Search Results

Search found 91732 results on 3670 pages for 'code layout'.

Page 32/3670 | < Previous Page | 28 29 30 31 32 33 34 35 36 37 38 39  | Next Page >

  • Add button to a layout programmatically

    - by mmmbaileys
    I'm having trouble adding a button to a layout that I've created in XML. Here's what I want to achieve: //some class else { startActivity(new Intent(StatisticsScreen.this, ScreenTemperature.class)); } //// //ScreenTemperatureClass @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); //this is where I call another class that //displays a nice graph setContentView(new GraphTemperature(getApplicationContext())); } I want to add a Button to this new screen so that it'll appear below the graph. I've tried creating a LinearLayout view, then create a Button and add it to this view but I just get NullPointerExceptions.. Any help would be appreciated. Thanks EDIT#1 Here's what I've tried using that created a NullPointerException and 'force close': Button buybutton; LinearLayout layout; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(new GraphTemperature(getApplicationContext())); layout = (LinearLayout) findViewById(R.id.statsviewlayout); Button buyButton = new Button(this); buyButton.setText(R.string.button_back); buyButton.setLayoutParams(new LayoutParams( ViewGroup.LayoutParams.WRAP_CONTENT, ViewGroup.LayoutParams.WRAP_CONTENT)); layout.addView(buyButton); } And here's the logcat error: ERROR/AndroidRuntime(293): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.weatherapp/com.weatherapp.ScreenTemperature}: java.lang.NullPointerException ERROR/AndroidRuntime(293): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2663) ERROR/AndroidRuntime(293): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2679) ERROR/AndroidRuntime(293): at android.app.ActivityThread.access$2300(ActivityThread.java:125) ERROR/AndroidRuntime(293): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:2033) theres abviously more lines to do with this error in logcat, not sure if you want it? EDIT#2 So i tried bhups method: @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); GraphTemperature GT = new GraphTemperature(getApplicationContext()); layout = (LinearLayout) findViewById(R.id.statsviewlayout); Button buyButton = new Button(this); buyButton.setText(R.string.button_back); buyButton.setLayoutParams(new LayoutParams( ViewGroup.LayoutParams.WRAP_CONTENT, ViewGroup.LayoutParams.WRAP_CONTENT)); layout.addView(GT); // line 27 layout.addView(buyButton); setContentView(layout); } This method produced the same logcat error as above, NullPointerException, indicating it was something to do with line no. 27 which is the layout.addView line of code. Any ideas? Thanks again

    Read the article

  • Layout problem: how to place something on top and bottom?

    - by chow
    I want create a layout, with a horizontal LinearLayout(s) on top and bottom, a ListView fill in middle. How can I define the main.xml. I tried to create a layout with horizontal LinearLayout on top, TextView on bottom, a ListView fill in middle; is ok. But after I modified the bottom TextView to LinearLayout, the bottom LinearLayout disappear. <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" > <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="horizontal" > <TextView android:textSize="12px" android:text="something here" android:layout_width="50px" android:layout_height="wrap_content" /> <TextView android:textSize="12px" android:text="something here" android:layout_width="fill_parent" android:layout_height="wrap_content" /> </LinearLayout> <LinearLayout android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" android:gravity="bottom" > <ListView android:id="@+id/listbody" android:layout_width="fill_parent" android:layout_height="wrap_content" /> <LinearLayout android:orientation="horizontal" android:layout_height="wrap_content" android:layout_width="fill_parent" > <TextView android:layout_height="wrap_content" android:layout_width="0dip" android:layout_weight="1" android:textSize="12px" android:text="50%" /> <TextView android:layout_height="wrap_content" android:layout_width="0dip" android:layout_weight="1" android:textSize="12px" android:text="50%" /> </LinearLayout> </LinearLayout> </LinearLayout> Anybody can tell advise? Please help.

    Read the article

  • VS Solution and Mercurial repository layout for a c# project with plugins and external libraries.

    - by Joviee
    I'm developing a project in .NET (using C# to be more specific). Using Visual Studio as an IDE. Using Mercurial for version control. I'll be using some third-party libraries: ThirdParty.Foo.dll ThirdParty.Bar.dll ThirdParty.Baz.dll And some in-house libraries: Company.A Company.B Company.C Company.D (References third party libraries) Company.E (References Company.A) The project itself will have the following components: Project.Core Project.DataModel (references in-house/third-party libraries) Project.GUI (references Core, DataModel, and in-house/third-party libraries) Project.PluginOne (references Core, DataModel, and in-house/third-party libraries) Project.PluginTwo (references Core, DataModel, and in-house/third-party libraries) * can be an arbitrary number of plugins * I'm quite new to Mercurial, so I don't really know the best way to structure my repositories for a project like this, with a lot of interconnected components. The in-house libraries are fairly distinct, so I would say that each one of them should have its own repository. However, some of them use functionality provided by others. How should these dependencies be managed? The project plug-ins should be distinct from eachother, so I'd imagine that each would have its own repository. How should the dependencies on the in-house/third-party libraries and the rest of the project (Project.DataModel and Project.Core) be managed, with regards to the solution layout and the repository layout? So basically, for a project like this, what are the best way of structuring: (a) my visual studio solutions (b) my source control repository/repositories

    Read the article

  • Is there a good digraph layout library callable from C++?

    - by Steve314
    The digraphs represent finite automata. Up until now my test program has been writing out dot files for testing. This is pretty good both for regression testing (keep the verified output files in subversion, ask it if there has been a change) and for visualisation. However, there are some problems... Basically, I want something callable from C++ and which plans a layout for my states and transitions but leaves the drawing to me - something that will allow me to draw things however I want and draw on GUI (wxWidgets) windows. I also want a license which will allow commercial use - I don't need that at present, and I may very well release as open source, but I don't want to limit my options ATM. The problems with GraphViz are (1) the warnings about building from source on Windows, (2) all the unnecessary dependencies for rendering and parsing, and (3) the (presumed) lack of a documented API specifically and purely for layout. Basically, I want to be able to specify my states (with bounding rectangle sizes) and transitions, and read out positions for the states and waypoints for each transition, then draw based on those co-ordinates myself. I haven't really figured out how annotations on transitions should be handled, but there should be some kind of provision for specifying bounding-box-sizes for those, associating them with transitions, and reading out positions. Does anyone know of a library that can handle those requirements? I'm not necessarily against implementing something for myself, but in this case I'd rather avoid it if possible.

    Read the article

  • Can I add a portrait layout on top of a landscape Camera SurfaceView?

    - by Uwe Krass
    My application should hold a camera preview surface. The camera is fixed to landscape view via AndroidMainfest.xml <application android:icon="@drawable/icon" android:label="Camera"> <uses-library android:name="com.google.android.maps" /> <uses-feature android:name="android.hardware.camera" /> <uses-feature android:name="android.hardware.camera.autofocus" /> <activity android:name=".CameraPreview" android:label="Camera" android:screenOrientation="landscape"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> If there is another way to get the camera preview itself to behave correctly, please let me know. Now I need to have an overlay that holds a bunch of buttons. Due to usability, the user interface should be set to portrait view (or even better orientation aware). Is there a way to have a transparent layout (for buttons and other GUI elements) in portrait orientation? I tried to write a special rotated layout by extending a RelativeLayout, but the onDraw method isn't called at anytime. public class RotatedOverlay extends RelativeLayout { private static final String TAG = "RotatedOverlay"; public RotatedOverlay(Context context, AttributeSet attrs ) { super(context, attrs); } @Override protected void onDraw(Canvas canvas) { canvas.rotate(90); super.onDraw(canvas); } I am quite new to the Android plattform programming. Of course I dont know much about the programming tricks and workarounds yet. I did a lot of research over the last two weeks (even studied the native Camera implementation), but couldnt find a good solution so far. Maybe it works with two seperate Activities, but I dont think, that this can the right solution.

    Read the article

  • Liquid Layout: 100% max-width img not applied - why?

    - by MEM
    I'm totally new to this liquid layout stuff. I've notice, as most of us, that while most of my layout components "liquify", images, unfortunately, don't. So I'm trying to use the max-width: 100% on images as suggested on several places. However, and despite the definition of max-width and min-height of the img container, the img don't scale. Sample code: CSS img { max-width: 100%; } article { float: left; margin: 30px 1%; max-width: 31%; min-height: 350px; } HTML <article> <header> <h2>some header</h2> </header> <img src="/images/thumb1.jpg" alt="thumb"> <p>Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Proin vel ante a orci tempus eleifend.</p> </article> Please have a look on the following link: http://tinyurl.com/d849f8x If you see it on a wide resolution, you will notice that the "kid image", for example, don't scale. Any clue about what could the issue be, why does that image not scale? Test case: Browsers: Firefox 15.0 / Chrome 21.0 IOS: MAC OS X Lion - 10.7.3 Resolution: 1920x1200 What I get: I get an image that doesn't scale until the end of it's container. The img width won't fit the article element that contains it. What I do expect: I expect the image to enlarge, until it reaches the end it's container. Visually, I'm expecting the image to be as wide as the paragraph immediately below, in a way that, the right side of the image stays vertically aligned with the right side of the paragraph below.

    Read the article

  • Eclipse ADT: Layout Properties Editor doesn't work correctly

    - by NullNoname
    I have a new, clean installation of Eclipse Kepler (4.3.1) SR1 (x64) in Linux Mint 15 Olivia x64 (based on Ubuntu 13.04 “Raring Ringtail”). ADT version is 22.3.0, and Java is Oracle's 1.7.0_45. The problem is, I cannot edit the properties in layout editor; nothing happens when I click "..." button, nor I can edit the properties directly by clicking the empty space. The boolean properties don't even contain the checkbox. This doesn't happen in Windows XP 32bit, with the same versions of Eclipse and ADT: Anyone know any workarounds/reasons for this? Looks like Mac OS X Mountain Lion had a similar issue in the past, but I heard that was fixed, and I'm talking about Linux version here. I had no such problems in Eclipse Indigo and an old version of ADT, but I can't remember the exact versions of them. EDIT: Lubuntu 13.04 (32bit) in VMware Player doesn't have this problem.

    Read the article

  • Working with Legacy code #1 : Draw up a plan.

    - by andrewstopford
    Blackfield applications are a minefield, reaking of smells and awash with technical debt. The codebase is a living hell. Your first plan of attack is a plan. Your boss (be that you, your manager, your client or whoever) needs to understand what you are trying to achieve and in what time. Your team needs to know what the plan of attack will be and where. Start with the greatest pain points, what are the biggest areas of technical debt, what takes the most time to work with\change and where are the areas with the higest number of defects. Work out what classes\functions are mud balls and where all the hard dependencies are. In working out the pain points you will begin to understand structure (or lack of) and where the fundmentals are. If know one in the team knows an area then profile it, understand what lengths the code is going to.  When your done drawing up the list then work out what the common problems are, is the code hard tied to the database, file system or some other hard dependency. Is the code repeating it's self in structure\form over and over etc. From the list work out what are the areas with the biggest number of problems and make those your starting point. Now you have a plan of what needs to change and where then you can work out how it fits into your development plan. Manage your plan, put it into a defect tracker, work item tracker or use notepad or excel etc. Mark off the items on your plan as and when you have attacked them, if you find more items then get them on your plan, keep the movement going and slowly the codebase will become better and better.

    Read the article

  • jQuery Masonry – the answer to vertical flow layout

    - by joelvarty
    “Masonry is a layout plugin for jQuery. Think of it as the flip side of CSS floats. Whereas floating arranges elements horizontally then vertically, Masonry arranges elements vertically then horizontally according to a grid. The result minimizes vertical gaps between elements of varying height, just like a mason fitting stones in a wall.” I love this concept, and until it shows up in css (if ever…), I plan on using it. from jQuery Masonary via Daring Fireball   More later - joel

    Read the article

  • The Agile Engineering Rules of Test Code

    - by Malcolm Anderson
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Lots of test code gets written, a lot of it is waste, some of it is well engineered waste.Companies hire Agile Engineering Coaches because agile engineering is easy to do wrong.Very easy.So here's a quick tool you can use for self coaching.It's what I call, "The Agile Engineering Rules of Test Code" and it's going to act as a sort of table of contents for some future posts.The Agile Engineering Rules of Test Code Malcolm Anderson   Test code is not throw away code Test code is production code   8 questions to determine the quality of your test code Does the test code have appropriate comments?Is the test code executed as part of the build?Every Time?Is the test code getting refactored?Does everyone use the same test code?Can the test code be described as “Well Maintained”?Can a bright six year old tell you why any particular test failed?Are the tests independent and infinitely repeatable?

    Read the article

  • How to apply numerical integration on a graph layout

    - by Cumatru
    I've done some basic 1 D integration, but i can't wrap my head around things and apply it to my graph layout. So, consider the picture below: if i drag the red node to the right, i'm forcing his position to my mouse position the other nodes will "follow" him, but how ? For Verlet, to compute the newPosition, i need the acceleration for every node and the currentPosition. That is what i don't understand. How to i compute the acceleration and the currentPosition ? The currentPosition will be the position of the RedNode ? If yes, doesn't that means that they will all overlap ? http://i.stack.imgur.com/NCKmO.jpg

    Read the article

  • Code review “on a napkin” — could it be useful?

    - by gaRex
    Preconditions Team uses DVCS IDE supports comments parsing (like TODO and etc.) Tools like CodeCollaborator are expensive for budget Tools like gerrit are too complex for install or not usable Workflow Author publishes somewhere on central repo feature branch Reviewer fetch it and start review In case of some question/issue reviewer create comment with special label, like "BLA". Such label MUST not be in production code -- only on review stage: $somevar = 123; // BLA Why do echo this here? echo $somevar; When reviewer finish post comments -- it just commits with stupid message "comments" and pushes back Author pulls feature branch back and answer comments in similar way or improve code and push it back When "BLA" comments have gone we can think, that review has successfully finished. Author interactively rebases feature branch, stashes it to remove those "comment" commits and now is ready to merge feature to develop or make any action that usualy could be after successful internal review IDE support I know, that custom comment tags are possible in eclipse & netbeans. Sure it also should be in blablaStorm family. So my specific questions are Do you think this methodology is viable? Do you know something similar? What can be improved in it? ps: migrated from http://stackoverflow.com/questions/12692695/code-review-on-a-napkin-could-it-be-useful

    Read the article

  • Android Layout Preview for NetBeans IDE

    - by Geertjan
    More often than not, the reason that Eclipse has more plugins than NetBeans IDE is because Eclipse has far less features out of the box. For example, thanks to its out of the box support, NetBeans IDE doesn't need a Maven plugin and it doesn't need a Java EE plugin, which are two of the most popular plugins for Eclipse. However, what would be great for NetBeans IDE to have is support for Android. It's existed for a while, thanks to the community-driven NBAndroid project, but without much desired GUI functionality. Today, the project announced a leap forward, that is, early results in providing a layout preview: Looking forward to more GUI functionality for this project!   

    Read the article

  • The layout page "~/Views/Shared/_Layout.cshtml" could not be found

    - by Rei Brazilva
    I got this error and I can't figure out what is going on. I am positive the _layout.cshtml resides in the shared folder and for the sake of trying things out, I moved to the Home folder and it then told that the Views/Home/_Layout.cshtml couldn't be found there either. So now I'm thinking the problem is in the call for this file for some reason. I'm not going to pretend I know ASP.NET MVC4, so please when you answer, explain it as you would to someone who is not familiar with the system at all. Believe it or not, this error came from tutorial #1 ha ha Here's the code to show that I did code it right: @{ ViewBag.Title = "Home Page"; Layout = "~/Views/Shared/_Layout.cshtml"; } And here is a picture of the location p.s. I did my research, Google has nothing and there is another question here but it was asked on 2008 with MVC3 which is completely different I am running ASP.NET MVC4 on Azure Thanks

    Read the article

  • Algorithm for perfect non-binary graph layout

    - by mariki
    I have a complex non-binary graph model. Each tree node can have multiple children&parents (a node can also have a connection to it's "brother"). A node is represented as square on screen with lines to the connected nodes. For that I want to use Draw2D and GEF libraries. The problem I am facing is the graph layout. I need a nice algorithm that can reposition the square nodes and the connections with minimum intersections and also make it symmetric as possible.

    Read the article

  • Is committing/checking in code everyday a good practice?

    - by ArtB
    I've been reading Martin Fowler's note on Continuous Integration and he lists as a must "Everyone Commits To the Mainline Every Day". I do not like to commit code unless the section I'm working on is complete and that in practice I commit my code every three days: one day to investigate/reproduce the task and make some preliminary changes, a second day to complete the changes, and a third day to write the tests and clean it up^ for submission. I would not feel comfortable submitting the code sooner. Now, I pull changes from the repository and integrate them locally usually twice a day, but I do not commit that often unless I can carve out a smaller piece of work. Question: is committing everyday such a good practice that I should change my workflow to accomodate it, or it is not that advisable? Edit: I guess I should have clarified that I meant "commit" in the CVS meaning of it (aka "push") since that is likely what Fowler would have meant in 2006 when he wrote this. ^ The order is more arbitrary and depends on the task, my point was to illustrate the time span and activities, not the exact sequence.

    Read the article

  • Web Services and code lists

    - by 0x0me
    Our team heavily discuss the issues how to handle code list in a web service definition. The design goal is to describe a provider API to query a system using various values. Some of them are catalogs resp. code lists. A catalog or code list is a set of key value pairs. There are different systems (at least 3) maintaining possibly different code lists. Each system should implement the provider API, whereas each system might have different code list for the same business entity eg. think of colors. One system know [(1,'red'),(2,'green')] and another one knows [(1,'lightgreen'),(2,'darkgreen'),(3,'red')] etc. The access to the different provider API implementations will be encapsulated by a query service, but there is already one candidate which might use at least one provider API directly. The current options to design the API discussed are: use an abstract code list in the interface definition: the web service interface defines a well known set of code list which are expected to be used for querying and returning data. Each API provider implementation has to mapped the request and response values from those abstract codelist to the system specific one. let the query component handle the code list: the encapsulating query service knows the code list set of each provider API implementation and takes care of mapping the input and output to the system specific code lists of the queried system. do not use code lists in the query definition at all: Just query code lists by a plain string and let the provider API implementation figure out the right value. This might lead to a loose of information and possibly many false positives, due to the fact that the input string could not be canonical mapped to a code list value (eg. green - lightgreen or green - darkgreen or both) What are your experiences resp. solutions to such a problem? Could you give any recommendation?

    Read the article

  • File system layout for multiple build targets

    - by Yttrill
    I am seeking some ideas for how to build and install software with some parameters. These including target OS, target platform CPU details, debugging variant, etc. Some parts of the install are shared, such as documentation and many platform independent files, others are not, such as 64 and 32 bit libraries when these are separated and not together in a multi-arch library. On big networked platforms one often has multiple computers sharing some large server space, so there is actually cause to have even Windows and Unix binaries on the same disk. My product has already fixed an install philosophy of $INSTALL_ROOT/genericname/version/ so that multiple versions can coexist. The question is: how to manage the layout of all the other stuff?

    Read the article

  • Changing the rendering resolution while maintaining the design layout

    - by Coyote
    I would like to increase the FPS of my project. Currently I would like to try reducing the resolution at which the scenes are rendered. Let's say I never want to draw more than 1280*720. What ever the real resolution is. How should I proceed? I tried pEGLView->setFrameSize(1280, 720); but only reduces the displayed size of the frame on screen (boxing). In my activity I tried setting the size of the "surface" but this seems to completely break the layout (as defined by setDesignResolutionSize). @Override public Cocos2dxGLSurfaceView onCreateView() { Cocos2dxGLSurfaceView surfaceView = new Cocos2dxGLSurfaceView(this); surfaceView.getHolder().setFixedSize(1280, 720); return surfaceView; } Is there a way to simply change the rendered

    Read the article

  • confusion understanding the fluid 2 column navigation layout

    - by Jason Madux
    I'm trying to understand the following cross-browser layout: http://matthewjamestaylor.com/blog/perfect-2-column-left-menu.htm but I'm having some confusion with some of its parts and there isn't enough information on the page or in the css comments to help me. What is the purpose of the .colleft div? Why can't the 2 columns be directly under the .colmask container? Why does the .colleft div have a right 75%? I don't understand its purpose/benefit. Why don't the widths of .col1 and .col2 add up to 100%? How was left:102% calculated for .col1 and left:6% for .col2? The comments for this are not very clear to me. How is it any different from not even specifiying a left/right css property?

    Read the article

  • Code is not the best way to draw

    - by Bertrand Le Roy
    It should be quite obvious: drawing requires constant visual feedback. Why is it then that we still draw with code in so many situations? Of course it’s because the low-level APIs always come first, and design tools are built after and on top of those. Existing design tools also don’t typically include complex UI elements such as buttons. When we launched our Touch Display module for Netduino Go!, we naturally built APIs that made it easy to draw on the screen from code, but very soon, we felt the limitations and tedium of drawing in code. In particular, any modification requires a modification of the code, followed by compilation and deployment. When trying to set-up buttons at pixel precision, the process is not optimal. On the other hand, code is irreplaceable as a way to automate repetitive tasks. While tools like Illustrator have ways to repeat graphical elements, they do so in a way that is a little alien and counter-intuitive to my developer mind. From these reflections, I knew that I wanted a design tool that would be structurally code-centric but that would still enable immediate feedback and mouse adjustments. While thinking about the best way to achieve this goal, I saw this fantastic video by Bret Victor: The key to the magic in all these demos is permanent execution of the code being edited. Whenever a parameter is being modified, everything is re-executed immediately so that the impact of the modification is instantaneously visible. If you do this all the time, the code and the result of its execution fuse in the mind of the user into dual representations of a single object. All mental barriers disappear. It’s like magic. The tool I built, Nutshell, is just another implementation of this principle. It manipulates a list of graphical operations on the screen. Each operation has a nice editor, and translates into a bit of code. Any modification to the parameters of the operation will modify the bit of generated code and trigger a re-execution of the whole program. This happens so fast that it feels like the drawing reacts instantaneously to all changes. The order of the operations is also the order in which the code gets executed. So if you want to bring objects to the front, move them down in the list, and up if you want to move them to the back: But where it gets really fun is when you start applying code constructs such as loops to the design tool. The elements that you put inside of a loop can use the loop counter in expressions, enabling crazy scenarios while retaining the real-time edition features. When you’re done building, you can just deploy the code to the device and see it run in its native environment: This works thanks to two code generators. The first code generator is building JavaScript that is executed in the browser to build the canvas view in the web page hosting the tool. The second code generator is building the C# code that will run on the Netduino Go! microcontroller and that will drive the display module. The possibilities are fascinating, even if you don’t care about driving small touch screens from microcontrollers: it is now possible, within a reasonable budget, to build specialized design tools for very vertical applications. Direct feedback is a powerful ally in many domains. Code generation driven by visual designers has become more approachable than ever thanks to extraordinary JavaScript libraries and to the powerful development platform that modern browsers provide. I encourage you to tinker with Nutshell and let it open your eyes to new possibilities that you may not have considered before. It’s open source. And of course, my company, Nwazet, can help you develop your own custom browser-based direct feedback design tools. This is real visual programming…

    Read the article

  • HTG Reviews the CODE Keyboard: Old School Construction Meets Modern Amenities

    - by Jason Fitzpatrick
    There’s nothing quite as satisfying as the smooth and crisp action of a well built keyboard. If you’re tired of  mushy keys and cheap feeling keyboards, a well-constructed mechanical keyboard is a welcome respite from the $10 keyboard that came with your computer. Read on as we put the CODE mechanical keyboard through the paces. What is the CODE Keyboard? The CODE keyboard is a collaboration between manufacturer WASD Keyboards and Jeff Atwood of Coding Horror (the guy behind the Stack Exchange network and Discourse forum software). Atwood’s focus was incorporating the best of traditional mechanical keyboards and the best of modern keyboard usability improvements. In his own words: The world is awash in terrible, crappy, no name how-cheap-can-we-make-it keyboards. There are a few dozen better mechanical keyboard options out there. I’ve owned and used at least six different expensive mechanical keyboards, but I wasn’t satisfied with any of them, either: they didn’t have backlighting, were ugly, had terrible design, or were missing basic functions like media keys. That’s why I originally contacted Weyman Kwong of WASD Keyboards way back in early 2012. I told him that the state of keyboards was unacceptable to me as a geek, and I proposed a partnership wherein I was willing to work with him to do whatever it takes to produce a truly great mechanical keyboard. Even the ardent skeptic who questions whether Atwood has indeed created a truly great mechanical keyboard certainly can’t argue with the position he starts from: there are so many agonizingly crappy keyboards out there. Even worse, in our opinion, is that unless you’re a typist of a certain vintage there’s a good chance you’ve never actually typed on a really nice keyboard. Those that didn’t start using computers until the mid-to-late 1990s most likely have always typed on modern mushy-key keyboards and never known the joy of typing on a really responsive and crisp mechanical keyboard. Is our preference for and love of mechanical keyboards shining through here? Good. We’re not even going to try and hide it. So where does the CODE keyboard stack up in pantheon of keyboards? Read on as we walk you through the simple setup and our experience using the CODE. Setting Up the CODE Keyboard Although the setup of the CODE keyboard is essentially plug and play, there are two distinct setup steps that you likely haven’t had to perform on a previous keyboard. Both highlight the degree of care put into the keyboard and the amount of customization available. Inside the box you’ll find the keyboard, a micro USB cable, a USB-to-PS2 adapter, and a tool which you may be unfamiliar with: a key puller. We’ll return to the key puller in a moment. Unlike the majority of keyboards on the market, the cord isn’t permanently affixed to the keyboard. What does this mean for you? Aside from the obvious need to plug it in yourself, it makes it dead simple to repair your own keyboard cord if it gets attacked by a pet, mangled in a mechanism on your desk, or otherwise damaged. It also makes it easy to take advantage of the cable routing channels in on the underside of the keyboard to  route your cable exactly where you want it. While we’re staring at the underside of the keyboard, check out those beefy rubber feet. By peripherals standards they’re huge (and there is six instead of the usual four). Once you plunk the keyboard down where you want it, it might as well be glued down the rubber feet work so well. After you’ve secured the cable and adjusted it to your liking, there is one more task  before plug the keyboard into the computer. On the bottom left-hand side of the keyboard, you’ll find a small recess in the plastic with some dip switches inside: The dip switches are there to switch hardware functions for various operating systems, keyboard layouts, and to enable/disable function keys. By toggling the dip switches you can change the keyboard from QWERTY mode to Dvorak mode and Colemak mode, the two most popular alternative keyboard configurations. You can also use the switches to enable Mac-functionality (for Command/Option keys). One of our favorite little toggles is the SW3 dip switch: you can disable the Caps Lock key; goodbye accidentally pressing Caps when you mean to press Shift. You can review the entire dip switch configuration chart here. The quick-start for Windows users is simple: double check that all the switches are in the off position (as seen in the photo above) and then simply toggle SW6 on to enable the media and backlighting function keys (this turns the menu key on the keyboard into a function key as typically found on laptop keyboards). After adjusting the dip switches to your liking, plug the keyboard into an open USB port on your computer (or into your PS/2 port using the included adapter). Design, Layout, and Backlighting The CODE keyboard comes in two flavors, a traditional 87-key layout (no number pad) and a traditional 104-key layout (number pad on the right hand side). We identify the layout as traditional because, despite some modern trapping and sneaky shortcuts, the actual form factor of the keyboard from the shape of the keys to the spacing and position is as classic as it comes. You won’t have to learn a new keyboard layout and spend weeks conditioning yourself to a smaller than normal backspace key or a PgUp/PgDn pair in an unconventional location. Just because the keyboard is very conventional in layout, however, doesn’t mean you’ll be missing modern amenities like media-control keys. The following additional functions are hidden in the F11, F12, Pause button, and the 2×6 grid formed by the Insert and Delete rows: keyboard illumination brightness, keyboard illumination on/off, mute, and then the typical play/pause, forward/backward, stop, and volume +/- in Insert and Delete rows, respectively. While we weren’t sure what we’d think of the function-key system at first (especially after retiring a Microsoft Sidewinder keyboard with a huge and easily accessible volume knob on it), it took less than a day for us to adapt to using the Fn key, located next to the right Ctrl key, to adjust our media playback on the fly. Keyboard backlighting is a largely hit-or-miss undertaking but the CODE keyboard nails it. Not only does it have pleasant and easily adjustable through-the-keys lighting but the key switches the keys themselves are attached to are mounted to a steel plate with white paint. Enough of the light reflects off the interior cavity of the keys and then diffuses across the white plate to provide nice even illumination in between the keys. Highlighting the steel plate beneath the keys brings us to the actual construction of the keyboard. It’s rock solid. The 87-key model, the one we tested, is 2.0 pounds. The 104-key is nearly a half pound heavier at 2.42 pounds. Between the steel plate, the extra-thick PCB board beneath the steel plate, and the thick ABS plastic housing, the keyboard has very solid feel to it. Combine that heft with the previously mentioned thick rubber feet and you have a tank-like keyboard that won’t budge a millimeter during normal use. Examining The Keys This is the section of the review the hardcore typists and keyboard ninjas have been waiting for. We’ve looked at the layout of the keyboard, we’ve looked at the general construction of it, but what about the actual keys? There are a wide variety of keyboard construction techniques but the vast majority of modern keyboards use a rubber-dome construction. The key is floated in a plastic frame over a rubber membrane that has a little rubber dome for each key. The press of the physical key compresses the rubber dome downwards and a little bit of conductive material on the inside of the dome’s apex connects with the circuit board. Despite the near ubiquity of the design, many people dislike it. The principal complaint is that dome keyboards require a complete compression to register a keystroke; keyboard designers and enthusiasts refer to this as “bottoming out”. In other words, the register the “b” key, you need to completely press that key down. As such it slows you down and requires additional pressure and movement that, over the course of tens of thousands of keystrokes, adds up to a whole lot of wasted time and fatigue. The CODE keyboard features key switches manufactured by Cherry, a company that has manufactured key switches since the 1960s. Specifically the CODE features Cherry MX Clear switches. These switches feature the same classic design of the other Cherry switches (such as the MX Blue and Brown switch lineups) but they are significantly quieter (yes this is a mechanical keyboard, but no, your neighbors won’t think you’re firing off a machine gun) as they lack the audible click found in most Cherry switches. This isn’t to say that they keyboard doesn’t have a nice audible key press sound when the key is fully depressed, but that the key mechanism isn’t doesn’t create a loud click sound when triggered. One of the great features of the Cherry MX clear is a tactile “bump” that indicates the key has been compressed enough to register the stroke. For touch typists the very subtle tactile feedback is a great indicator that you can move on to the next stroke and provides a welcome speed boost. Even if you’re not trying to break any word-per-minute records, that little bump when pressing the key is satisfying. The Cherry key switches, in addition to providing a much more pleasant typing experience, are also significantly more durable than dome-style key switch. Rubber dome switch membrane keyboards are typically rated for 5-10 million contacts whereas the Cherry mechanical switches are rated for 50 million contacts. You’d have to write the next War and Peace  and follow that up with A Tale of Two Cities: Zombie Edition, and then turn around and transcribe them both into a dozen different languages to even begin putting a tiny dent in the lifecycle of this keyboard. So what do the switches look like under the classicly styled keys? You can take a look yourself with the included key puller. Slide the loop between the keys and then gently beneath the key you wish to remove: Wiggle the key puller gently back and forth while exerting a gentle upward pressure to pop the key off; You can repeat the process for every key, if you ever find yourself needing to extract piles of cat hair, Cheeto dust, or other foreign objects from your keyboard. There it is, the naked switch, the source of that wonderful crisp action with the tactile bump on each keystroke. The last feature worthy of a mention is the N-key rollover functionality of the keyboard. This is a feature you simply won’t find on non-mechanical keyboards and even gaming keyboards typically only have any sort of key roller on the high-frequency keys like WASD. So what is N-key rollover and why do you care? On a typical mass-produced rubber-dome keyboard you cannot simultaneously press more than two keys as the third one doesn’t register. PS/2 keyboards allow for unlimited rollover (in other words you can’t out type the keyboard as all of your keystrokes, no matter how fast, will register); if you use the CODE keyboard with the PS/2 adapter you gain this ability. If you don’t use the PS/2 adapter and use the native USB, you still get 6-key rollover (and the CTRL, ALT, and SHIFT don’t count towards the 6) so realistically you still won’t be able to out type the computer as even the more finger twisting keyboard combos and high speed typing will still fall well within the 6-key rollover. The rollover absolutely doesn’t matter if you’re a slow hunt-and-peck typist, but if you’ve read this far into a keyboard review there’s a good chance that you’re a serious typist and that kind of quality construction and high-number key rollover is a fantastic feature.  The Good, The Bad, and the Verdict We’ve put the CODE keyboard through the paces, we’ve played games with it, typed articles with it, left lengthy comments on Reddit, and otherwise used and abused it like we would any other keyboard. The Good: The construction is rock solid. In an emergency, we’re confident we could use the keyboard as a blunt weapon (and then resume using it later in the day with no ill effect on the keyboard). The Cherry switches are an absolute pleasure to type on; the Clear variety found in the CODE keyboard offer a really nice middle-ground between the gun-shot clack of a louder mechanical switch and the quietness of a lesser-quality dome keyboard without sacrificing quality. Touch typists will love the subtle tactile bump feedback. Dip switch system makes it very easy for users on different systems and with different keyboard layout needs to switch between operating system and keyboard layouts. If you’re investing a chunk of change in a keyboard it’s nice to know you can take it with you to a different operating system or “upgrade” it to a new layout if you decide to take up Dvorak-style typing. The backlighting is perfect. You can adjust it from a barely-visible glow to a blazing light-up-the-room brightness. Whatever your intesity preference, the white-coated steel backplate does a great job diffusing the light between the keys. You can easily remove the keys for cleaning (or to rearrange the letters to support a new keyboard layout). The weight of the unit combined with the extra thick rubber feet keep it planted exactly where you place it on the desk. The Bad: While you’re getting your money’s worth, the $150 price tag is a shock when compared to the $20-60 price tags you find on lower-end keyboards. People used to large dedicated media keys independent of the traditional key layout (such as the large buttons and volume controls found on many modern keyboards) might be off put by the Fn-key style media controls on the CODE. The Verdict: The keyboard is clearly and heavily influenced by the needs of serious typists. Whether you’re a programmer, transcriptionist, or just somebody that wants to leave the lengthiest article comments the Internet has ever seen, the CODE keyboard offers a rock solid typing experience. Yes, $150 isn’t pocket change, but the quality of the CODE keyboard is so high and the typing experience is so enjoyable, you’re easily getting ten times the value you’d get out of purchasing a lesser keyboard. Even compared to other mechanical keyboards on the market, like the Das Keyboard, you’re still getting more for your money as other mechanical keyboards don’t come with the lovely-to-type-on Cherry MX Clear switches, back lighting, and hardware-based operating system keyboard layout switching. If it’s in your budget to upgrade your keyboard (especially if you’ve been slogging along with a low-end rubber-dome keyboard) there’s no good reason to not pickup a CODE keyboard. Key animation courtesy of Geekhack.org user Lethal Squirrel.       

    Read the article

  • C# code generator

    - by Neir0
    Can someone recommend a simple c# code generator. I just looking something with methods like: GenClass = CreateNewClass(AccessModifier,Name......) GenClass.Add(new Method(AccessModifier,RetType,Name....){code=@"....."} GenClass.Add(new Property(AccessModifier,Type, Name....) ........... etc and after creating all classes\methods and other members we call Code Generation function(where we can specific some parametrs) Is there such opensource code generator?

    Read the article

  • Java 5 to Java 1.4 Source Code Backporting Tool

    - by kolrie
    Is there a tool that, given a Java 5 level source code, will backport it to Java 1.4-compliant source code, by removing Generics declarations, transforming for eachs in simple fors or iteration fors, etc.? Please note that I am looking for a tool that translates source code to source code, not class binaries.

    Read the article

  • Visual Studio - Attach Source Code to Reference

    - by Joe
    My C# project references a third-party DLL for which I have the source code. Can I somehow tell Visual Studio the location of that source code, so that, for example, when I press F12 to open the definition of a method in the DLL, it will open up the source code, instead of opening up the "Class [from metadata]" stub code?

    Read the article

< Previous Page | 28 29 30 31 32 33 34 35 36 37 38 39  | Next Page >