevice *dev = [UIDevice currentDevice]; NSString *uniqueId = dev.uniqueIdentifier; NSData * imageData = UIImagePNGRepresentation(theImage); NSString *postLength = [NSString stringWithFormat:@"%d",[imageData length]]; NSString *urlString = [@"http://www.amolconsultants.com/im.jsp?" stringByAppendingString:@"imagedata=iPhoneV0&mcid="]; urlString = [urlString stringByAppendingString:uniqueId]; urlString = [urlString stringByAppendingString:@"&lang=en_US.UTF-8"]; NSLog(@"The URL of the image is :- %@", urlString); NSMutableURLRequest *request = [[[NSMutableURLRequest alloc] init] autorelease]; [request setURL:[NSURL URLWithString:urlString]]; [request setHTTPMethod:@"POST"]; [request setValue:postLength forHTTPHeaderField:@"Content-Length"]; [request setHTTPBody:imageData]; NSURLConnection *conn=[[NSURLConnection alloc] initWithRequest:request delegate:self]; if (conn == nil) { NSLog(@"Failed to create the connection"); } } But nothing is getting posted. Nothing comes in the console window also. I am calling this method in the action sheet. When the user clicks on the 1st button of the action sheet this method is called to post the image. Can anyone help me with this... Any code will be very helpful... Thanx in advance...

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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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  • Unit Testing a rails 2.3.5 plugin

    - by brad
    I'm writing a new plugin for a rails 2.3.5 app. I've included an app directory (which makes it an engine) so i can easily load some extra routes. Not sure if that affects anything. Anyway, in the test directory i have two files: test_helper.rb and my_plugin_test.rb These files were generated automatically using script/generate plugin my_plugin When I go to vendor/plugins/my_plugin directory and run rake test they don't seem to run. I get the following console output: (in /Users/me/Repos/my_app/source/trunk/vendor/plugins/my_plugin) /Users/me/.rvm/rubies/jruby-1.4.0/bin/jruby -I"lib:lib:test" "/Users/me/.rvm/gems/jruby-1.4.0/gems/rake-0.8.7/lib/rake/rake_test_loader.rb" "test/my_plugin_test.rb" So it obviously sees my test file, but none of the tests inside get run, I just get back to my console prompt. What am I missing here? I figured the generated code would work out of the box Here are the two files test_helper.rb require 'rubygems' require 'active_support' require 'active_support/test_case' my_plugin_test.rb require 'test_helper' class MyPluginTest < ActiveSupport::TestCase # Replace this with your real tests. test "the truth" do assert true end test "Factories are supported" do assert_not_nil Factory end end File structure vendor - plugins - my_plugin - app - config - routes.rb - generators - my_plugin - some generator files.rb - lib - my_plugin.rb - my_plugin - my_plugin_lib_file.rb - rails - init.rb - Rakefile - tasks - my_plugin_tasks.rake - test - test_helper.rb - my_plugin_test.rb

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  • Put together tiles in android sdk and use as background

    - by Jon
    In a feeble attempt to learn some Android development am I stuck at graphics. My aim here is pretty simple: Take n small images and build a random image, larger than the screen with possibility to scroll around. Have an animated object move around on it I have looked at the SDK examples, Lunar Lander especially but there are a few things I utterly fail to wrap my head around. I've got a birds view plan (which in my head seems reasonably sane): How do I merge the tiles into one large image? The background is static so I figure I should do like this: Make a 2d array with refs to the tiles Make a large Drawable and draw the tiles on it At init draw this big image as the background At each onDraw redraw the background of the previous spot of the moving object, and the moving object at its new location The problem is the hands on things. I load the small images with "Bitmap img1 = BitmapFactory.decodeResource (res, R.drawable.img1)", but then what? Should I make a canvas and draw the images on it with "canvas.drawBitmap (img1, x, y, null);"? If so how to get a Drawable/Bitmap from that? I'm totally lost here, and would really appreciate some hands on help (I would of course be grateful for general hints as well, but I'm primarily trying to understand the Graphics objects). To make you, dear reader, see my level of confusion will I add my last desperate try: Drawable drawable; Canvas canvas = new Canvas (); Bitmap img1 = BitmapFactory.decodeResource (res, R.drawable.img1); // 50 x 100 px image Bitmap img2 = BitmapFactory.decodeResource (res, R.drawable.img2); // 50 x 100 px image canvas.drawBitmap (img1, 0, 0, null); canvas.drawBitmap (img2, 50, 0, null); drawable.draw (canvas); // obviously wrong as draw == null this.setBackground (drawable); Thanks in advance

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  • Django repeating vars/cache issue?

    - by Mark
    I'm trying to build a better/more powerful form class for Django. It's working well, except for these sub-forms. Actually, it works perfectly right after I re-start apache, but after I refresh the page a few times, my HTML output starts to look like this: <input class="text" type="text" id="pickup_addr-pickup_addr-pickup_addr-id-pickup_addr-venue" value="" name="pickup_addr-pickup_addr-pickup_addr-pickup_addr-venue" /> The pickup_addr- part starts repeating many times. I was looking for loops around the prefix code that might have cause this to happen, but the output isn't even consistent when I refresh the page, so I think something is getting cached somewhere, but I can't even imagine how that's possible. The prefix car should be reset when the class is initialized, no? Unless it's somehow not initializing something? class Form(object): count = 0 def __init__(self, data={}, prefix='', action='', id=None, multiple=False): self.fields = {} self.subforms = {} self.data = {} self.action = action self.id = fnn(id, 'form%d' % Form.count) self.errors = [] self.valid = True if not empty(prefix) and prefix[-1:] not in ('-','_'): prefix += '-' for name, field in inspect.getmembers(self, lambda m: isinstance(m, Field)): if name[:2] == '__': continue field_name = fnn(field.name, name) field.label = fnn(field.label, humanize(field_name)) field.name = field.widget.name = prefix + field_name + ife(multiple, '[]') field.id = field.auto_id = field.widget.id = ife(field.id==None, 'id-') + prefix + fnn(field.id, field_name) + ife(multiple, Form.count) field.errors = [] val = fnn(field.widget.get_value(data), field.default) if isinstance(val, basestring): try: val = field.coerce(field.format(val)) except Exception, err: self.valid = False field.errors.append(escape_html(err)) field.val = self.data[name] = field.widget.val = val for rule in field.rules: rule.fields = self.fields rule.val = field.val rule.name = field.name self.fields[name] = field for name, form in inspect.getmembers(self, lambda m: ispropersubclass(m, Form)): if name[:2] == '__': continue self.subforms[name] = self.__dict__[name] = form(data=data, prefix='%s%s-' % (prefix, name)) Form.count += 1 Let me know if you need more code... I know it's a lot, but I just can't figure out what's causing this!

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  • Why is Core Data not persisting these changes to disk?

    - by scott
    I added a new entity to my model and it loads fine but no changes made in memory get persisted to disk. My values set on the car object work fine in memory but aren't getting persisted to disk on hitting the home button (in simulator). I am using almost exactly the same code on another entity in my application and its values persist to disk fine (core data - sqlite3); Does anyone have a clue what I'm overlooking here? Car is the managed object, cars in an NSMutableArray of car objects and Car is the entity and Visible is the attribute on the entity which I am trying to set. Thanks for you assistance. Scott - (void)viewDidLoad { myAppDelegate* appDelegate = (myAppDelegate*)[[UIApplication sharedApplication] delegate]; NSManagedObjectContext* managedObjectContex = appDelegate.managedObjectContext; NSFetchRequest* request = [[NSFetchRequest alloc] init]; NSEntityDescription* entity = [NSEntityDescription entityForName:@"Car" inManagedObjectContext:managedObjectContex]; [request setEntity:entity]; NSSortDescriptor* sortDescriptor = [[NSSortDescriptor alloc] initWithKey:@"Name" ascending:YES]; NSArray* sortDescriptors = [[NSArray alloc] initWithObjects:sortDescriptor, nil]; [request setSortDescriptors:sortDescriptors]; [sortDescriptors release]; [sortDescriptor release]; NSError* error = nil; cars = [[managedObjectContex executeFetchRequest:request error:&error] mutableCopy]; if (cars == nil) { NSLog(@"Can't load the Cars data! Error: %@, %@", error, [error userInfo]); } [request release]; } - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath*)indexPath { Car* car = [cars objectAtIndex:indexPath.row]; if (car.Visible == [NSNumber numberWithBool:YES]) { car.Visible = [NSNumber numberWithBool:NO]; [tableView cellForRowAtIndexPath:indexPath].accessoryType = UITableViewCellAccessoryNone; } else { car.Visible = [NSNumber numberWithBool:YES]; [tableView cellForRowAtIndexPath:indexPath].accessoryType = UITableViewCellAccessoryCheckmark; } }

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  • zend session exception on zend_session::start with forms

    - by Grant Collins
    Hi I'm having issues with trying to use Zend_Form_SubForm and sessions. My controller is in essance acting a wizard showing different subforms depending on the stage of the wizard. Using the example I am planning on storing the forms in a session namespace. My controller looks like this. include 'mylib/Form/addTaskWizardForm.php'; class AddtaskController extends Zend_Controller_Action{ private $config = null; private $log = null; private $subFormSession = null; /** * This function is called and initialises the global variables to this object * which is the configuration details and the logger to write to the log file. */ public function init(){ $this->config = Zend_Registry::getInstance()->get('config'); $this->log = Zend_Registry::getInstance()->get('log'); //set layout $this->_helper->layout->setLayout('no-sidemenus'); //we need to get the subforms and $wizardForms = new addTaskWizardForm(); $this->subFormSession = new Zend_Session_Namespace('addTaskWizardForms'); if(!isset($this->subFormSession->subforms)){ $this->subFormSession->subforms = $wizardForms; } } /** * The Landing page controller for the site. */ public function indexAction(){ $form = $this->subFormSession->subforms->getSubForm('start'); $this->view->form = $form; } However this is causing the application session to crash out with Uncaught exception 'Zend_Session_Exception' with message 'Zend_Session::start() Any idea why this is having issues with the Zend Session?? thanks.

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  • How can I get the main thread to sleep while waiting for a delgate to be called?

    - by Erik B
    Consider a class with these methods: - (id) initWithFrame: (CGRect) frame { if (!(self = [super init])) return nil; webView = [[UIWebView alloc] initWithFrame:frame]; [webView setDelegate:self]; lock = [[NSConditionLock alloc] initWithCondition:LOCK_WAIT]; return self; } - (void) setHTML: (NSString *) html { [lock lockWhenCondition:LOCK_WAIT]; [webView loadHTMLString:html baseURL:nil]; [lock unlock]; } - (void)webViewDidFinishLoad:(UIWebView *)aWebView { [lock lockWhenCondition:LOCK_WAIT]; // Locking to be able to unlock and change the condition. [lock unlockWithCondition:LOCK_GO]; } - (NSString *) stringByEvaluatingJavaScriptFromString: (NSString *) jsCommand { [lock lockWhenCondition:LOCK_GO]; return [webView stringByEvaluatingJavaScriptFromString:jsCommand]; [lock unlock]; } Let's call this class SynchronousUIWebView. From the main thread I execute: webView = [[SynchronousUIWebView alloc] initWithFrame:frame]; [webView setHTML:html]; [webView stringByEvaluatingJavaScriptFromString:jsCommand]; The problem seems to be that the delegate is not called until I leave the current call stack, which I don't since I'm waiting for the delegate call to happen, aka deadlock. To me it seems like the delegate call is pushed to a queue that is called when the current call is done. So the question is can I modify this behavior? Note: The reason this is needed is that I can't execute the JavaScript until the HTML has loaded.

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  • Linux: modpost does not build anything

    - by waffleman
    I am having problems getting any kernel modules to build on my machine. Whenever I build a module, modpost always says there are zero modules: MODPOST 0 modules To troubleshoot the problem, I wrote a test module (hello.c): #include <linux/module.h> /* Needed by all modules */ #include <linux/kernel.h> /* Needed for KERN_INFO */ #include <linux/init.h> /* Needed for the macros */ static int __init hello_start(void) { printk(KERN_INFO "Loading hello module...\n"); printk(KERN_INFO "Hello world\n"); return 0; } static void __exit hello_end(void) { printk(KERN_INFO "Goodbye Mr.\n"); } module_init(hello_start); module_exit(hello_end); Here is the Makefile for the module: obj-m = hello.o KVERSION = $(shell uname -r) all: make -C /lib/modules/$(KVERSION)/build M=$(shell pwd) modules clean: make -C /lib/modules/$(KVERSION)/build M=$(shell pwd) clean When I build it on my machine, I get the following output: make -C /lib/modules/2.6.32-27-generic/build M=/home/waffleman/tmp/mod-test modules make[1]: Entering directory `/usr/src/linux-headers-2.6.32-27-generic' CC [M] /home/waffleman/tmp/mod-test/hello.o Building modules, stage 2. MODPOST 0 modules make[1]: Leaving directory `/usr/src/linux-headers-2.6.32-27-generic' When I make the module on another machine, it is successful: make -C /lib/modules/2.6.24-27-generic/build M=/home/somedude/tmp/mod-test modules make[1]: Entering directory `/usr/src/linux-headers-2.6.24-27-generic' CC [M] /home/somedude/tmp/mod-test/hello.o Building modules, stage 2. MODPOST 1 modules CC /home/somedude/tmp/mod-test/hello.mod.o LD [M] /home/somedude/tmp/mod-test/hello.ko make[1]: Leaving directory `/usr/src/linux-headers-2.6.24-27-generic' I looked for any relevant documentation about modpost, but found little. Anyone know how modpost decides what to build? Is there an environment that I am possibly missing? BTW here is what I am running: uname -a Linux waffleman-desktop 2.6.32-27-generic #49-Ubuntu SMP Wed Dec 1 23:52:12 UTC 2010 i686 GNU/Linux

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  • Can't draw UImage in UIView::drawRect

    - by Joel
    I know this seems like a simple task, which is why I don't understand why I can't get the image to render. When I set up my UIView, I do the following: myUiView.backgroundColor = [UIColor clearColor]; myUiView.opaque = NO; I create and retain the UIImage in the init function of my UIView: image = [[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"test" ofType:@"png"]] retain]; then my drawRect looks like this: - (void) drawRect:(CGRect) rect { [image drawInRect:self.bounds]; } Ultimately I'll be manipulating that UIImage via bitmap context, and then in drawRect create a CGImage out of the context, and render that, but for now I'm just trying to get it rendering a known image. I've been digging through this site, as well as the documentation. I've gone down the CG path and tried drawing it with CGContextDrawImage by following the numerous examples other people have posted, but that didn't work either. So I've come back to what seems to be the most straightforward way to draw an image, but it isn't working. Any help would be greatly appreciated. Thanks in advance.

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  • How to correctly waitFor() a saveScreenShot() end of execution.

    - by Alain
    Here is my full first working test: var expect = require('chai').expect; var assert = require('assert'); var webdriverjs = require('webdriverjs'); var client = {}; var webdriverOptions = { desiredCapabilities: { browserName: 'phantomjs' }, logLevel: 'verbose' }; describe('Test mysite', function(){ before(function() { client = webdriverjs.remote( webdriverOptions ); client.init(); }); var selector = "#mybodybody"; it('should see the correct title', function(done) { client.url('http://localhost/mysite/') .getTitle( function(err, title){ expect(err).to.be.null; assert.strictEqual(title, 'My title page' ); }) .waitFor( selector, 2000, function(){ client.saveScreenshot( "./ExtractScreen.png" ); }) .waitFor( selector, 7000, function(){ }) .call(done); }); after(function(done) { client.end(done); }); }); Ok, it does not do much, but after working many hours to get the environement correctly setup, it passed. Now, the only way I got it working is by playing with the waitFor() method and adjust the delays. It works, but I still do not understand how to surely wait for a png file to be saved on disk. As I will deal with tests orders, I will eventually get hung up from the test script before securely save the file. Now, How can I improve this screen save sequence and avoid loosing my screenshot ? Thanks.

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  • javaScript .splice() not working on correctly

    - by adardesign
    I am setting a cookie for each navigation container that is clicked on. It sets an array that is joined and set the cookie value. if its clicked again then its removed from the array. It somehow buggy. It only splices after clicking on other elements. and then it behaves weird. Thanks much. var navLinkToOpen; var setNavCookie = function(value){ var isSet = false; var checkCookies = checkNavCookie() setCookieHelper = checkCookies? checkCookies.split(","): []; console.log("value passed", value) for(i in setCookieHelper){ if(value == setCookieHelper[i]){ setCookieHelper.splice(value,1); isSet = true; } } if(!isSet){ setCookieHelper.push(value) } setCookieHelper.join(",") document.cookie = "navLinkToOpen"+"="+setCookieHelper; } var checkNavCookie = function(){ var allCookies = document.cookie.split( ';' ); for (i = 0; i < allCookies.length; i++ ){ temp = allCookies[i].split("=") if(temp[0].match("navLinkToOpen")){ var getValue = temp[1] } } return getValue || false } $(document).ready(function() { $("#LeftNav li").has("b").addClass("navHeader").not(":first").siblings("li").hide() $(".navHeader").click(function(){ $(this).toggleClass("collapsed").nextUntil("li:has('b')").slideToggle(300); setNavCookie($('.navHeader').index($(this))) return false }) console.log("init",document.cookie) var testCookies = checkNavCookie(); if(testCookies){ finalArrayValue = testCookies.split(",") for(i in finalArrayValue){ $(".navHeader").eq(finalArrayValue[i]).toggleClass("collapsed").nextUntil(".navHeader").slideToggle (0); } } });

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  • java applet won't work

    - by scoobi_doobi
    hey guys, this is homework stuff, but the question is not much about coding. the task is to write a java applet to work on an m-grid server. i have the server running on apache. it has a few sample applets in .jar and .class form. the .class versions work; the .jar versions work on appletviewer, but they break if I submit them as a job to the server with this: load: class examples/pixelcount/PixelCount.class not found. java.lang.ClassNotFoundException: examples.pixelcount.PixelCount.class at sun.plugin2.applet.Applet2ClassLoader.findClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at sun.plugin2.applet.Plugin2ClassLoader.loadCode(Unknown Source) at sun.plugin2.applet.Plugin2Manager.createApplet(Unknown Source) at sun.plugin2.applet.Plugin2Manager$AppletExecutionRunnable.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Caused by: java.net.ConnectException: Connection refused: connect at java.net.PlainSocketImpl.socketConnect(Native Method) at java.net.PlainSocketImpl.doConnect(Unknown Source) at java.net.PlainSocketImpl.connectToAddress(Unknown Source) at java.net.PlainSocketImpl.connect(Unknown Source) at java.net.SocksSocketImpl.connect(Unknown Source) at java.net.Socket.connect(Unknown Source) at sun.net.NetworkClient.doConnect(Unknown Source) at sun.net.www.http.HttpClient.openServer(Unknown Source) at sun.net.www.http.HttpClient.openServer(Unknown Source) at sun.net.www.http.HttpClient.<init>(Unknown Source) at sun.net.www.http.HttpClient.New(Unknown Source) at sun.net.www.http.HttpClient.New(Unknown Source) at sun.net.www.protocol.http.HttpURLConnection.getNewHttpClient(Unknown Source) at sun.net.www.protocol.http.HttpURLConnection.plainConnect(Unknown Source) at sun.net.www.protocol.http.HttpURLConnection.connect(Unknown Source) at sun.net.www.protocol.http.HttpURLConnection.getInputStream(Unknown Source) at java.net.HttpURLConnection.getResponseCode(Unknown Source) at sun.plugin2.applet.Applet2ClassLoader.getBytes(Unknown Source) at sun.plugin2.applet.Applet2ClassLoader.access$000(Unknown Source) at sun.plugin2.applet.Applet2ClassLoader$1.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) ... 7 more Exception: java.lang.ClassNotFoundException: examples.pixelcount.PixelCount.class I'm not really sure where exactly is the problem in here, given that they work on appletviewer. any help would be appreciated.. EDIT: don't know if I wrote it clearly. by ".class version" i refer to html file with this content: <applet height="300" width="450" code="examples/pixelcount/PixelCount.class"></applet> and ".jar" with this content: <applet height="300" width="450" archive="PixelCount.jar" code="examples.pixelcount.PixelCount.class"></applet>

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  • Dynamically add items to Tkinter Canvas

    - by nick369
    I'm attempting to learn Tkinter with the goal of being able to create a 'real-time' scope to plot data. As a test, I'm trying to draw a polygon on the canvas every time the 'draw' button is pressed. The triangle position is randomized. I have two problems: There is a triangle on the canvas as soon as the program starts, why and how do I fix this? It doesn't draw any triangles when I press the button, at least none that I can see. CODE from Tkinter import * from random import randint class App: def __init__(self,master): #frame = Frame(master) #frame.pack(side = LEFT) self.plotspc = Canvas(master,height = 100, width = 200, bg = "white") self.plotspc.grid(row=0,column = 2, rowspan = 5) self.button = Button(master, text = "Quit", fg = "red", \ command = master.quit) self.button.grid(row=0,column=0) self.drawbutton = Button(master, text = "Draw", command = \ self.pt([50,50])) self.drawbutton.grid(row = 0, column = 1) def pt(self, coords): coords[0] = coords[0] + randint(-20,20) coords[1] = coords[1] + randint(-20,20) x = (0,5,10) y = (0,10,0) xp = [coords[0] + xv for xv in x] yp = [coords[1] + yv for yv in y] ptf = zip(xp,yp) self.plotspc.create_polygon(*ptf) if _name_ == "_main_": root = Tk() app = App(root) root.mainloop() The code is formatting strangely within the code tags, I have no idea how to fix this.

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  • Linux network stack : adding protocols with an LKM and dev_add_pack

    - by agent0range
    Hello, I have recently been trying to familiarize myself with the Linux Networking stack and device drivers (have both similarly named O'Reilly books) with the eventual goal of offloading UDP. I have already implemented UDP on the NIC but now the hard part... Rather than ask for assistance on this larger goal I was hoping someone could clarify for me a particular snippet I found that is part of a LKM which registeres a new protocol (OTP) that acts as a filter between the device driver and network stack. http://www.phrack.org/archives/55/p55_0x0c_Building%20Into%20The%20Linux%20Network%20Layer_by_lifeline%20&%20kossak.txt (Note: this Phrack article contains three different modules, code for the OTP is at the bottom of the page) In the init function of his example he has: otp_proto.type = htons(ETH_P_ALL); otp_proto.func = otp_func; dev_add_pack(&otp_proto); which (if I understand correctly) should register otp_proto as a packet sniffer and put it into the ptype_all data structure. My question is about the dev_add_pack. Is it the case that the protocol being registered as a filter will always be placed at this layer between L2 and the device driver? Or, for instance could I make such a filtering occur between the application and transport layers (analyze socket parameters) using the same process? I apologize if this is confusing - I am having some trouble wrapping my head around the bigger picture when it comes to modules altering kernel stack functionality. Thanks

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  • CCAnimate/CCAnimation cause inconsistent setTexture behavior in cocos2d on iPhone

    - by chillid
    Hi, I have a character that goes through multiple states. The state changes are reflected by means of a sprite image (texture) change. The state change is triggered by a user tapping on the sprite. This works consistently and quite well. I then added an animation during State0. Now, when the user taps - setTexture gets executed to change the texture to reflect State1, however some of the times (unpredictable) it does not change the texture. The code flows as below: // 1. // Create the animation sequence CGRect frame1Rect = CGRectMake(0,32,32,32); CGRect frame2Rect = CGRectMake(32,32,32,32); CCTexture2D* texWithAnimation = [[CCTextureCache sharedTextureCache] addImage:@"Frames0_1_thinkNthickoutline32x32.png"]; id anim = [[[CCAnimation alloc] initWithName:@"Sports" delay:1/25.0] autorelease]; [anim addFrame:[CCSpriteFrame frameWithTexture:texWithAnimation rect:frame1Rect offset:ccp(0,0)]]; [anim addFrame:[CCSpriteFrame frameWithTexture:texWithAnimation rect:frame2Rect offset:ccp(0,0)]]; // Make the animation sequence repeat forever id myAction = [CCAnimate actionWithAnimation: anim restoreOriginalFrame:NO]; // 2. // Run the animation: sports = [[CCRepeatForever alloc] init]; [sports initWithAction:myAction]; [self.sprite runAction:sports]; // 3. stop action on state change and change texture: NSLog(@"Stopping action"); [sprite stopAction:sports]; NSLog(@"Changing texture for kCJSports"); [self setTexture: [[CCTextureCache sharedTextureCache] addImage:@"SportsOpen.png"]]; [self setTextureRect:CGRectMake(0,0,32,64)]; NSLog(@"Changed texture for kCJSports"); Note that all the NSLog lines get logged - and the texture RECT changes - but the image/texture changes only some of the times - fails for around 10-30% of times. Locking/threading/timing issue somewhere? My app (game) is single threaded and I only use the addImage and not the Async version. Any help much appreciated.

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  • Default update detailViewController, HELP.

    - by DrBeak1
    I've created an app that allows users to add information (from an addViewController), which is then displayed in a UITableView on the rootViewController. When the user taps the tableViewCell the detailViewController then displays, you guessed it, more details regarding the inputted user information. What I'm trying to accomplish is to setup an editViewController that will allow users to edit information they've already submitted. Currently, I'm trying to auto-populate the editViewController with the information that was previously submitted by the user (after which they can press save and update the info). However, I'm getting stuck trying to perform this auto-populating and I'm not sure this is even the best route to accomplish this. Here is the edit method that is called to load the editViewController from the detailViewController. -(IBAction)editDetails:(id)sender { editViewController *evc = [[editViewController alloc] initWithNibName:@"editViewController" bundle:nil]; rootViewController *rvc = [[rootViewController alloc] init]; UINavigationController *navigationController = [[UINavigationController alloc] initWithRootViewController:evc]; [[self navigationController] presentModalViewController:navigationController animated:YES]; ///For Style NSInteger styleCount = [[rvc scoreTypeArray] count]; NSInteger styleRows = [rvc.scoreTypeArray objectAtIndex:indexPath.row]; ///HERE I GET AN ERROR MESSAGE SAYING THAT indexPath IS NOT DEFINED ///For Date NSInteger count = [[rvc dateArray] count]; NSInteger rows = [[rvc indexPath] row]; ///AND HERE I GET A WARNING MESSAGE SAYING rootViewController MAY NOT RESPOND TO INDEX PATH, AND OF COURSE IT DOESN'T WORK [[evc dateField] setText:[NSString stringWithFormat:@"%@", [[evc dateArray] objectAtIndex:(count-1-rows)]]]; [[evc styleField] setText:[NSString stringWithFormat:@"%@", [[rvc scoresArray] objectAtIndex:(styleCount-1-styleRows)]]]; [navigationController release]; [evc release]; [rvc release];} So here I'm trying to load the information from a saved array that is declared in my rootViewController. Any thoughts any body? Please and thank you : )

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