Search Results

Search found 4222 results on 169 pages for 'dojox grid'.

Page 33/169 | < Previous Page | 29 30 31 32 33 34 35 36 37 38 39 40  | Next Page >

  • How can I generate a navigation mesh for a tile grid?

    - by Roflha
    I haven't actually started programming for this one yet, but I wanted to see how I would go about doing this anyway. Say I have a grid of tiles, all of the same size, some traversable and some not. How would I go about creating a navigation mesh of polygons from this grid? My idea was to take the non-traversable tiles out and extend lines from there edges to make polygons... that's all I have got so far. Any advice?

    Read the article

  • Algorithm for determining grid based on variably sized "blocks"?

    - by Lite Byte
    I'm trying to convert a set of "blocks" in to a grid-like layout. The blocks have a width of either 25%, 33%, 50%, 66%, or 75% of their container and each row of the grid should try to fit as many blocks as possible, up to a total width of 100%. I've discovered that trying to do this while leaving no remaining blocks in the original set is very hard. Eventually, I think my solution will be to upgrade/downgrade various block sizes (based on their priority or something) so they all fit in to a row. Either case, before I do that, I thought I'd check if someone has some code (or a paper) demonstrating a solution to this problem already? And bonus points if the solution incorporates varying block heights in to its calculations :) Thanks!

    Read the article

  • Delphi - OnKeyPress occurs before TStringGrid updates cell with new character

    - by JMTyler
    Coding in Delphi, attaching an OnKeyPress event handler to a TStringGrid: The OnKeyPress event fires before the grid cell that the user is typing into has actually updated its value with the key that has been pressed. This is obviously a problem, when I want to know what the contents of that cell are at this moment, as in, as the user modifies it. The "hacked" solution is simple, if you're not considering every detail: just grab the value from the cell and, since the OnKeyPress event comes along with a Key parameter, append that value to the end - now you have the current value of the cell! False. What if the user has selected all the text in the cell (ie: "foo") and they are now typing 'b'. Since they selected the text, it will be erased and replaced with the letter 'b'. However, the value of the cell will still display as "foo" in OnKeyPress, and the value of Key will be 'b', so the above logic would lead the application to conclude that the cell now contains "foob", which we know is not true. So. Does anybody know how to get around this problem? Is there a way to make OnKeyPress react after the grid's contents have been updated, or perhaps a way to force an update at the start of the handler? I am desperately avoiding the use of the OnKeyUp event here, so any suggestions aside from that would be greatly appreciated.

    Read the article

  • Conway's Game of Life - C++ and Qt

    - by Jeff Bridge
    I've done all of the layouts and have most of the code written even. But, I'm stuck in two places. 1) I'm not quite sure how to set up the timer. Am I using it correctly in the gridwindow class? And, am I used the timer functions/signals/slots correctly with the other gridwindow functions. 2) In GridWindow's timerFired() function, I'm having trouble checking/creating the vector-vectors. I wrote out in the comments in that function exactly what I am trying to do. Any help would be much appreciated. main.cpp // Main file for running the grid window application. #include <QApplication> #include "gridwindow.h" //#include "timerwindow.h" #include <stdexcept> #include <string> #include <fstream> #include <sstream> #include <iostream> void Welcome(); // Welcome Function - Prints upon running program; outputs program name, student name/id, class section. void Rules(); // Rules Function: Prints the rules for Conway's Game of Life. using namespace std; // A simple main method to create the window class and then pop it up on the screen. int main(int argc, char *argv[]) { Welcome(); // Calls Welcome function to print student/assignment info. Rules(); // Prints Conway's Game Rules. QApplication app(argc, argv); // Creates the overall windowed application. int rows = 25, cols = 35; //The number of rows & columns in the game grid. GridWindow widget(NULL,rows,cols); // Creates the actual window (for the grid). widget.show(); // Shows the window on the screen. return app.exec(); // Goes into visual loop; starts executing GUI. } // Welcome Function: Prints my name/id, my class number, the assignment, and the program name. void Welcome() { cout << endl; cout << "-------------------------------------------------------------------------------------------------" << endl; cout << "Name/ID - Gabe Audick #7681539807" << endl; cout << "Class/Assignment - CSCI-102 Disccusion 29915: Homework Assignment #4" << endl; cout << "-------------------------------------------------------------------------------------------------" << endl << endl; } // Rules Function: Prints the rules for Conway's Game of Life. void Rules() { cout << "Welcome to Conway's Game of Life." << endl; cout << "Game Rules:" << endl; cout << "\t 1) Any living cell with fewer than two living neighbours dies, as if caused by underpopulation." << endl; cout << "\t 2) Any live cell with more than three live neighbours dies, as if by overcrowding." << endl; cout << "\t 3) Any live cell with two or three live neighbours lives on to the next generation." << endl; cout << "\t 4) Any dead cell with exactly three live neighbours becomes a live cell." << endl << endl; cout << "Enjoy." << endl << endl; } gridcell.h // A header file for a class representing a single cell in a grid of cells. #ifndef GRIDCELL_H_ #define GRIDCELL_H_ #include <QPalette> #include <QColor> #include <QPushButton> #include <Qt> #include <QWidget> #include <QFrame> #include <QHBoxLayout> #include <iostream> // An enum representing the two different states a cell can have. enum CellType { DEAD, // DEAD = Dead Cell. --> Color = White. LIVE // LIVE = Living Cell. ---> Color = White. }; /* Class: GridCell. A class representing a single cell in a grid. Each cell is implemented as a QT QFrame that contains a single QPushButton. The button is sized so that it takes up the entire frame. Each cell also keeps track of what type of cell it is based on the CellType enum. */ class GridCell : public QFrame { Q_OBJECT // Macro allowing us to have signals & slots on this object. private: QPushButton* button; // The button inside the cell that gives its clickability. CellType type; // The type of cell (DEAD or LIVE.) public slots: void handleClick(); // Callback for handling a click on the current cell. void setType(CellType type); // Cell type mutator. Calls the "redrawCell" function. signals: void typeChanged(CellType type); // Signal to notify listeners when the cell type has changed. public: GridCell(QWidget *parent = NULL); // Constructor for creating a cell. Takes parent widget or default parent to NULL. virtual ~GridCell(); // Destructor. void redrawCell(); // Redraws cell: Sets new type/color. CellType getType() const; //Simple getter for the cell type. private: Qt::GlobalColor getColorForCellType(); // Helper method. Returns color that cell should be based from its value. }; #endif gridcell.cpp #include <iostream> #include "gridcell.h" #include "utility.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } gridwindow.h // A header file for a QT window that holds a grid of cells. #ifndef GRIDWINDOW_H_ #define GRIDWINDOW_H_ #include <vector> #include <QWidget> #include <QTimer> #include <QGridLayout> #include <QLabel> #include <QApplication> #include "gridcell.h" /* class GridWindow: This is the class representing the whole window that comes up when this program runs. It contains a header section with a title, a middle section of MxN cells and a bottom section with buttons. */ class GridWindow : public QWidget { Q_OBJECT // Macro to allow this object to have signals & slots. private: std::vector<std::vector<GridCell*> > cells; // A 2D vector containing pointers to all the cells in the grid. QLabel *title; // A pointer to the Title text on the window. QTimer *timer; // Creates timer object. public slots: void handleClear(); // Handler function for clicking the Clear button. void handleStart(); // Handler function for clicking the Start button. void handlePause(); // Handler function for clicking the Pause button. void timerFired(); // Method called whenever timer fires. public: GridWindow(QWidget *parent = NULL,int rows=3,int cols=3); // Constructor. virtual ~GridWindow(); // Destructor. std::vector<std::vector<GridCell*> >& getCells(); // Accessor for the array of grid cells. private: QHBoxLayout* setupHeader(); // Helper function to construct the GUI header. QGridLayout* setupGrid(int rows,int cols); // Helper function to constructor the GUI's grid. QHBoxLayout* setupButtonRow(); // Helper function to setup the row of buttons at the bottom. }; #endif gridwindow.cpp #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); buttonRow->addWidget(clearButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { this->timer->stop(); // Stops the timer. delete this->timer; // Deletes timer. } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } void GridWindow::timerFired() { // I'm not sure how to write this code. // I want to take the original vector-vector, and also make a new, empty vector-vector of the same size. // I would then go through the code below with the original vector, and apply the rules to the new vector-vector. // Finally, I would make the new vector-vecotr the original vector-vector. (That would be one step in the simulation.) cout << cells[1][2]; /* for (unsigned int m = 0; m < original.size(); m++) { for (unsigned int n = 0; n < original.at(m).size(); n++) { unsigned int neighbors = 0; //Begin counting number of neighbors. if (original[m-1][n-1].getType() == LIVE) // If a cell next to [i][j] is LIVE, add one to the neighbor count. neighbors += 1; if (original[m-1][n].getType() == LIVE) neighbors += 1; if (original[m-1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n-1].getType() == LIVE) neighbors += 1; if (original[m][n+1].getType() == LIVE) neighbors += 1; if (original[m+1][n-1].getType() == LIVE) neighbors += 1; if (original[m+1][n].getType() == LIVE) neighbors += 1; if (original[m+1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n].getType() == LIVE && neighbors < 2) // Apply game rules to cells: Create new, updated grid with the roundtwo vector. roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == LIVE && neighbors > 3) roundtwo[m][n].setType(DEAD); else if (original[m][n].getType() == LIVE && (neighbors == 2 || neighbors == 3)) roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == DEAD && neighbors == 3) roundtwo[m][n].setType(LIVE); } }*/ }

    Read the article

  • Displaying recntangles in game window with XNA

    - by blerh
    I want to divide my game grid into an array of rectangles. Each rectangle is 40x40 and there are 14 rectangles in every column, with a total of 25 columns. This covers a game area of 560x1000. This is the code I have set up to make the first column of rectangles on the game grid: Rectangle[] gameTiles = new Rectangle[15]; for (int i = 0; i <= 15; i++) { gameTiles[i] = new Rectangle(0, i * 40, 40, 40); } I'm pretty sure this works, but of course I cannot confirm it because rectangles do not render on the screen for me to physically see them. What I would like to do for debugging purposes is to render a border, or fill the rectangle with color so I can see it on the game itself, just to make sure this works. Is there a way to make this happen? Or any relatively simple way I can just make sure that this works? Thank you very much.

    Read the article

  • Creating parallel selenium tests in C# and using Nunit as the runner application

    - by damianmartin
    I am writing a new test suite for the company to test a very complex ASP.NET application which is heavily AJAX driven. We have decided to use Selenium (Grid & Remote Control) and Nunit to run these tests. The actually tests are dynamically created at run time from a spreadsheet. Each Column in an excel spreadsheet relates to a new test and each row relates to a selenium command (but in plain English and the dll converts this into Selenium code). My problem i have at the moment is getting the tests running in parallel. There will be 1000+ tests so it is too time consuming to have 1 test run at a time. Selenium Grid and Selenium Remote Control(s) are setup correctly because I can run there demo. From what i have read I need to use Punit but i can not find any documentation on what a test in punit should look like. Nunit tests are [SetUp] [TearDown] [Test]. Can anyone point me in the right direction. Thanks in advance.

    Read the article

  • Displaying rectangles in game window with XNA

    - by blerh
    I want to divide my game grid into an array of rectangles. Each rectangle is 40x40 and there are 14 rectangles in every column, with a total of 25 columns. This covers a game area of 560x1000. This is the code I have set up to make the first column of rectangles on the game grid: Rectangle[] gameTiles = new Rectangle[15]; for (int i = 0; i <= 15; i++) { gameTiles[i] = new Rectangle(0, i * 40, 40, 40); } I'm pretty sure this works, but of course I cannot confirm it because rectangles do not render on the screen for me to physically see them. What I would like to do for debugging purposes is to render a border, or fill the rectangle with color so I can see it on the game itself, just to make sure this works. Is there a way to make this happen? Or any relatively simple way I can just make sure that this works? Thank you very much.

    Read the article

  • Cloud Computing - Multiple Physical Computers, One Logical Computer

    - by Koobz
    I know that you can set up multiple virtual machines per physical computer. I'm wondering if it's possible to make multiple physical computers behave as one logical unit? Fundamentally the way I imagine it working is that you can throw 10 computers into a facility one day. You've got one client that requires the equivalent of two computers worth, and 100 others that eat up the remaining 8. As demands change you're just reallocating logical resources, maybe the 2 computer client now requires a third physical system. You just add it to the cloud, and don't worry about sharding the database, or migrating data over to a new server. Can it work this way? If yes, why would anyone ever do things like partition their database servers anymore? Just add more computing resources. You scale horizontally with the hardware, but your server appears to scale vertically. There's no need to modify your application's infrastructure to support multiple databases etc.

    Read the article

  • GridMove fullscreen

    - by haalind
    Hi, I`m using GridMove to organize my windows, but I have a problem with programming in a fullscreen option. Anyone else got some experience with this tool and can help me out? THis is my current code, nr. 3 doesn`t work as (I) expected : [1] TriggerTop = [Monitor1Top] TriggerLeft = [Monitor1Left] TriggerBottom= [Monitor1Top] + [Monitor1Height] TriggerRight = [Monitor1Left] + [Monitor1Width] / 2 GridTop = [Monitor1Top] GridLeft = [Monitor1Left] GridBottom= [Monitor1Top] + [Monitor1Height] GridRight = [Monitor1Left] + [Monitor1Width] / 2 [2] TriggerTop = [Monitor1Top] TriggerLeft = [Monitor1Left] + [Monitor1Width] / 2 TriggerBottom= [Monitor1Top] + [Monitor1Height] TriggerRight = [Monitor1Right] GridTop = [Monitor1Top] GridLeft = [Monitor1Left] + [Monitor1Width] / 2 GridBottom= [Monitor1Top] + [Monitor1Height] GridRight = [Monitor1Right] [3] TriggerTop = [Monitor1Top] TriggerLeft = [Monitor1Left] + [Monitor1Width] TriggerBottom= [Monitor1Top] + [Monitor1Height] TriggerRight = [Monitor1Right] GridTop = [Monitor1Top] GridLeft = [Monitor1Left] + [Monitor1Width] GridBottom= [Monitor1Top] + [Monitor1Height] GridRight = [Monitor1Right] Thanks for your time!

    Read the article

  • Dojo Table not Rendering in IE6

    - by Mike Carey
    I'm trying to use Dojo (1.3) checkBoxes to make columns appear/hide in a Dojo Grid that's displayed below the checkBoxes. I got that functionality to work fine, but I wanted to organize my checkBoxes a little better. So I tried putting them in a table. My dojo.addOnLoad function looks like this: dojo.addOnLoad(function(){ var checkBoxes = []; var container = dojo.byId('checkBoxContainer'); var table = dojo.doc.createElement("table"); var row1= dojo.doc.createElement("tr"); var row2= dojo.doc.createElement("tr"); var row3= dojo.doc.createElement("tr"); dojo.forEach(grid.layout.cells, function(cell, index){ //Add a new "td" element to one of the three rows }); dojo.place(addRow, table); dojo.place(removeRow, table); dojo.place(findReplaceRow, table); dojo.place(table, container); }); What's frustrating is: 1) Using the Dojo debugger I can see that the HTML is being properly generated for the table. 2) I can take that HTML and put just the table in an empty HTML file and it renders the checkBoxes in the table just fine. 3) The page renders correctly in Firefox, just not IE6. The HTML that is being generated looks like so: <div id="checkBoxContainer"> <table> <tr> <td> <div class="dijitReset dijitInline dijitCheckBox" role="presentation" widgetid="dijit_form_CheckBox_0" wairole="presentation"> <input class="dijitReset dijitCheckBoxInput" id="dijit_form_CheckBox_0" tabindex="0" type="checkbox" name="" dojoattachevent= "onmouseover:_onMouse,onmouseout:_onMouse,onclick:_onClick" dojoattachpoint="focusNode" unselectable="on" aria-pressed="false"/> </div> <label for="dijit_form_CheckBox_0"> Column 1 </label> </td> <td> <div class="dijitReset dijitInline dijitCheckBox" role="presentation" widgetid="dijit_form_CheckBox_1" wairole="presentation"> <input class="dijitReset dijitCheckBoxInput" id="dijit_form_CheckBox_1" tabindex="0" type="checkbox" name="" dojoattachevent= "onmouseover:_onMouse,onmouseout:_onMouse,onclick:_onClick" dojoattachpoint="focusNode" unselectable="on" aria-pressed="false"/> </div> </td> </tr> <tr> ... </tr> </table> </div> I would have posted to the official DOJO forums, but it says they're deprecated and they're using a mailing list now. They said if a mailing list doesn't work for you, use stackoverflos.com. So, here I am! Thanks for any insight you can provide.

    Read the article

  • dropdownlist in gridview null value

    - by harold-sota
    I have a dropdownlist in gridview and bind grid view from a function in code behind for the dropdownlist. The problem is the dropdownlist is in edittemplate and the selected value is the id in the same celle when the is dropdownlist when the row is not editing. How I can display in editing the null value????

    Read the article

  • How to get a CSS Layout like at elkaniho.com/

    - by Enatom
    Hi, This website http://www.elkaniho.com/ has a CSS layout which is what i want, you see, the divs stack on top of each other, not on a precise grid, but just at the bottom and on the side. And when you re-size the browser, they all re-adjust perfectly? anyone know how i can get the same layout like at elkaniho.com or what type of layout this is called?

    Read the article

  • How sort a QuantumGrid on data from a different column

    - by norgepaul
    Is there a way to sort Devexpress QuantumGrid rows on data from a different column other than the one whose header has been clicked? For example, when the header of column A is clicked the rows of the grid are sorted on the data from column B. Visually it should still appear that it is column A that has been sorted as the sort glyphys will be shown in column A's header.

    Read the article

  • How to sort a QuantumGrid on data from a different column

    - by norgepaul
    Is there a way to sort Devexpress QuantumGrid rows on data from a different column other than the one whose header has been clicked? For example, when the header of column A is clicked the rows of the grid are sorted on the data from column B. Visually it should still appear that it is column A that has been sorted as the sort glyphys will be shown in column A's header.

    Read the article

  • how plot a matrix on a wxframe?

    - by milton
    I am starting on wx, and I need to plot a matrix (like a grid) that is stored on a list of lists on wx Frame. My matrix have to values, and I would like to set different colors for each values. mymatrix=[[100,200,200,200,100,200,200,200,100,100], [200,200,100,100,100,100,200,200,100,200], [100,100,200,200,100,100,100,100,100,100], [100,200,200,100,200,100,100,200,200,200], [200,100,200,100,100,100,100,200,100,100], [100,200,200,100,200,200,100,200,100,100], [200,100,200,100,100,100,200,100,100,100], [200,200,100,200,100,200,200,200,200,200], [200,200,200,100,200,200,200,100,100,100], [100,100,100,200,200,200,100,200,200,100]] a = numpy.array(landscape_matrix) im = Image.fromarray(a) I can show it using im.show() but I need to plot it on a wx frame. All help is welcome. [email protected]

    Read the article

  • Ext JS how to tell PagingToolbar to use parent Grid storage?

    - by Nazariy
    I'm trying to build application that use single config passed by server as non native JSON (can contain functions). Everything works fine so far but I'm curious why PagingToolbar does not have an option to use parent Grid store? I have tried to set store in my config like this, but without success: {... store:Ext.StoreMgr.lookup('unique_store_id') } Is there any way to do so without writing tons of javascript for each view defining store, grid and other items in my application or at least extend functionality of PaginationToolbar that use options from parent object? UPDATED, Here is short example of server response (minified) { "xtype":"viewport", "layout":"border", "renderTo":Ext.getBody(), "autoShow":true, "id":"mainFrame", "defaults":{"split":true,"useSplitTips":true}, "items":[ {"region":"center", "xtype":"panel", "layout":"fit", "id":"content-area", "items":{ "id":"manager-panel", "region":"center", "xtype":"tabpanel", "activeItem":0, "items":[ { "xtype":"grid", "id":"domain-grid", "title":"Manage Domains", "store":{ "xtype":"arraystore", "id":"domain-store", "fields":[...], "autoLoad":{"params":{"controller":"domain","view":"store"}}, "url":"index.php" }, "tbar":[...], "bbar":{ "xtype":"paging", "id":"domain-paging-toolbar", "store":Ext.StoreMgr.lookup('domain-store') }, "columns":[...], "selModel":new Ext.grid.RowSelectionModel({singleSelect:true}), "stripeRows":true, "height":350, "loadMask":true, "listeners":{ "cellclick":activateDisabledButtons } } ] }, } ] }

    Read the article

  • How to get the row and column of button clicked, in the grid event handler?

    - by younevertell
    Once the added button in grid is clicked, how to find which row and column the button is located in the grid event handler, like click event or some other events? Not the button click event handler #region Grid event handler setup myGrid.MouseEnter += new MouseEventHandler(myGrid_MouseEnter); myGrid.MouseLeave += new MouseEventHandler(myGrid_MouseLeave); myGrid.MouseDown += new MouseButtonEventHandler(myGrid_MouseDown); myGrid.MouseUp += new MouseButtonEventHandler(myGrid_MouseUp); #endregion Thanks I notice that Boyan has some solution for the button click event handler case http://stackoverflow.com/questions/363100/in-wpf-how-can-i-determine-what-column-row-in-a-grid-a-control-is In the Click event handler for the button you say: int row; Button btn = sender as Button; if (btn != null) { row = Grid.GetRow(btn); // And you have the row number... } else { // A nasty error occurred... }

    Read the article

  • how to populate different records in row of a Grid?

    - by ahmed
    Helo, I have a two Grid where I have to display some records from the table. The table consists of employee names ,manager names and their comments. Now on the first gird I am fetching data of employee names. Now on the second grid I have to display data of manager names and their comments. The data is on the same table. On show button of the first grid it shows all the employees. then on AdvWebGrid.ClickLink or any selected user on the first grid , i have to display the manager names and their comments on the second grid. How can I do that ? Hope my problem is clear?

    Read the article

  • How to get the Jquery Grid entire row values on click..

    - by kumar
    I need to Get the Entire Row values when I click on jquery grid row.. here is the code I am using for that var RowClick = function(e) { var resultArray = $("#Grid td:first:child").closest('tr').find('td').map(function() { alert(resultArray); }); }; For this RowClick I defined in Grid property server side for the jquery grid grid.ClientSideEvents.RowSelect = "RowClick"; Can any one tell me on click on Row I need to get entire values or 4th and 5th columns values? thanks

    Read the article

  • How do I force showing a tooltip in WPF

    - by user316030
    Hello, I'd like to show a tooltip when I move the mouse. Here is my code: private void Grid_MouseMove(object sender, MouseEventArgs e) { Grid grid = (Grid) sender; if (e.GetPosition(grid).X < 100) grid.ToolTip = e.GetPosition(grid).X.ToString(); else grid.ToolTip = null; } However, the tooltip disappears after I click on the grid. Is there a way to force showing the tooltip?

    Read the article

  • Change user control appearance based on state

    - by John
    I have a user control that consists of four overlapping items: 2 rectangles, an ellipse and a lable <UserControl x:Class="UserControl" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Width="50.1" Height="45.424" Background="Transparent" FontSize="24"> <Grid> <Grid.RowDefinitions> <RowDefinition Height="3.303*" /> <RowDefinition Height="40*" /> <RowDefinition Height="2.121*" /> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="5.344*" /> <ColumnDefinition Width="40.075*" /> <ColumnDefinition Width="4.663*" /> </Grid.ColumnDefinitions> <Rectangle Name="Rectangle1" RadiusX="5" RadiusY="5" Fill="DarkGray" Grid.ColumnSpan="3" Grid.RowSpan="3" /> <Ellipse Name="ellipse1" Fill="{Binding State}" Margin="0.016,0.001,4.663,0" Grid.Row="1" Grid.Column="1" Grid.ColumnSpan="2" Stroke="Black" IsEnabled="True" Panel.ZIndex="2" /> <Label Name="lblNumber" HorizontalContentAlignment="Center" VerticalContentAlignment="Center" Foreground="White" FontWeight="Bold" FontSize="24" Grid.Column="1" Grid.Row="1" Padding="0" Panel.ZIndex="3">9</Label> <Rectangle Grid.Column="1" Grid.Row="1" Margin="0.091,0,4.663,0" Fill="Blue" Name="rectangle2" Stroke="Black" Grid.ColumnSpan="2" Panel.ZIndex="1" /> </Grid> Here is my business object that I want to control the state of my user control: Imports System.Data Imports System.ComponentModel Public Class BusinessObject Implements INotifyPropertyChanged 'Public logger As log4net.ILog Public Event PropertyChanged As PropertyChangedEventHandler Implements INotifyPropertyChanged.PropertyChanged Private _state As States Public Enum States State1 State2 State3 End Enum Public Property State() As States Get Return _state End Get Set(ByVal value As States) If (value <> _state) Then _state = value RaiseEvent PropertyChanged(Me, New PropertyChangedEventArgs("State")) End If End Set End Property Protected Sub OnPropertyChanged(ByVal name As String) RaiseEvent PropertyChanged(Me, New PropertyChangedEventArgs(name)) End Sub I want to be able to change the state of a business object in the code behind and have that change the colors of multiple shapes in my usercontrol. I'm not sure about how to do the binding. I set the datacontext of the user control in the code behind but not sure if that's right. I'm new to WPF and programming in general and I'm stuck on where to go from here. Any recommendations would be greatly appreciated!!

    Read the article

  • Urgent Help not showing the grid on the page..

    - by kumar
    hello Friends, I have two user controlers 1) name.ascx 2) friends.ascx in both controlers Code is same just changing the Grid name and columns but URL pointing is differnt.. <%@ Page Language="C#" Inherits="System.Web.Mvc.ViewPage<JQGridMVCExamples.Models.OrdersJqGridModel>" %> <div> <%= Html.Trirand().JQGrid(Model.OrdersGrid, "JQGrid1") %> </div> <%@ Page Language="C#" Inherits="System.Web.Mvc.ViewPage<JQGridMVCExamples.Models.OrdersJqGridModel2>" %> <div> <%= Html.Trirand().JQGrid(Model.OrdersGrid2, "JQGrid2") %> </div> But what hapeening is for second gri JQGrid2 is not showing up.. but First Grid is showing.. when i do first time second grid execution is not shoiwng up but when I do after first grid.. I am getting the result but Frist grid columns I am getting not the second grid columns.. can any body have sujjestion on this? thanks

    Read the article

  • UltraWebGrid: How to use a drop-down list in a column

    - by Crossbrowser
    I'm using the Infragistics grid and I'm having a difficult time using a drop-down list as the value selector for one of my columns. I tried reading the documentation but Infragistics' documentation is not so good. I've also taken a look at this discussion with no luck. What I'm doing so far: col.Type = ColumnType.DropDownList; col.DataType = "System.String"; col.ValueList = myValueList; where myValueList is: ValueList myValueList = new ValueList(); myValueList.Prompt = "My text prompt"; myValueList.DisplayStyle = ValueListDisplayStyle.DisplayText; foreach(MyObjectType item in MyObjectTypeCollection) { myValueList.ValueItems.Add(item.ID, item.Text); // Note that the ID is a string (not my design) } When I look at the page, I expect to see a drop-down list in the cells for this column, but my columns are empty.

    Read the article

  • How can I call an executable to run on a separate machine within a program on my own machine (win xp

    - by Mr. H.
    My objective is to write a program which will call another executable on a separate computer(all with win xp) with parameters determined at run-time, then repeat for several more computers, and then collect the results. In short, I'm working on a grid-computing project. The algorithm itself being used is already coded in FORTRAN, but we are looking for an efficient way to run it on many computers at once. I suppose one way to accomplish this would be to upload a script to each computer and then run said script on each computer, all automatically and dependent on my own parameters. But how can I write a program which will write to, upload, and run a script on a separate computer? I had considered GridGain, but the algorithm is already coded and in a different language, so that is ruled out. My current guess at accomplishing this task is using Expect (wiki/Expect), but I have no knowledge of the tool. Any advice appreciated.

    Read the article

< Previous Page | 29 30 31 32 33 34 35 36 37 38 39 40  | Next Page >