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  • Display contact pictures in list view

    - by user1068400
    I need to display the contact pictures in a list view. In my custom_row_view.xml I have: <ImageView android:id="@+id/contact_image" android:layout_width="60dp" android:layout_height="50dp" /> and then in my activity i have: final SimpleAdapter adapter = new SimpleAdapter( this, list, R.layout.custom_row_view, new String[] {"avatar","telnumber","date","name","message","sent"}, new int[] {R.id.contact_image,R.id.text1,R.id.text2,R.id.text3,R.id.text4,R.id.isent} ); I have a hashmap HashMap temp2 = new HashMap(); where i put all the values of each line. ("list" is a list of Hashmap) But when I do: Cursor photo2 = managedQuery( Data.CONTENT_URI, new String[] {Photo.PHOTO}, // column for the blob Data._ID + "=?", // select row by id new String[]{photoid}, // filter by photoId null); Bitmap photoBitmap = null; if(photo2.moveToFirst()) { byte[] photoBlob = photo2.getBlob(photo2.getColumnIndex(Photo.PHOTO)); photoBitmap = BitmapFactory.decodeByteArray(photoBlob, 0, photoBlob.length); if (photoBitmap != null) temp2.put("avatar",photoBitmap); else temp2.put("avatar",R.drawable.unknowncontact); } photo2.close(); Nothing is displayed! "temp2.put("avatar",photoBitmap);" does not display anything but when I try to display something from the drawable folder it works!!! Please help me, i have been locked on this problem for several days! Thanks a lot!

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  • Coffeescript getting proper scope from callback method

    - by pandabrand
    I've searched for this and can't seem to find an successful answer, I'm using a jQuerey ajax call and I can't get the response out to the callback. Here's my coffeescript code: initialize: (@blog, @posts) -> _url = @blog.url _simpleName = _url.substr 7, _url.length _avatarURL = exports.tumblrURL + _simpleName + 'avatar/128' $.ajax url: _avatarURL dataType: "jsonp" jsonp: "jsonp" (data, status) => handleData(data) handleData: (data) => console.log data @avatar = data Here's the compiled JS: Blog.prototype.initialize = function(blog, posts) { var _avatarURL, _simpleName, _url, _this = this; this.blog = blog; this.posts = posts; _url = this.blog.url; _simpleName = _url.substr(7, _url.length); _avatarURL = exports.tumblrURL + _simpleName + 'avatar/128'; return $.ajax({ url: _avatarURL, dataType: "jsonp", jsonp: "jsonp" }, function(data, status) { return handleData(data); }); }; Blog.prototype.handleData = function(data) { console.log(data); return this.avatar = data; }; I've tried a dozen variations and I can't figure out how to write this? Thanks.

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • How to invoke WPF Dispatcher in Nunit?

    - by Reporting Avatar
    I want to test an application which renders a text block with a data field value. I would like to get the actual width and actual height, once the rendering completes. Everything works fine. The problem came first, when I tried to test the application. I'm unable to invoke the dispatcher from the test project. Following is the code. this.Loaded += (s, e) => { TextBlock textBlock1 = new TextBlock(); //// Text block value is assigned from data base field. textBlock1.Text = strValueFromDataBaseField; //// Setting the wrap behavior. textBlock1.TextWrapping = TextWrapping.WrapWithOverflow; //// Adding the text block to the layout canvas. this.layoutCanvas.Children.Add(textBlock1); this.Dispatcher.BeginInvoke(DispatcherPriority.Background, (Action)(() => { //// After rendering the text block with the data base field value. Measuring the actual width and height. this.TextBlockActualWidth = textBlock1.ActualWidth; this.TextBlockActualHeight = textBlock1.ActualHeight; //// Other calculations based on the actual widht and actual height. } )); }; I've just started using the NUnit. So, please help me. Thanks

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  • Desine time XAML serialization problem in VS2010 Designer

    - by Reporting Avatar
    The wired problem is, in VS 2008, everything works fine. In VS2010 while serializing, it is missing the "ReportDimensionElements" so I'm unable to get the values back from the serialized value back from the XAML. It says, "'ReportDimensionElements' is null" am I missing anything silly. Note: I have marked the ReportDimensionElements class with [DefaultValue(null)] for avoiding {x:Null} being serialized. Will it be causing this by any way? Serialized XAML .Net 3.5 <Report> <Report.CategoricalAxis> <CategoricalAxis> <CategoricalAxis.ReportDimensionElements> <ReportDimensionElements Capacity="4"> <ReportDimensionElement DimensionName="Customer" HierarchyName="Customer Geography" LevelName="Country" /> </ReportDimensionElements> </CategoricalAxis.ReportDimensionElements> </CategoricalAxis> </Report.CategoricalAxis> </Report> .Net 4.0 <Report> <Report.CategoricalAxis> <CategoricalAxis> <CategoricalAxis.ReportDimensionElements> <ReportDimensionElement DimensionName="Customer" HierarchyName="Customer Geography" LevelName="Country" /> </CategoricalAxis.ReportDimensionElements> </CategoricalAxis> </Report.CategoricalAxis> </Report> Great Thanks

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  • Silverlight - Binding ImageSource to Rectangle Fill

    - by Matt.M
    Blend 4 is telling me this is invalid markup and its not telling me why: <ImageBrush Stretch="Fill" ImageSource="{Binding Avatar, Mode=OneWay}"/> I'm pulling data from a Twitter feed, saving to an ImageSource, and then binding it to an ImageBrush(as seen below) to be used as the Fill for a Rectangle. Here is more context: <Rectangle x:Name="Avatar" RadiusY="9" RadiusX="9" Width="45" Height="45" VerticalAlignment="Center" HorizontalAlignment="Center" > <Rectangle.Fill> <ImageBrush Stretch="Fill" ImageSource="{Binding Avatar, Mode=OneWay}"/> </Rectangle.Fill> </Rectangle> I'm using this inside of a Silverlight UserControl, which is used inside of a Silverlight Application. Any Ideas on what the problem could be?

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  • Remove trailing slash from comment form

    - by Sergio Vargott
    and i really need a code to remove the ending slash when a user put their link. for example i need them to put their url to grab their avatar, but in some cases they put their url ending with a slash (.com/) how can i remove that slash automatically? because when they put their url like that the avatar doesn't show i need them to end like this (.com) in order to show their avatar. I was looking for a remove trailing slash php code, but any solution will be appreciated. i tried to use this code but didn't work $string = rtrim($string, '/');

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  • How to get all the updates for a Second Life Object (prim) using LIBOMV

    - by sura
    Hi All, In Second Life, I have an avatar and a primitive object that are moving with changing velocity. I use the LIBOMV library to create a text client to Second Life. Using this LIBOMV text client, I am trying to record the update packets of that avatar and object that are being sent to my text client by the server. I get frequent update packets for the avatar as its velocity changes, but I do not get update packets for the object that frequently, although it has a changing velocity. I would like to know whether there is any special setting I should use in order to solve this problem. /Su

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  • How to properly catch a 404 error in .NET

    - by Luke101
    I would like to know the proper way to catch a 404 error with c# asp.net here is the code I'm using HttpWebRequest request = (HttpWebRequest) WebRequest.Create(String.Format("http://www.gravatar.com/avatar/{0}?d=404", hashe)); // execute the request try { //TODO: test for good connectivity first //So it will not update the whole database with bad avatars HttpWebResponse response = (HttpWebResponse)request.GetResponse(); Response.Write("has avatar"); } catch (Exception ex) { if (ex.ToString().Contains("404")) { Response.Write("No avatar"); } } This code works but I just would like to know if this is the most efficient.

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  • paperclipt get error can't dump File when upload video in rails

    - by user3510728
    when i try to upload video using paperclipt, i get error message can't dump File? model video : class Video < ActiveRecord::Base has_attached_file :avatar, :storage => :s3, :styles => { :mp4 => { :geometry => "640x480", :format => 'mp4' }, :thumb => { :geometry => "300x300>", :format => 'jpg', :time => 5 } }, :processors => [:ffmpeg] validates_attachment_presence :avatar validates_attachment_content_type :avatar, :content_type => /video/, :message => "Video not supported" end when i try to create video, im get this error?

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  • In java web application, where should i store users photos?

    - by stunaz
    Hello, this questions may be stupid, but i dont really see how to resolve it : lest say that in my application, i have a user. This user edit his profile, and need to edit his avatar. Where should i store the avatar file? first of all i was saving all the files in src\main\webapp\resources , but each time i redeploy that folder empties. so i dedide to place in an other location : c:\wwwdir\resources, but i can't link local resources from remote pages, so i was not able to display any avatar . any idea? advise? link?

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  • Impulsioned jumping

    - by Mutoh
    There's one thing that has been puzzling me, and that is how to implement a 'faux-impulsed' jump in a platformer. If you don't know what I'm talking about, then think of the jumps of Mario, Kirby, and Quote from Cave Story. What do they have in common? Well, the height of your jump is determined by how long you keep the jump button pressed. Knowing that these character's 'impulses' are built not before their jump, as in actual physics, but rather while in mid-air - that is, you can very well lift your finger midway of the max height and it will stop, even if with desacceleration between it and the full stop; which is why you can simply tap for a hop and hold it for a long jump -, I am mesmerized by how they keep their trajetories as arcs. My current implementation works as following: While the jump button is pressed, gravity is turned off and the avatar's Y coordenate is decremented by the constant value of the gravity. For example, if things fall at Z units per tick, it will rise Z units per tick. Once the button is released or the limit is reached, the avatar desaccelerates in an amount that would make it cover X units until its speed reaches 0; once it does, it accelerates up until its speed matches gravity - sticking to the example, I could say it accelerates from 0 to Z units/tick while still covering X units. This implementation, however, makes jumps too diagonal, and unless the avatar's speed is faster than the gravity, which would make it way too fast in my current project (it moves at about 4 pixels per tick and gravity is 10 pixels per tick, at a framerate of 40FPS), it also makes it more vertical than horizontal. Those familiar with platformers would notice that the character's arc'd jump almost always allows them to jump further even if they aren't as fast as the game's gravity, and when it doesn't, if not played right, would prove itself to be very counter-intuitive. I know this because I could attest that my implementation is very annoying. Has anyone ever attempted at similar mechanics, and maybe even succeeded? I'd like to know what's behind this kind of platformer jumping. If you haven't ever had any experience with this beforehand and want to give it a go, then please, don't try to correct or enhance my explained implementation, unless I was on the right way - try to make up your solution from scratch. I don't care if you use gravity, physics or whatnot, as long as it shows how these pseudo-impulses work, it does the job. Also, I'd like its presentation to avoid a language-specific coding; like, sharing us a C++ example, or Delphi... As much as I'm using the XNA framework for my project and wouldn't mind C# stuff, I don't have much patience to read other's code, and I'm certain game developers of other languages would be interested in what we achieve here, so don't mind sticking to pseudo-code. Thank you beforehand.

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  • How can I render player movement on a 2d plane efficiently?

    - by user422318
    I'm prototyping a 2d HTML5 game with similar interaction to Diablo II. (See an older post of mine describing the interaction here: How can I imitate interaction and movement in Diablo II?) I just got the player click-to-move system working using the Bresenham algorithm but I can't figure out how to efficiently render the player's avatar as he moves across the screen. By the time redraw() is called, the player has already finished moving to the target point. If I try to call redraw() more frequently (based on my game timer), there's incredible system lag and I don't even see the avatar image glide across the screen. I have a game timer based off this awesome timer class: http://www.dailycoding.com/Posts/object_oriented_programming_with_javascript__timer_class.aspx In the future, there will be multiple enemies chasing the player. Fast pace is essential to the experience. What should I do?

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  • 3D Collision help

    - by Taylor
    I'm having difficulties with my project. I'm quite new in XNA. Anyway, I'm trying to make 3D game and I'm already stuck on one basic thing. I have terrain made from a heightmap, and an avatar model. I want to set up some collisions for game so the player won't go through the ground. But I just don't know how to detect collisions for so complex an object. I could just make a simple box collision for my avatar, but what about the ground? I already implemented the JigLibX physics engine in my project and I know that I can make a collision map with heightmap, but I can't find any tutorials or help with this. So how can I set proper collision for complex objects? How can I detect heightmap collisions in JigLibX? Just some links to tutorials would be enough. Thanks in advance!

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  • Is it better to cut and store all sprites needed from a spritesheet in memory, or cut them out just-in-time?

    - by xLite
    I'm not sure what's best practice here as I have little experience with this. Essentially what I am asking is... if it's better to get your single PNG with all your different sprites on it for use in-game, cut out every sprite on startup and store them in memory, then access the already-cut-out sprite from memory quickly or Only have the single PNG with all the different sprites residing in memory, and when you need, for example, a tree. You cut out the tree from the PNG and then continue to use it as normal. I imagine the former is more CPU friendly than the latter but less memory friendly, vice versa for the latter. I want to know what the norm is for game dev. This is a pixel based game using 2D art. Each PNG is actually an avatar's sprite sheet with each body part separated and then later joined to form the full body of the avatar.

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  • Paperclip: delete attachment and "can't convert nil into String" error

    - by snitko
    I'm using Paperclip and here's what I do in the model to delete attachments: def before_save self.avatar = nil if @delete_avatar == 1.to_s end Works fine unless @delete_avatar flag is set when the user is actually uploading the image (so the model receives both params[:user][:avatar] and params[:user][:delete_avatar]. This results in the following error: TypeError: can't convert nil into String from /Work/project/src/vendor/plugins/paperclip/lib/paperclip/storage.rb:40:in `dirname' from /Work/project/src/vendor/plugins/paperclip/lib/paperclip/storage.rb:40:in `flush_writes' from /Work/project/src/vendor/plugins/paperclip/lib/paperclip/storage.rb:38:in `each' from /Work/project/src/vendor/plugins/paperclip/lib/paperclip/storage.rb:38:in `flush_writes' from /Work/project/src/vendor/plugins/paperclip/lib/paperclip/attachment.rb:144:in `save' from /Work/project/src/vendor/plugins/paperclip/lib/paperclip/attachment.rb:162:in `destroy' from /Work/project/src/app/models/user.rb:72:in `before_save' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/callbacks.rb:347:in `send' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/callbacks.rb:347:in `callback' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/callbacks.rb:249:in `create_or_update' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/base.rb:2538:in `save_without_validation' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/validations.rb:1078:in `save_without_dirty' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/dirty.rb:79:in `save_without_transactions' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/transactions.rb:229:in `send' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/transactions.rb:229:in `with_transaction_returning_status' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapters/abstract/database_statements.rb:136:in `transaction' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/transactions.rb:182:in `transaction' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/transactions.rb:228:in `with_transaction_returning_status' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/transactions.rb:196:in `save' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/transactions.rb:208:in `rollback_active_record_state!' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/transactions.rb:196:in `save' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/base.rb:723:in `create' I assume it has something to do with the avatar.dirty? value because when it certainly is true when this happens. The question is, how do I totally reset the thing if there are changes to be saved and abort avatar upload when the flag is set?

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  • Paperclip: delete attachments and "can't convert nil into String" error

    - by snitko
    I'm using Paperclip and here's what I do in the model to delete attachments: def before_save self.avatar = nil if @delete_avatar == 1.to_s end Works fine unless @delete_avatar flag is set when the user is actually uploading the image (so the model receives both params[:user][:avatar] and params[:user][:delete_avatar]. This results in the following error: TypeError: can't convert nil into String from /Work/project/src/vendor/plugins/paperclip/lib/paperclip/storage.rb:40:in `dirname' from /Work/project/src/vendor/plugins/paperclip/lib/paperclip/storage.rb:40:in `flush_writes' from /Work/project/src/vendor/plugins/paperclip/lib/paperclip/storage.rb:38:in `each' from /Work/project/src/vendor/plugins/paperclip/lib/paperclip/storage.rb:38:in `flush_writes' from /Work/project/src/vendor/plugins/paperclip/lib/paperclip/attachment.rb:144:in `save' from /Work/project/src/vendor/plugins/paperclip/lib/paperclip/attachment.rb:162:in `destroy' from /Work/project/src/app/models/user.rb:72:in `before_save' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/callbacks.rb:347:in `send' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/callbacks.rb:347:in `callback' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/callbacks.rb:249:in `create_or_update' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/base.rb:2538:in `save_without_validation' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/validations.rb:1078:in `save_without_dirty' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/dirty.rb:79:in `save_without_transactions' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/transactions.rb:229:in `send' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/transactions.rb:229:in `with_transaction_returning_status' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapters/abstract/database_statements.rb:136:in `transaction' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/transactions.rb:182:in `transaction' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/transactions.rb:228:in `with_transaction_returning_status' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/transactions.rb:196:in `save' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/transactions.rb:208:in `rollback_active_record_state!' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/transactions.rb:196:in `save' from /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/base.rb:723:in `create' I assume it has something to do with the avatar.dirty? value because when it certainly is true when this happens. The question is, how do I totally reset the thing if there are changes to be saved and abort avatar upload when the flag is set?

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  • If inside Where mysql

    - by Barno
    Can I do an if inside Where? or something that allows me to do the checks only if the field is not null (path=null) SELECT IF(path IS NOT NULL, concat("/uploads/attachments/",path, "/thumbnails/" , nome), "/uploads/attachments/default/thumbnails/avatar.png") as avatar_mittente FROM prof_foto   WHERE profilo_id = 15  -- only if path != "/uploads/attachments/default/thumbnails/avatar.png" AND foto_eliminata = 0 AND foto_profilo = 1

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  • Best way to be able to pick multiple colors/designs of symbols dynamically from flash

    - by Cyprus106
    Sorry the title's so convoluted... I must've tried for ten minutes to get a good, descriptive title! Basically, here's the scenario. Let's say a user can pick fifty different hat colors and styles to put on an avatar. The avatar can move his head around, so we'd need the same types of movements in the symbol for when that happens. Additionally, it gets which hat should be on the 'avatar' from a database. The problem is that we can't just make 50 different frames with a different hat on each. And each hat symbol will have the same movements, it'll just be different styles, colors and sizes. So how can I make one variable that is the HAT, that way we can just put the appropriate hat symbol into the variable and always be able to call Hat.gotoAndplay('tip_hat') or any other generic functions.... Does that make sense? Hope that's not too confusing. Sorry, I'm not great at the visual Flash stuff, but it's gotta be done! Thanks!

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  • Struts2 Hibernate Login with User table and group table

    - by J2ME NewBiew
    My problem is, i have a table User and Table Group (this table use to authorization for user - it mean when user belong to a group like admin, they can login into admincp and other user belong to group member, they just only read and write and can not login into admincp) each user maybe belong to many groups and each group has been contain many users and they have relationship are many to many I use hibernate for persistence storage. and struts 2 to handle business logic. When i want to implement login action from Struts2 how can i get value of group member belong to ? to compare with value i want to know? Example I get user from username and password then get group from user class but i dont know how to get value of group user belong to it mean if user belong to Groupid is 1 and in group table , at column adminpermission is 1, that user can login into admincp, otherwise he can't my code: User.java /* * To change this template, choose Tools | Templates * and open the template in the editor. */ package org.dejavu.software.model; import java.io.Serializable; import java.util.Date; import java.util.HashSet; import java.util.Set; import javax.persistence.CascadeType; import javax.persistence.Column; import javax.persistence.Entity; import javax.persistence.FetchType; import javax.persistence.GeneratedValue; import javax.persistence.Id; import javax.persistence.JoinColumn; import javax.persistence.JoinTable; import javax.persistence.ManyToMany; import javax.persistence.Table; import javax.persistence.Temporal; /** * * @author Administrator */ @Entity @Table(name="User") public class User implements Serializable{ private static final long serialVersionUID = 2575677114183358003L; private Long userId; private String username; private String password; private String email; private Date DOB; private String address; private String city; private String country; private String avatar; private Set<Group> groups = new HashSet<Group>(0); @Column(name="dob") @Temporal(javax.persistence.TemporalType.DATE) public Date getDOB() { return DOB; } public void setDOB(Date DOB) { this.DOB = DOB; } @Column(name="address") public String getAddress() { return address; } public void setAddress(String address) { this.address = address; } @Column(name="city") public String getCity() { return city; } public void setCity(String city) { this.city = city; } @Column(name="country") public String getCountry() { return country; } public void setCountry(String country) { this.country = country; } @Column(name="email") public String getEmail() { return email; } public void setEmail(String email) { this.email = email; } @ManyToMany(fetch = FetchType.LAZY, cascade = CascadeType.ALL) @JoinTable(name="usergroup",joinColumns={@JoinColumn(name="userid")},inverseJoinColumns={@JoinColumn( name="groupid")}) public Set<Group> getGroups() { return groups; } public void setGroups(Set<Group> groups) { this.groups = groups; } @Column(name="password") public String getPassword() { return password; } public void setPassword(String password) { this.password = password; } @Id @GeneratedValue @Column(name="iduser") public Long getUserId() { return userId; } public void setUserId(Long userId) { this.userId = userId; } @Column(name="username") public String getUsername() { return username; } public void setUsername(String username) { this.username = username; } @Column(name="avatar") public String getAvatar() { return avatar; } public void setAvatar(String avatar) { this.avatar = avatar; } } Group.java /* * To change this template, choose Tools | Templates * and open the template in the editor. */ package org.dejavu.software.model; import java.io.Serializable; import javax.persistence.Column; import javax.persistence.Entity; import javax.persistence.GeneratedValue; import javax.persistence.Id; import javax.persistence.Table; /** * * @author Administrator */ @Entity @Table(name="Group") public class Group implements Serializable{ private static final long serialVersionUID = -2722005617166945195L; private Long idgroup; private String groupname; private String adminpermission; private String editpermission; private String modpermission; @Column(name="adminpermission") public String getAdminpermission() { return adminpermission; } public void setAdminpermission(String adminpermission) { this.adminpermission = adminpermission; } @Column(name="editpermission") public String getEditpermission() { return editpermission; } public void setEditpermission(String editpermission) { this.editpermission = editpermission; } @Column(name="groupname") public String getGroupname() { return groupname; } public void setGroupname(String groupname) { this.groupname = groupname; } @Id @GeneratedValue @Column (name="idgroup") public Long getIdgroup() { return idgroup; } public void setIdgroup(Long idgroup) { this.idgroup = idgroup; } @Column(name="modpermission") public String getModpermission() { return modpermission; } public void setModpermission(String modpermission) { this.modpermission = modpermission; } } UserDAO /* * To change this template, choose Tools | Templates * and open the template in the editor. */ package org.dejavu.software.dao; import java.util.List; import org.dejavu.software.model.User; import org.dejavu.software.util.HibernateUtil; import org.hibernate.Query; import org.hibernate.Session; /** * * @author Administrator */ public class UserDAO extends HibernateUtil{ public User addUser(User user){ Session session = HibernateUtil.getSessionFactory().getCurrentSession(); session.beginTransaction(); session.save(user); session.getTransaction().commit(); return user; } public List<User> getAllUser(){ Session session = HibernateUtil.getSessionFactory().getCurrentSession(); session.beginTransaction(); List<User> user = null; try { user = session.createQuery("from User").list(); } catch (Exception e) { e.printStackTrace(); session.getTransaction().rollback(); } session.getTransaction().commit(); return user; } public User checkUsernamePassword(String username, String password){ Session session = HibernateUtil.getSessionFactory().getCurrentSession(); session.beginTransaction(); User user = null; try { Query query = session.createQuery("from User where username = :name and password = :password"); query.setString("username", username); query.setString("password", password); user = (User) query.uniqueResult(); } catch (Exception e) { e.printStackTrace(); session.getTransaction().rollback(); } session.getTransaction().commit(); return user; } } AdminLoginAction /* * To change this template, choose Tools | Templates * and open the template in the editor. */ package org.dejavu.software.view; import com.opensymphony.xwork2.ActionSupport; import org.dejavu.software.dao.UserDAO; import org.dejavu.software.model.User; /** * * @author Administrator */ public class AdminLoginAction extends ActionSupport{ private User user; private String username,password; private String role; private UserDAO userDAO; public AdminLoginAction(){ userDAO = new UserDAO(); } @Override public String execute(){ return SUCCESS; } @Override public void validate(){ if(getUsername().length() == 0){ addFieldError("username", "Username is required"); }if(getPassword().length()==0){ addFieldError("password", getText("Password is required")); } } public String getPassword() { return password; } public void setPassword(String password) { this.password = password; } public String getRole() { return role; } public void setRole(String role) { this.role = role; } public User getUser() { return user; } public void setUser(User user) { this.user = user; } public String getUsername() { return username; } public void setUsername(String username) { this.username = username; } } other question. i saw some example about Login, i saw some developers use interceptor, im cant understand why they use it, and what benefit "Interceptor" will be taken for us? Thank You Very Much!

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  • Android How do you save an image with your own unique Image Name?

    - by Usmaan
    This sounds like a issue a beginner like me would only have...this is my code... private void saveAvatar(Bitmap avatar) { String strAvatarFilename = Id + ".jpg"; try { avatar.compress(CompressFormat.JPEG, 100, openFileOutput(strAvatarFilename, MODE_PRIVATE)); } catch (Exception e) { Log.e(DEBUG_TAG, "Avatar compression and save failed.", e); } Uri imageUriToSaveCameraImageTo = Uri.fromFile(new File(PhotoActivity.this.getFilesDir(), strAvatarFilename)); Editor editor = Preferences.edit(); editor.putString(PREFERENCES_AVATAR, imageUriToSaveCameraImageTo.getPath()); editor.commit(); ImageButton avatarButton = (ImageButton) findViewById(R.id.ImageButton_Avatar); String strAvatarUri = Preferences.getString(PREFERENCES_AVATAR, ""); Uri imageUri = Uri.parse(strAvatarUri); avatarButton.setImageURI(null); avatarButton.setImageURI(imageUri); } This does save the image but when i go to look at the image on the sd card ti is called imag001 etc not the ID i am labelling it. How do i save the image with a name i want to call it? regards

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  • How to play an MKV 3D side-by-side video?

    - by djechelon
    I have a video in Matroska format (MKV, file extension .mkv), 3D half-SBS, where the 1280x720 frame shows the left-eye frame on the left and the right-eye frame on the right. I don't have a 3DTV, but I have NVidia 3D Vision: I tried to open it with PowerDVD 10 with no result (program hangs). With the same PowerDVD, I tried to play the Avatar 3D trailer downloaded from YouTube (MP4 format), but it now shows it the two frames. PowerDVD 10 is advertised to support 3D and 3D Vision. Why can't I play these videos? NVidia Stereoscopic player plays the Avatar trailer fine, but it doesn't support MKV.

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  • Request Coalescing in Nginx

    - by Marcel Jackwerth
    I have an image resize server sitting behind an nginx server. On a cold cache two clients requesting the same file could trigger two resize jobs. client-01.net GET /resize.do/avatar-1234567890/300x200.png client-02.net GET /resize.do/avatar-1234567890/300x200.png It would be great if only one of the requests could go through to the backend in this situation (while the other client is set 'on-hold'). In Varnish there seems to be such a feature, called Request Coalescing. However that seems to be a Varnish-specific term. Is there something similar for Nginx?

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  • Hue shift on youtube.com (but not when embedded!)

    - by Mala
    This is easily the oddest problem I've yet had. When I'm on youtube, and I look at a video, the hue is all wrong. Pure red becomes pure blue, and all the other colors shift accordingly. Faces in particular are shades of blue so I call this "avatar mode". Avatar mode happens on any video I view while on youtube.com. BUT, if I view the same video when embedded, colors are fine! EDIT: OS: Gentoo Linux, happens in all browsers

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