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  • Backbone.js Collection Iteration Using .each()

    - by the_archer
    I've been doing some Backbone.js coding and have come across a particular problem where I am having trouble iterating over the contents of a collection. The line Tasker_TodoList.each(this.addOne, this);in the addAll function in AppView is not executing properly for some reason, throwing the error: Uncaught TypeError: undefined is not a function the code in question is: $(function() { var Todo = Backbone.Model.extend({ defaults: { title: "Some Title...", status: 0 //not completed } }); var TodoList = Backbone.Collection.extend({ model: Todo, localStorage: new Store('tasker') }); var Tasker_TodoList = new TodoList(); var TodoView = Backbone.View.extend({ tagName: 'li', template: _.template($('#todoTemplate').html()), events: { 'click .delbtn': 'delTodo' }, initialize: function(){ console.log("a new todo initialized"); //this.model.on('change', this.render, this); }, render: function(){ this.$el.html(this.template(this.model.toJSON())); return this; }, delTodo: function(){ console.log("deleted todo"); } }); var AppView = Backbone.View.extend({ el: 'body', events: { 'click #addBtn': 'createOnClick' }, initialize: function(){ Tasker_TodoList.fetch(); Tasker_TodoList.on('add', this.addAll); console.log(Tasker_TodoList); }, addAll: function(){ $('#tasksList').html(''); console.log("boooooooma"); Tasker_TodoList.each(this.addOne, this); }, addOne: function(todo){ console.log(todo); }, createOnClick: function(){ Tasker_TodoList.create(); } }); var Tasker = new AppView(); }); can somebody help me in finding out what I am doing wrong? Thank you all for your help :-)

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  • Cocoa framework development: sharing between projects

    - by e.James
    I am currently developing a handful of similar Cocoa desktop apps. In an effort to share code between them, I have identified a set of core classes and functions that can be common across all of these applications. I would like to bundle this common code into a framework which all of my current applications (and any future ones) can link against. Now, here's the hard part: I'm going to be developing this framework as I go, so I need each of my desktop apps to have a reference to it, but I want to be able to edit the framework source code from within each of the app projects and have the framework automatically rebuilt as required. For example, let's say I have the Xcode project for DesktopAppNumberOne open, and I decide that one of my framework classes needs to be changed. I would like to: Open and edit the source file for that framework class without having to open the framework project in Xcode. Hit "build" on DesktopAppNumberOne, and see the framework rebuilt first (because one of its sources has changed), then see parts of DesktopAppNumberOne rebuilt (because one of the frameworks it links against has changed). I can see how to do this with only one app and one framework, but I'm having trouble figuring out how to do it with multiple apps that share a single framework. Has anyone had success with this approach? Am I perhaps going about this the wrong way? Any help would be appreciated.

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  • Why is JavaMail Transport.send() a static method?

    - by skiphoppy
    I'm revising code I did not write that uses JavaMail, and having a little trouble understanding why the JavaMail API is designed the way it is. I have the feeling that if I understood, I could be doing a better job. We call: transport = session.getTransport("smtp"); transport.connect(hostName, port, user, password); So why is Eclipse warning me that this: transport.send(message, message.getAllRecipients()); is a call to a static method? Why am I getting a Transport object and providing settings that are specific to it if I can't use that object to send the message? How does the Transport class even know what server and other settings to use to send the message? It's working fine, which is hard to believe. What if I had instantiated Transport objects for two different servers; how would it know which one to use? In the course of writing this question, I've discovered that I should really be calling: transport.sendMessage(message, message.getAllRecipients()); So what is the purpose of the static Transport.send() method? Is this just poor design, or is there a reason it is this way?

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  • Greasemonkey script not executed when unusual content loading is being used

    - by Sam Brightman
    I'm trying to write a Greasemonkey script for Facebook and having some trouble with the funky page/content loading that they do (I don't quite understand this - a lot of the links are actually just changing the GET, but I think they do some kind of server redirect to make the URL look the same to the browser too?). Essentially the only test required is putting a GM_log() on its own in the script. If you click around Facebook, even with facebook.com/* as the pattern, it is often not executed. Is there anything I can do, or is the idea of a "page load" fixed in Greasemonkey, and FB is "tricking" it into not running by using a single URL? If I try to do some basic content manipulation like this: GM.log("starting"); var GM_FB=new Object; GM_FB.birthdays = document.evaluate("//div[@class='UIUpcoming_Item']", document, null, XPathResult.UNORDERED_NODE_SNAPSHOT_TYPE, null); for (i = GM_FB.birthdays.snapshotLength - 1; i >= 0; i--) { if (GM_FB.birthdayRegex.test(GM_FB.birthdays.snapshotItem(i).innerHTML)) { GM_FB.birthdays.snapshotItem(i).setAttribute('style','font-weight: bold; background: #fffe88'); } } The result is that sometimes only a manual page refresh will make it work. Pulling up the Firebug console and forcing the code to run works fine. Note that this isn't due to late loading of certain parts of the DOM: I have adding some code later to wait for the relevant elements and, crucially, the message never gets logged for certain transitions. For example, when I switch from Messages to News Feed and back.

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  • Location of Embedly (JQuery-Preview) Results

    - by user749798
    Embedly/Jquery-Preview has been fantastic. However, I'm trying to change the location of the preview result, and having trouble. Right now, the result appears right below the input field...but I'd rather have it in a separate part of the page. Is there a way to do this? I've tried changing the location of the selector and loading divs, but that hasn't helped. It seems to ignore those divs and put it right below the submit button. Below is my code: <form accept-charset="UTF-8" action="private" class="new_comment" data-remote="true" id="new_comment" method="post"> <input class="photo_comm" id="comment_comment" name="comment[comment]" placeholder="add a comment or link..." size="30" type="text" /><span type="text" id="counter">1000</span> <input class="btn btn-primary btn-mini" data-disable-with="Submitting..." name="commit" type="submit" value="Post" /> </form> <!-- Placeholder that tells Preview where to put the loading icon--> <div class="loading"> <img src='http://embedly.github.com/jquery-preview/images/loading-rectangle.gif'> </div> <!-- Placeholder that tells Preview where to put the selector--> <div class="selector"></div> $('#comment_comment').preview({ key:'60f1dcdf3258476794784148a6eb65e7', // Sign up for a key: http://embed.ly/pricing selector : {type:'rich'}, preview : { submit : function(e, data){ e.preventDefault(); $.ajax({ dataType: 'script', url: this.form.attr('action'), type: 'POST', data: data }); }, }, autoplay : 0, maxwidth : 400, display : {display : 'rich'} });

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  • SQLAlchemy: who is in charge of the "session"? ( and how to unit-test with sessions )

    - by Nick Perkins
    I need some guidance on how to use session objects with SQLAlchemy, and how to organize Unit Tests of my mapped objects. What I would like to able to do is something like this: thing = BigThing() # mapped object child = thing.new_child() # create and return a related object thing.save() # will also save the child object In order to achieve this, I was thinking of having the BigThing actually add itself ( and it's children ) to the database -- but maybe this not a good idea? One reason to add objects as soon as possible is Automatic id values that are assigned by the database -- the sooner they are available, the fewer problems there are ( right? ) What is the best way to manage session objects? Who is in charge of the session? Should it be created only when required? or saved for a long time? What about Unit Tests for my mapped objects?...how should the session be handled? Is it ever OK to have mapped objects just automatically add themselves to a database? or is that going to lead to trouble?

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  • MUD (game) design concept question about timed events.

    - by mudder
    I'm trying my hand at building a MUD (multiplayer interactive-fiction game) I'm in the design/conceptualizing phase and I've run into a problem that I can't come up with a solution for. I'm hoping some more experienced programmers will have some advice. Here's the problem as best I can explain it. When the player decides to perform an action he sends a command to the server. the server then processes the command, determines whether or not the action can be performed, and either does it or responds with a reason as to why it could not be done. One reason that an action might fail is that the player is busy doing something else. For instance, if a player is mid-fight and has just swung a massive broadsword, it might take 3 seconds before he can repeat this action. If the player attempts to swing again to soon, the game will respond indicating that he must wait x seconds before doing that. Now, this I can probably design without much trouble. The problem I'm having is how I can replicate this behavior from AI creatures. All of the events that are being performed by the server ON ITS OWN, aka not as an immediate reaction to something a player has done, will have to be time sensitive. Some evil monster has cast a spell on you but must wait 30 seconds before doing it again... I think I'll probably be adding all these events to some kind of event queue, but how can I make that event queue time sensitive?

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  • how to return a list using SwingWorker

    - by Ender
    I have an assignment where i have to create an Image Gallery which uses a SwingWorker to load the images froma a file, once the image is load you can flip threw the image and have a slideshow play. I am having trouble getting the list of loaded images using SwingWorker. This is what happens in the background it just publishes the results to a TextArea // In a thread @Override public List<Image> doInBackground() { List<Image> images = new ArrayList<Image>(); for (File filename : filenames) { try { //File file = new File(filename); System.out.println("Attempting to add: " + filename.getAbsolutePath()); images.add(ImageIO.read(filename)); publish("Loaded " + filename); System.out.println("Added file" + filename.getAbsolutePath()); } catch (IOException ioe) { publish("Error loading " + filename); } } return images; } } when it is done I just insert the images in a List<Image> and that is all it does. // In the EDT @Override protected void done() { try { for (Image image : get()) { list.add(image); } } catch (Exception e) { } } Also I created an method that returns the list called getImages() what I need to get is the list from getImages() but doesn't seam to work when I call execute() for example MySwingWorkerClass swingworker = new MySwingWorkerClass(log,list,filenames); swingworker.execute(); imageList = swingworker.getImage() Once it reaches the imageList it doesn't return anything the only way I was able to get the list was when i used the run() instead of the execute() is there another way to get the list or is the run() method the only way?. or perhaps i am not understanding the Swing Worker Class.

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  • sigleton EXC_BAD_ACCESS

    - by lclaud
    Hi, so I have a class that I decleare as a singleton and in that class I have a NSMutableArray that contains some NSDictionaries with some key/value pairs in them. The trouble is it doesn't work and I dont't know why... I mean it crashes with EXC_BAD_ACCESS but i don't know where. I followed the code and it did create a new array on first add, made it to the end of the funtion ..and crashed ... @interface dataBase : NSObject { NSMutableArray *inregistrari; } @property (nonatomic,retain) NSMutableArray *inregistrari; -(void)adaugaInregistrareCuData:(NSDate *)data siValoare:(NSNumber *)suma caVenit:(BOOL)venit cuDetaliu:(NSString *)detaliu; -(NSDictionary *)raportIntreData:(NSDate *)dataInitiala siData:(NSDate *)dataFinala; -(NSArray *)luniDisponibileIntreData:(NSDate *)dataInitiala siData:(NSDate *)dataFinala; -(NSArray *)aniDisponibiliIntreData:(NSDate *)dataInitiala siData:(NSDate *)dataFinala; -(NSArray *)vectorDateIntreData:(NSDate *)dataI siData:(NSDate *)dataF; -(void)salveazaInFisier; -(void)incarcaDinFisier; + (dataBase *)shareddataBase; @end And here is the .m file #import "dataBase.h" #import "SynthesizeSingleton.h" @implementation dataBase @synthesize inregistrari; SYNTHESIZE_SINGLETON_FOR_CLASS(dataBase); -(void)adaugaInregistrareCuData:(NSDate *)data siValoare:(NSNumber *)suma caVenit:(BOOL)venit cuDetaliu:(NSString *)detaliu{ NSNumber *v=[NSNumber numberWithBool:venit]; NSArray *input=[NSArray arrayWithObjects:data,suma,v,detaliu,nil]; NSArray *keys=[NSArray arrayWithObjects:@"data",@"suma",@"venit",@"detaliu",nil]; NSDictionary *inreg=[NSDictionary dictionaryWithObjects:input forKeys:keys]; if(inregistrari == nil) { inregistrari=[[NSMutableArray alloc ] initWithObjects:inreg,nil]; }else { [inregistrari addObject:inreg]; } [inreg release]; [input release]; [keys release]; } It made it to the end of that adaugaInregistrareCuData ... ok . said the array had one object ... and then crashed

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  • C++: select argmax over vector of classes w.r.t. arbitrary expression

    - by karpathy
    Hello, I have trouble describing my problem so I'll give an example: I have a class description that has a couple of variables in it, for example: class A{ float a, b, c, d; } Now, I maintain a vector<A> that contains many of these classes. What I need to do very very often is to find the object inside this vector that satisfies that one of it's parameters is maximal w.r.t to the others. i.e code looks something like: int maxi=-1; float maxa=-1000; for(int i=0;i<vec.size();i++){ res= vec[i].a; if(res > maxa) { maxa= res; maxi=i; } } return vec[maxi]; However, sometimes I need to find class with maximal a, sometimes with maximal b, sometimes the class with maximal 0.8*a + 0.2*b, sometimes I want a maximal a*VAR + b, where VAR is some variable that is assigned in front, etc. In other words, I need to evaluate an expression for every class, and take the max. I find myself copy-pasting this everywhere, and only changing the single line that defines res. What makes it even more complicated is that even the name of the vector changes. Sometimes it's vec, sometimes it can be something else. I have many vectors that contain A's. This could be changed if this makes the problem too hard. Is there some nice way to avoid this insanity in C++? What's the neatest way to handle this? Thank you!

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  • Why is my searchable activity's Intent.getAction() null?

    - by originalbryan
    I've followed the SearchManager documentation yet am still having trouble making one of my app's activities searchable. From my activity, the SearchDialog appears, I enter a query, hit search, my activity reopens, then I see this in the log: D/SearchDialog( 584): launching Intent { act=android.intent.action.SEARCH flg=0x10000000 cmp=com.clinkybot.geodroid2/.views.Waypoints (has extras) } I/SearchDialog( 584): Starting (as ourselves) #Intent;action=android.intent.action.SEARCH;launchFlags=0x10000000;component=com.clinkybot.geodroid2/.views.Waypoints;S.user_query=sdaf;S.query=sdaf;end I/ActivityManager( 584): Starting activity: Intent { act=android.intent.action.SEARCH flg=0x10000000 cmp=com.clinkybot.geodroid2/.views.Waypoints (has extras) } D/WAYPOINTS( 1018): NI Intent { cmp=com.clinkybot.geodroid2/.views.Waypoints (has extras) } D/WAYPOINTS( 1018): NI null D/WAYPOINTS( 1018): NI false It appears to me that everything is fine up until the last three lines. The "NI" lines are getIntent().toString(), getIntent().getAction(), and getIntent().hasExtra(SearchManager.QUERY) respectively. ActivityManager appears to be starting my activity with the correct action. Then when my activity starts, it contains no action!? What am I doing wrong? The relevant portion of my manifest is: <activity android:name=".views.Waypoints" android:label="Waypoints" android:launchMode="singleTop"> <intent-filter> <action android:name="android.intent.action.SEARCH" /> <category android:name="android.intent.category.DEFAULT" /> </intent-filter> <meta-data android:name="android.app.searchable" android:resource="@xml/searchable" /> </activity>

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  • setBit java method using bit shifting and hexadecimal code - question

    - by somewhat_confused
    I am having trouble understanding what is happening in the two lines with the 0xFF7F and the one below it. There is a link here that explains it to some degree. http://www.herongyang.com/java/Bit-String-Set-Bit-to-Byte-Array.html I don't know if 0xFF7FposBit) & oldByte) & 0x00FF are supposed to be 3 values 'AND'ed together or how this is supposed to be read. If anyone can clarify what is happening here a little better, I would greatly appreciate it. private static void setBit(byte[] data, final int pos, final int val) { int posByte = pos/8; int posBit = pos%8; byte oldByte = data[posByte]; oldByte = (byte) (((0xFF7F>>posBit) & oldByte) & 0x00FF); byte newByte = (byte) ((val<<(8-(posBit+1))) | oldByte); data[posByte] = newByte; } passed into this method as parameters from a selectBits method was setBit(out,i,val); out = is byte[] out = new byte[numOfBytes]; (numOfBytes can be 7 in this situation) i = which is number [57], the original number from the PC1 int array holding the 56-integers. val = which is the bit taken from the byte array from the getBit() method.

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  • Third party multipart request in playframework

    - by Brian
    I'm making an application to post photos to yfrog and twitpic and I am having a little trouble figuring out how to set the parameters. Here is my code: public static Result index() { HttpClient httpclient = new DefaultHttpClient(); WSRequestHolder holder = WS.url("http://api.twitpic.com/2/upload.json"); holder.setHeader("Authorization", ""); return async(holder.post("").map(new Function<WS.Response, Result>() { public Result apply(WS.Response response) { return ok(response.getBody()); } })); } Now, I don't expect this to actually get an ok response from the server, as I am just testing the responses that I get back from the server, and that is one that says I need to provide the api key. I figured as much, but I'm not sure of the syntax for providing that parameter, as I need to also give the name of the file and the file. I tried setting holder.post("key=somekey"), with the hope that I would get a different error message (like the key you provided is invalid) but I just get the same error. I'm assuming that I probably need to send it in the for of a multipart request, but I am not very experienced with this kind of request and can't find any play documentation on how to create a multipart request, other than in an html form. Any suggestions and help will be much appreciated. And fyi, I do know that there are yfrog and twitpic java classes to handle this kind of stuff, but I want to do it myself, more so for learning how to do this kind of stuff. Thanks in advance!

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  • Is there a supplementary guide/answer key for ruby koans?

    - by corroded
    I have recently tried sharpening my rails skills with this tool: http://github.com/edgecase/ruby_koans but I am having trouble passing some tests. Also I am not sure if I'm doing some things correctly since the objective is just to pass the test, there are a lot of ways in passing it and I may be doing something that isn't up to standards. Is there a way to confirm if I'm doing things right? a specific example: in about_nil, def test_nil_is_an_object assert_equal __, nil.is_a?(Object), "Unlike NULL in other languages" end so is it telling me to check if that second clause is equal to an object(so i can say nil is an object) or just put assert_equal true, nil.is_a?(Object) because the statement is true? and the next test: def test_you_dont_get_null_pointer_errors_when_calling_methods_on_nil # What happens when you call a method that doesn't exist. The # following begin/rescue/end code block captures the exception and # make some assertions about it. begin nil.some_method_nil_doesnt_know_about rescue Exception => ex # What exception has been caught? assert_equal __, ex.class # What message was attached to the exception? # (HINT: replace __ with part of the error message.) assert_match(/__/, ex.message) end end Im guessing I should put a "No method error" string in the assert_match, but what about the assert_equal?

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  • Calculate location and number of intersections between multiple date/time ranges?

    - by Patricker
    I need to calculate the location of intersections between multiple date ranges, and the number of overlapping intersections. Then I need to show which date/time ranges overlap each of those intersecting sections. It is slightly more complicated than that so I'll do my best to explain by providing an example. I am working in VB.Net, but C# examples are acceptable as well as I work in both. We have several high risk tasks that involve the same system. Below I have three example jobs named HR1/2/3/4 with start and end date/times. HR1 {1/6/2010 10:00 - 1/6/2010 15:00} HR2 {1/6/2010 11:00 - 1/6/2010 18:00} HR3 {1/6/2010 12:00 - 1/6/2010 14:00} HR4 {1/6/2010 18:00 - 1/6/2010 20:00} What I want the end result to be is shown below. I am having trouble describing it any way but by example. HRE1 {1/6/2010 10:00 - 1/6/2010 11:00} - Intersects 1 {End Time Split 1, for readability only, not needed in solution} HRE1 {1/6/2010 11:00 - 1/6/2010 12:00} - Intersects 2 HRE2 {1/6/2010 11:00 - 1/6/2010 12:00} - Intersects 2 {End Time Split 2, for readability only, not needed in solution} HRE1 {1/6/2010 12:00 - 1/6/2010 14:00} - Intersects 3 HRE2 {1/6/2010 12:00 - 1/6/2010 14:00} - Intersects 3 HRE3 {1/6/2010 12:00 - 1/6/2010 14:00} - Intersects 3 {End Time Split 3, for readability only, not needed in solution} HRE1 {1/6/2010 14:00 - 1/6/2010 15:00} - Intersects 2 HRE2 {1/6/2010 14:00 - 1/6/2010 15:00} - Intersects 2 {End Time Split 4, for readability only, not needed in solution} HRE2 {1/6/2010 15:00 - 1/6/2010 18:00} - Intersects 1 {End Time Split 5, for readability only, not needed in solution} HR4 {1/6/2010 18:00 - 1/6/2010 20:00} - Intersects 1 Any help would be greatly appreciated.

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  • ASP.net MVC Linq-To-SQL Many-To-Many Field Binding

    - by user336858
    Hi there, The short version of this question is "Is there a way to gracefully handle database insertion for an object that has a many-to-many field that has been set up in a partial class?" Apologies if it's been asked before. Example Suppose I have a typical MVC setup with the tables: Posts {PostID, ...} Categories {CategoryID, ...} A post can have more than one category, and a category can identify more than one post. Thus suppose further that I need an extra table: PostCategories {PostID, CategoryID, ...} This handles the many-to-many relationship between posts and categories. As far as I know, there's no way to do this in Linq-to-SQL right now so I have to shoehorn it in by adding a partial Post class to the project to add that functionality. Something like: public partial class Post { public IEnumerable<Category> Categories{ get { ... } set { ... } } } So I can now create a "Create" view that automatically populates a "Categories" UI item. This is where the trouble starts. So here's my question: How do you get automatic object model binding to work cleanly with an object that has a many-to-many relationship to control? The workaround that makes many-to-many relationships possible relies on the Post object having a PostID in order to be associated with CategoryID(s), which is only issued after the Post object has been submitted for validation and insertion. Bit of a Catch22 here. Any terminology, links, or tips you can provide would be tremendously helpful!

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  • Saving NSString to file

    - by Michael Amici
    I am having trouble saving simple website data to file. I believe the sintax is correct, could someone help me? When I run it, it shows that it gets the data, but when i quit and open up the file that it is supposed to save to, nothing is in it. - (BOOL)textFieldShouldReturn:(UITextField *)nextField { [timer invalidate]; startButton.hidden = NO; startButton.enabled = YES; stopButton.enabled = NO; stopButton.hidden = YES; stopLabel.hidden = YES; label.hidden = NO; label.text = @"Press to Activate"; [nextField resignFirstResponder]; NSString *urlString = textField.text; NSData *dataNew = [NSData dataWithContentsOfURL:[NSURL URLWithString:urlString]]; NSUInteger len = [dataNew length]; NSString *stringCompare = [NSString stringWithFormat:@"%i", len]; NSLog(@"%@", stringCompare); NSString *filePath = [[NSBundle mainBundle] pathForResource:@"websiteone" ofType:@"txt"]; if (filePath) { [stringCompare writeToFile:filePath atomically:YES encoding:NSUTF8StringEncoding error:NULL]; NSString *myText = [NSString stringWithContentsOfFile:filePath encoding:NSUTF8StringEncoding error:NULL]; NSLog(@"Saving... %@", myText); } else { NSLog(@"cant find the file"); } return YES; }

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  • How can I make NSUndoManager's undo/redo action names work properly?

    - by Gabe
    I'm learning Cocoa, and I've gotten undo to work without much trouble. But the setActionName: method is puzzling me. Here's a simple example: a toy app whose windows contain a single text label and two buttons. Press the On button and the label reads 'On'. Press the Off button and the label changes to read 'Off'. Here are the two relevant methods (the only code I wrote for the app): -(IBAction) turnOnLabel:(id)sender { [[self undoManager] registerUndoWithTarget:self selector:@selector(turnOffLabel:) object:self]; [[self undoManager] setActionName:@"Turn On Label"]; [theLabel setStringValue:@"On"]; } -(IBAction) turnOffLabel:(id)sender { [[self undoManager] registerUndoWithTarget:self selector:@selector(turnOnLabel:) object:self]; [[self undoManager] setActionName:@"Turn Off Label"]; [theLabel setStringValue:@"Off"]; } Here's what I expect: I click the On button The label changes to say 'On' In the Edit menu is the item 'Undo Turn On Label' I click that menu item The label changes to say 'Off' In the Edit menu is the item 'Redo Turn On Label' In fact, all these things work as I expect apart from the last one. The item in the Edit menu reads 'Redo Turn Off Label', not 'Redo Turn On Label'. (When I click that menu item, the label does turn to On, as I'd expect, but this makes the menu item's name even more of a mystery. What am i misunderstanding, and how can I get these menu items to display the way I want them to?

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  • How to find an embedded platform?

    - by gmagana
    I am new to the locating hardware side of embedded programming and so after being completely overwhelmed with all the choices out there (pc104, custom boards, a zillion option for each board, volume discounts, devel kits, ahhh!!) I am asking here for some direction. Basically, I must find a new motherboard and (most likely) re-implement the program logic. Rewriting this in C/C++/Java/C#/Pascal/BASIC is not a problem for me. so my real problem is finding the hardware. This motherboard will have several other devices attached to it. Here is a summary of what I need to do: Required: 2 RS232 serial ports (one used all the time for primary UI, the second one not continuous) 1 modem (9600+ baud ok) [Modem will be in simultaneous use with only one of the serial port devices, so interrupt sharing with one serial port is OK, but not both] Minimum permanent/long term storage: Whatever O/S requires + 1 MB (executable) + 512 KB (Data files) RAM: Minimal, whatever the O/S requires plus maybe 1MB for executable. Nice to have: USB port(s) Ethernet network port Wireless network Implementation languages (any O/S I will adapt to): First choice Java/C# (Mono ok) Second choice is C/Pascal Third is BASIC Ok, given all this, I am having a lot of trouble finding hardware that will support this that is low in cost. Every manufacturer site I visit has a lot of options, and it's difficult to see if their offering will even satisfy my must-have requirements (for example they sometimes list 3 "serial ports", but it appears that only one of the three is RS232, for example, and don't mention what the other two are). The #1 constraint is cost, #2 is size. Can anyone help me with this? This little task has left me thinking I should have gone for EE and not CS :-). EDIT: A bit of background: This is a system currently in production, but the original programmer passed away, and the current hardware manufacturer cannot find hardware to run the (currently) DOS system, so I need to reimplement this in a modern platform. I can only change the programming and the motherboard hardware.

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  • Instanced drawing with OpenGL ES 2.0

    - by Mårten Wikström
    In short: Is it possible to use the gl_InstanceID built-in variable in OpenGL ES 2.0? And, if so, how? Some more info: I want to draw multiple instances of an object using glDrawArraysInstanced and gl_InstanceID, and I want my application to run on multiple platforms, including iOS. The specification clearly says that these features require ES 3.0. According to the iOS Device Compatibility Reference ES 3.0 is only available on a few devices (those based on the A7 GPU; so iPhone 5s, but not on iPhone 5 or earlier). So my first assumption was that I needed to avoid using instanced drawing on older iOS devices. However, further down in the compatibility reference document it says that the EXT_draw_instanced extension is supported for all SGX Series 5 processors (that includes iPhone 5 and 4s). This makes me think that I could indeed use instanced drawing on older iOS devices too, by looking up and using the appropriate extension function (EXT or ARB) for glDrawArraysInstanced. I'm currently just running some test code using SDL and GLEW on Windows so I haven't tested anything on iOS yet. However, in my current setup I'm having trouble using the gl_InstanceID built-in variable in a vertex shader. I'm getting the following error message: 'gl_InstanceID' : variable is not available in current GLSL version Enabling the "draw_instanced" extension in GLSL has no effect: #extension GL_ARB_draw_instanced : enable #extension GL_EXT_draw_instanced : enable The error goes away when I specifically declare that I need ES 3.0 (GLSL 300 ES): #version 300 es Although that seem to work fine on my Windows desktop machine in an ES 2.0 context I doubt that this would work on an iPhone 5. So, shall I abandon the idea of being able to use instanced drawing on older iOS devices?

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  • How do I attach a link (to a View) to an image in ASP.NET MVC?

    - by Ryan Pitts
    Ok, so here is my situation. I am creating a web application using ASP.NET MVC 2 using the C# language. I have programmed in HTML, CSS, and PHP for several years and I am very new to ASP.NET. The part that I am having trouble with is the image gallery. The setup: I have a link on the navigation bar that goes to a "Galleries" page. This page will show a list of galleries. Each gallery has a title, an image, and a description. All of this information is pulled from an XML file. I'm using the XML file like a database. I wanted to use this method so that i could easily update the list of galleries and have the updated XML file automatically be reflected by the website. Now, the galleries should link to an "Images" page. This page will display a list of images within the gallery based on what gallery was selected. This page will also pull from an XML file. The problem: I cannot seem to attach a dynamic link to the image? I am also stuck and not sure how to get the correct View to display. I know I need to do something with the controllers and models, right? I have some code if needed? I would greatly appreciate any help or direction for this! Thanks!

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  • Syntax error beyond end of program

    - by a_m0d
    I am experimenting with writing a toy compiler in ocaml. Currently, I am trying to implement the offside rule for my lexer. However, I am having some trouble with the ocaml syntax (the compiler errors are extremely un-informative). The code below (33 lines of it) causes an error on line 34, beyond the end of the source code. I am unsure what is causing this error. open Printf let s = (Stack.create():int Stack.t); let rec check x = ( if Stack.is_empty s then Stack.push x s else if Stack.top s < x then ( Stack.push x s; printf "INDENT\n"; ) else if Stack.top s > x then ( printf "DEDENT\n"; Stack.pop s; check x; ) else printf "MATCHED\n"; ); let main () = ( check 0; check 4; check 6; check 8; check 5; ); let _ = Printexc.print main () Ocaml output: File "lexer.ml", line 34, characters 0-0: Error: Syntax error Can someone help me work out what the error is caused by and help me on my way to fixing it?

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  • How would I go about sharing variables in a C++ class with Lua?

    - by Nicholas Flynt
    I'm fairly new to Lua, I've been working on trying to implement Lua scripting for logic in a Game Engine I'm putting together. I've had no trouble so far getting Lua up and running through the engine, and I'm able to call Lua functions from C and C functions from Lua. The way the engine works now, each Object class contains a set of variables that the engine can quickly iterate over to draw or process for physics. While game objects all need to access and manipulate these variables in order for the Game Engine itself to see any changes, they are free to create their own variables, a Lua is exceedingly flexible about this so I don't forsee any issues. Anyway, currently the Game Engine side of things are sitting in C land, and I really want them to stay there for performance reasons. So in an ideal world, when spawning a new game object, I'd need to be able to give Lua read/write access to this standard set of variables as part of the Lua object's base class, which its game logic could then proceed to run wild with. So far, I'm keeping two separate tables of objects in place-- Lua spawns a new game object which adds itself to a numerically indexed global table of objects, and then proceeds to call a C++ function, which creates a new GameObject class and registers the Lua index (an int) with the class. So far so good, C++ functions can now see the Lua object and easily perform operations or call functions in Lua land using dostring. What I need to do now is take the C++ variables, part of the GameObject class, and expose them to Lua, and this is where google is failing me. I've encountered a very nice method here which details the process using tags, but I've read that this method is deprecated in favor of metatables. What is the ideal way to accomplish this? Is it worth the hassle of learning how to pass class definitions around using libBind or some equivalent method, or is there a simple way I can just register each variable (once, at spawn time) with the global lua object? What's the "current" best way to do this, as of Lua 5.1.4?

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  • Drawing graphics on top of a JButton

    - by trinth
    I have a situation wherein I have a bunch of JButtons on a GridLayout. I need each of the JButtons to have: a background image (but retain the ability to keep the default button look if needed) custom graphics drawn on top by other classes I have no trouble with the background image, since I am using setIcon() but I am having problems drawing things on top of the background. At one point I was able to draw on top of the button, but after the button was clicked, the drawings disappeared. How can make the button keep this drawing state? Basically, I need a way for my JButtons to have public methods that would allow another class to draw anything on it such as: public void drawSomething() { Graphics g = this.getGraphics(); g.drawOval(3,2,2,2); repaint(); } or public Graphics getGraphics() { return this.getGraphics(); } then another class could do this: button.getGraphics().drawSomething(); The latter is more what I am looking for but the first is equally useful. Is there any way to go about this? Also, overriding the parent class method paintComponent() doesn't help since I need each button to have different graphics.

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  • RSpec: Can't convert Image to String when using Nested Resource.

    - by darrint
    I'm having trouble with and RSpec view test. I'm using nested resources and the model with a belongs_to association. Here's what I have so far: describe "/images/edit.html.erb" do include ImagesHelper before(:each) do @image_pool = stub_model(ImagePool, :new_record => false, :base_path => '/') assigns[:image] = @image = stub_model(Image, :new_record? => false, :source_name => "value for source_name", :image_pool => @image_pool) end it "renders the edit image form" do render response.should have_tag("form[action=#{image_path(@image)}][method=post]") do with_tag('input#image_source_name[name=?]', "image[source_name]") end end end The error I'm receiving: ActionView::TemplateError in '/images/edit.html.erb renders the edit image form' can't convert Image into String On line #3 of app/views/images/edit.html.erb 1: <h1>Editing image</h1> 2: 3: <% form_for(@image) do |f| %> 4: <%= f.error_messages %> 5: 6: <p> app/views/images/edit.html.erb:3 /opt/dtcm/railstest/lib/ruby/gems/1.9.1/gems/rspec-rails-1.3.2/lib/spec/rails/extensions/action_view/base.rb:27:in `render_with_mock_proxy' /opt/dtcm/railstest/lib/ruby/gems/1.9.1/gems/rspec-rails-1.3.2/lib/spec/rails/example/view_example_group.rb:170:in `render' Looking at the rails code where the exception occurs is not very revealing. Any ideas on how I can narrow down what is going on here? One thing I tried was calling form_for directly from the example and I got a different error griping about lack of 'polymorphic_path' defined on Spec::Rails::Example::ViewExampleGroup::Subclass_4:0xblah. Not sure if that actually means anything.

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