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  • setting a value through jquery

    - by Hulk
    <script> function edit(elem) { var ele=$(elem).siblings('label#test').html(); var a=document.getElementById('test'); var htm = '<input type="text" name="modal" id="modal" style="width:70%;" value="'+$(elem).siblings('label#test').html();+'"/>'; $dialog.html(htm) .dialog({ autoOpen: true, position: 'center' , title: 'EDIT', draggable: false, width : 300, height : 40, resizable : false, modal : true, buttons: { "Save" : function() { if($('#modal').val() != ''){a.value=$('#modal').val();$dialog.dialog('close');} else {alert('i++'+$('#modal').val()+'++');} } } }); $dialog.dialog('open'); } $(document).ready(function() { var flag=0; $("input:radio[@name=template]").click(function() { var checkedoption = $(this).val(); if (checkedoption == "template3") { if (flag == 0) { var html = '<input type="text" name="val" id="val" />&nbsp;&nbsp;&nbsp;<input type="button" value="Add" id="add"><br>'; $('#useroptions').append(html); flag=1; $('#add').click(function(){ var a = $('#val').val(); if (a == '') { alert('Enter options'); } else { var section= '<tr class="clickable"><td id="userval" BGCOLOR="#FF6699"><label id="test">' + a + '</label>&nbsp;&nbsp;&nbsp; <IMG SRC="/media/img/chunkedit.gif" onclick="javascript:edit(this);" >&nbsp;&nbsp;&nbsp;<IMG SRC="/media/img/close.gif" onclick="javascript:remove(this);" ></td></tr>'; $('#useroptions').append(section); } }); } } }); }); </script> <form> <table> <tr><td> <div id="useroptions"></div> </tr></td> </table> </form> How to set a new value for test in the above code.. Thanks

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  • Animated Ellipse

    - by user287798
    Hi, i need someone to help me. I need a xaml with animated ellipses like the ones shown here:http://www.telerik.com/products/silverlight/chart.aspx They are to act as hotspot indicators on my map. What i have below is a xaml that i was trying to do but the circles don't center and have no fed-in/fade-out effect. May somebody help me please. Thanks Sam 1 <UserControl 2 xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" 3 xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" 4 x:Class="SilverlightApplication3.MainPage" 5 Width="640" Height="480"> 6 7 8 <Canvas> 9 10 <Canvas.Triggers> 11 <EventTrigger RoutedEvent="Canvas.Loaded"> 12 <EventTrigger.Actions> 13 <BeginStoryboard> 14 <Storyboard > 15 <DoubleAnimation RepeatBehavior="Forever" 16 Storyboard.TargetName="Pt1" 17 Storyboard.TargetProperty="ScaleX" 18 From="1" 19 To="0.3" 20 Duration="0:0:5" /> 21 </Storyboard> 22 </BeginStoryboard> 23 24 <BeginStoryboard> 25 <Storyboard> 26 <DoubleAnimation RepeatBehavior="Forever" 27 Storyboard.TargetName="Pt1" 28 Storyboard.TargetProperty="ScaleY" 29 From="1" 30 To="0.3" 31 Duration="0:0:5" /> 32 </Storyboard> 33 </BeginStoryboard> 34 <!--<BeginStoryboard> 35 <Storyboard > 36 <DoubleAnimation RepeatBehavior="Forever" 37 Storyboard.TargetName="rect_Copy" 38 Storyboard.TargetProperty="Width" 39 From="30" 40 To="100" 41 Duration="0:0:5" /> 42 </Storyboard> 43 </BeginStoryboard> 44 45 <BeginStoryboard> 46 <Storyboard> 47 <DoubleAnimation RepeatBehavior="Forever" 48 Storyboard.TargetName="rect_Copy" 49 Storyboard.TargetProperty="Height" 50 From="30" 51 To="100" 52 Duration="0:0:5" /> 53 </Storyboard> 54 </BeginStoryboard>--> 55 </EventTrigger.Actions> 56 </EventTrigger> 57 </Canvas.Triggers> 58 59 60 <Ellipse x:Name="rect" Stroke="Green" Width="100" Height="100" Canvas.Left="30" 61 Canvas.Top="29"> 62 <Ellipse.RenderTransform> 63 <ScaleTransform x:Name="Pt1" ScaleX="1" ScaleY="1"/> 64 </Ellipse.RenderTransform> 65 66 </Ellipse> 67 <Ellipse x:Name="rect_Copy" 68 Stroke="Green" 69 Width="30" 70 Height="30" 71 Canvas.Left="65" 72 Canvas.Top="64"/> 73 74 </Canvas> 75 </UserControl>

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  • 1>main.obj : error LNK2001: unresolved external symbol _D3D10CreateDeviceAndSwapChain@32

    - by numerical25
    having trouble getting my directx going I get the following error 1>Linking... 1>main.obj : error LNK2001: unresolved external symbol _D3D10CreateDeviceAndSwapChain@32 1>C:\Users\numerical25\Desktop\Intro ToDirectX\msdnTutorials\tutorial0\tutorial\Debug\tutorial.exe : fatal error LNK1120: 1 unresolved externals below is my code // include the basic windows header file #include <windows.h> #include <windowsx.h> #include <d3d10.h> ID3D10Device* g_pd3dDevice; IDXGISwapChain* g_pSwapChain; // the WindowProc function prototype LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); bool InitDirect3D(HWND); // the entry point for any Windows program int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { // the handle for the window, filled by a function HWND hWnd; // this struct holds information for the window class WNDCLASSEX wc; // clear out the window class for use ZeroMemory(&wc, sizeof(WNDCLASSEX)); // fill in the struct with the needed information wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WindowProc; wc.hInstance = hInstance; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)COLOR_WINDOW; wc.lpszClassName = L"WindowClass1"; // register the window class RegisterClassEx(&wc); // create the window and use the result as the handle hWnd = CreateWindowEx(NULL, L"WindowClass1", // name of the window class L"Our First Windowed Program", // title of the window WS_OVERLAPPEDWINDOW, // window style 300, // x-position of the window 300, // y-position of the window 640, // width of the window 480, // height of the window NULL, // we have no parent window, NULL NULL, // we aren't using menus, NULL hInstance, // application handle NULL); // used with multiple windows, NULL // display the window on the screen ShowWindow(hWnd, nCmdShow); // enter the main loop: // this struct holds Windows event messages MSG msg; bool finished = InitDirect3D(hWnd); // Enter the infinite message loop while(TRUE) { // Check to see if any messages are waiting in the queue while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { // Translate the message and dispatch it to WindowProc() TranslateMessage(&msg); DispatchMessage(&msg); } // If the message is WM_QUIT, exit the while loop if(msg.message == WM_QUIT) break; // Run game code here // ... // ... }; } // this is the main message handler for the program LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { // sort through and find what code to run for the message given switch(message) { // this message is read when the window is closed case WM_DESTROY: { // close the application entirely PostQuitMessage(0); return 0; } break; } // Handle any messages the switch statement didn't return DefWindowProc (hWnd, message, wParam, lParam); } bool InitDirect3D(HWND g_hWnd) { DXGI_SWAP_CHAIN_DESC sd; ZeroMemory( &sd, sizeof(sd) ); sd.BufferCount = 1; sd.BufferDesc.Width = 640; sd.BufferDesc.Height = 480; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = g_hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; if( FAILED( D3D10CreateDeviceAndSwapChain( NULL, D3D10_DRIVER_TYPE_REFERENCE, NULL, 0, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice ) ) ) { return FALSE; } return TRUE; }

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  • CSS Background image arbitrarily not getting requested at all

    - by Pekka
    I`m in the process of building a template for Redmine (a project management system based on Ruby on Rails.) Ruby is running on a virtual server from a Bitnami.org installation package. The OS is Windows. The template essentially consists of a styles.css file. In that file, I have the following line: #header { padding: 0px; padding-top: 48px; background-color: #62DFFF; background-image: url(../images/bkg.jpg); background-position: center bottom; background-repeat: repeat-x; height:150px; } It's a header element with a background image. The problem: This background image arbitrarily appears and disappears when reloading the page. It is more often missing than it is not. Say you reload the page in your browser ten times in twenty seconds; the image will appear in two instances, and be missing in the 18 others. I would have put this down to server problems, but the weird thing is that when it's missing, the request for the image doesn't appear in Firebug's net tab at all. Even if it were cached, the request should be there, shouldn't it? Raw screenshots of the identical page on two reloads: I am 100% sure the CSS file does not change in between. I have examined both instances with Firebug and the CSS is identical. When I change the image's URL by editing the style declaration in firebug to bkg.jpg?xyz=123445 then the image will get loaded, which is making me think this must be a server problem. It happens in both Firefox and Chrome so it must be something basic I'm overlooking. What could be causing a browser not to load a resource at all? I have zero idea about Ruby nor Rails - getting Redmine running and customized is all I have ever had to do with this platform - so I don't really know where to start debugging. Apache's, Mongrel's and Redmine's error logs look fine, though. And then again, this looks like a browser issue. I'm stumped.

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  • Symfony 1.4 Layout footer glitch: Footer div is echoed out with $sf_content

    - by Parijat Kalia
    I have a very simple Layout for my application. A header, the main content, and a footer. Semantically, they are rendered like this: <body> <div id = "header"> </div> <div id = "content"> </div> <div id = "footer"> </div> </body> The corresponding CSS is very basic as well: #header{ width:100%; min-height:10%; } #center{ width:100%; min-height:80%; } #footer{ width:100%; min-height:10%: } As you would know in the layout page, here is how the content is rendered: <div id= "content"> <?php echo $sf_content; ?> </div> All of the above is very fine and it renders itself as it is supposed to. But there is a glitch with this, the moment i put in <?php echo $sf_content; ?> the footer is included as part of the content and not as a div that is after the #content markup. Essentially, I get this: <div id = "header"></div> <div id = "content> <div id ="symfony_template_to_be_rendered"> <!-- all web application related content like forms etc. --> </div> <div id = "footer">Footer material </div> </div> As you can see, for some weird reason, the footer moved up along with the symfony content. Clearly this is a glitch because if I remove the php hash $sf_content part from the div tags in my layouts, then the footer renders itself as and where it should be and everything takes up the required dimensions. What's going on here?

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  • jQuery .ajax call to bit.ly returns results in IE but not FF or Chrome

    - by Ian Quigley
    I am trying to call to the bit.ly URL shortening service using jQuery with an .ajax call. <html><head> <script type="text/javascript" src="http://www.twipler.com/settings/scripts/jquery.1.4.min.js"></script> <script type="text/javascript"> jQuery.fn.shorten = function(url) { var resultUrl = url; $.ajax( { url: "http://api.bit.ly/shorten?version=2.0.1&login=twipler&apiKey=R_4e618e42fadbb802cf95c6c2dbab3763&longUrl=" + url, async: false, dataType: 'json', data: "", type: "GET", success: function (json) { resultUrl = json.results[url].shortUrl; } }); return resultUrl; } ; </script></head><body> <a href="#" onclick="alert($().shorten('http://amiconnectedtotheinternet.com'));"> Shorten</a> </body> </html> This works in IE8 but does not work in FireFox (3.5.9) nor in Chrome. In both cases 'json' is null. Headers in IE8 GET http://api.bit.ly/shorten?ver..[SNIP]..dtotheinternet.com HTTP/1.1 Accept: application/json, text/javascript, */* Accept-Language: en-US Accept-Encoding: gzip, deflate User-Agent: Mozilla/4.0 (compatible; MSIE 8.0; Windows NT 6.1; WOW64; Trident/4.0; SLCC2; .NET CLR 2.0.50727; Media Center PC 6.0; InfoPath.2; .NET CLR 1.1.4322; .NET CLR 3.5.30729; .NET CLR 3.0.30729) Host: api.bit.ly Connection: Keep-Alive Headers in Chrome GET http://api.bit.ly/shorten?versio..[SNIP]..nectedtotheinternet.com HTTP/1.1 Host: api.bit.ly Connection: keep-alive User-Agent: Mozilla/5.0 (Windows; U; Windows NT 6.1; en-US) AppleWebKit/532.5 (KHTML, like Gecko) Chrome/4.1.249.1045 Safari/532.5 Origin: file:// Accept: application/json, text/javascript, */* Accept-Encoding: gzip,deflate,sdch Accept-Language: en-US,en;q=0.8 Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.3 So the only obvious difference is that Chrome is sending "Origin: file://" and I've no idea how to stop it doing that.

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  • Jquery Dialog - div disappears after initialization

    - by Zuber
    JQuery Dialog is giving me lots of pain lately. I have the following div which I want to be popped up. (Ignore that the classes do not show the double quotes in the syntax) TABLE class=widget-title-table border=0 cellSpacing=0 cellPadding=0> <TBODY> <TR> <TD class=widget-title><SPAN class=widget-title>Basic Info</SPAN></TD> <TD class=widget-action> <DIV id=edit-actions jQuery1266325647362="3"> <UL class="linkbutton-menu read-mode"> <LI class="control-actions"> <A id="action-button" class="mouse-over-pointer linkbutton">Delete this stakeholder</A> <DIV id="confirmation" class="confirmation-dialog title=Confirmation"> Are you sure you want to delete this stakeholder? </DIV> </LI></UL></DIV></TD></TR></TBODY></TABLE> The JQuery for this is ... $(document).ready(function() { $('#confirmation').dialog({ bgiframe: true, modal: true, autoOpen: false, closeOnEscape: false, draggable: true, position: 'center', resizable: false, width: 400, height: 150 }); }); And the dialog is 'open'ed by var confirmationBox = $('#confirmation',actionContent); if (confirmationBox.length > 0) { //Confirmation Needed $(confirmationBox).dialog('option', 'buttons', { 'No': function() { $(this).dialog('close'); }, 'Yes': function() { $('ul.read-mode').hide(); $.post(requestUrl, {}, ActionCallback(context[0], renderFormUrl), 'json'); $(this).dialog('close'); } }); $(confirmationBox).dialog('open'); } The problem starts in the initialization itself. When the document loads, the <div #confirmation> is deleted from the markup! I had a similar issue earlier, but I cannot use that solution here. On this page I can have multiple PopUp divs. When I added the initialization in just before opening it; the form popped up. But after I close it, the div is removed; so I am not able to see the popup again.

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  • Whats happening to my HTML?

    - by user156814
    I am making changes to my website, and I just noticed that things look different. In IE, the content doesnt center, theres a margin on my content, and the font looks bigger in chrome.. I ran it through Yahoo's HTML validator and the error I get is line 1 - Error: character "" not allowed in prolog. I believe that there may be some sort of whitespace being sent before the DOC TYPE, but I cant seem to fix it. The HTML looks fine in my text editor (Notepad++) so I dont know what the problem is. Im using a strict DOC Type. Everything was fine before I made any changes, but I cant pinpoint what caused the change. If it helps, I'm using a Framework (Kohana). My initial thought was that something was being sent to the browser by an echo or something, but I couldnt find any echo statements. I dont know what could be causing this... If you want to see any code or HTML just ask. Thanks. Heres the HTML (only head and doctype) via the page source in Google Chrome There seems to be some foreign characters in the source that I've never seen before, yet dont show up anywhere else (yahoo, or otherwise) <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en"> <head> <title>Recent Debates - Clashing Thoughts</title> <meta http-equiv="Content-type" content="text/html; charset=utf-8" /> <meta http-equiv="Content-Language" content="en-us" /> <meta name="description" content="Clashing Thoughts is a great place to argue! Search topics you feel passionate about, pick where you stand on the issue and get your point across. The votes are tallied up for every debate so you can even see which side is most popular." /> <meta name="keywords" content="debates, arguments, topics, popular topics, popular debates, surveys, choices" /> <link rel="stylesheet" type="text/css" href="http://localhost/css/master.css" media="screen" /> <link rel="stylesheet" type="text/css" href="http://localhost/css/clashingthoughts.css" media="screen" /> <link rel="icon" type="image/x-icon" href="http://localhost/images/favicon.ico" /> <link rel="shortcut icon" type="image/x-icon" href="http://localhost/images/favicon.ico" /> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"></script> </head>

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  • Help with ListView Databse

    - by Weston Dunn
    I am having issues @ run with this code: App Force Closing.. Sprinter.Java import android.app.ListActivity; import android.database.Cursor; import android.database.sqlite.SQLiteDatabase; import android.os.Bundle; import android.widget.ListAdapter; import android.widget.SimpleCursorAdapter; public class Sprinter extends ListActivity { /** Called when the activity is first created. */ final static String MY_DB_NAME = "Sprinter"; final static String MY_DB_TABLE = "Stations"; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); SQLiteDatabase myDB = null; try { myDB = this.openOrCreateDatabase(MY_DB_NAME, MODE_PRIVATE, null); myDB.execSQL("CREATE TABLE IF NOT EXISTS " + MY_DB_TABLE + "_id integer primary key autoincrement, name varchar(100);"); myDB.execSQL("INSERT INTO " + MY_DB_TABLE + " (_id, name)" + " VALUES ('', 'Oceanside Transit Center');"); myDB.execSQL("INSERT INTO " + MY_DB_TABLE + " (_id, name)" + " VALUES ('', 'Coast Highway');"); Cursor mCursor = myDB.rawQuery("SELECT name" + " FROM " + MY_DB_TABLE, null); startManagingCursor(mCursor); ListAdapter adapter = new SimpleCursorAdapter(this, R.layout.list_item, mCursor, new String[] { "name" }, new int[] { R.id.Name }); this.setListAdapter(adapter); this.getListView().setTextFilterEnabled(true); } finally { if (myDB != null) { myDB.close(); } } } } main.xml <?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" > <ListView android:id="@id/android:list" android:layout_width="wrap_content" android:layout_height="wrap_content"> </ListView> <TextView android:id="@id/android:empty" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="No Data" /> </LinearLayout> list_item.xml <?xml version="1.0" encoding="utf-8"?> <LinearLayout android:id="@+id/LinearLayout" android:layout_width="fill_parent" android:layout_height="fill_parent" xmlns:android="http://schemas.android.com/apk/res/android"> <TextView android:id="@+id/Name" android:layout_width="wrap_content" android:layout_height="wrap_content"> </TextView> </LinearLayout>

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  • CSS Transform offset varies with text length

    - by Mr. Polywhirl
    I have set up a demo that has 5 floating <div>s with rotated text of varying length. I am wondering if there is a way to have a CSS class that can handle centering of all text regardless of length. At the moment I have to create a class for each length of characters in my stylesheet. This could get too messy. I have also noticed that the offsets get screwd up is I increase or decrease the size of the wrapping <div>. I will be adding these classes to divs through jQuery, but I still have to set up each class for cross-browser compatibility. .transform3 { -webkit-transform-origin: 65% 100%; -moz-transform-origin: 65% 100%; -ms-transform-origin: 65% 100%; -o-transform-origin: 65% 100%; transform-origin: 65% 100%; } .transform4 { -webkit-transform-origin: 70% 110%; -moz-transform-origin: 70% 110%; -ms-transform-origin: 70% 110%; -o-transform-origin: 70% 110%; transform-origin: 70% 110%; } .transform5 { -webkit-transform-origin: 80% 120%; -moz-transform-origin: 80% 120%; -ms-transform-origin: 80% 120%; -o-transform-origin: 80% 120%; transform-origin: 80% 120%; } .transform6 { -webkit-transform-origin: 85% 136%; -moz-transform-origin: 85% 136%; -ms-transform-origin: 85% 136%; -o-transform-origin: 85% 136%; transform-origin: 85% 136%; } .transform7 { -webkit-transform-origin: 90% 150%; -moz-transform-origin: 90% 150%; -ms-transform-origin: 90% 150%; -o-transform-origin: 90% 150%; transform-origin: 90% 150%; } Note: The offset values I set were eye-balled. Update Although I would like this handled with a stylesheet, I believe that I will have to calculate the transformations of the CSS in JavaScript. I have created the following demo to demonstrate dynamic transformations. In this demo, the user can adjust the font-size of the .v_text class and as long as the length of the text does not exceed the .v_text_wrapper height, the text should be vertically aligned in the center, but be aware that I have to adjust the magicOffset value. Well, I just noticed that this does not work in iOS...

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  • ListActivity problem when using with RelativeLayout

    - by tomgamer
    Newb alert, I'm sure I'm doing something dumb here. I've been progressively expanding my UI, and I want to add a ListView in the middle of my UI. When I add it and change the activity to extend a ListActivity instead of just an Activity, I'm getting a Force Close. Using 1.5. Does a ListView not work embedded in a RelativeLayout? Thanks public class Categories extends ListActivity{ final static String[] ITEMS = {"blah", "floop", "gnarlp", "stuff"}; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.categories); ArrayAdapter<String> adapter = new ArrayAdapter<String>(this, R.layout.listrow, R.id.textview, ITEMS); setListAdapter(adapter); XML looks like this: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout android:id="@+id/RelativeLayout01" android:layout_width="fill_parent" android:layout_height="fill_parent" xmlns:android="http://schemas.android.com/apk/res/android"> <ImageView android:id="@+id/ImageView01" android:layout_height="fill_parent" android:layout_width="fill_parent" android:scaleType="center" android:background="@drawable/background"> </ImageView> <ImageView android:id="@+id/ImageView02" android:src="@drawable/cat_heading" android:layout_height="wrap_content" android:layout_width="wrap_content" android:layout_centerHorizontal="true"> </ImageView> <ListView android:id="@+id/ListView01" android:layout_below="@id/ImageView02" android:layout_width="wrap_content" android:layout_height="wrap_content"></ListView> <RelativeLayout android:id="@+id/RelativeLayout02" android:layout_height="wrap_content" android:layout_width="wrap_content" android:layout_alignBottom="@+id/RelativeLayout01" android:layout_centerHorizontal="true"> <ImageButton android:id="@+id/ImageButtonRecipes" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentBottom="true" android:src="@drawable/recipes"></ImageButton> <ImageButton android:id="@+id/ImageButtonSearch" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentBottom="true" android:layout_toRightOf="@+id/ImageButtonRecipes" android:src="@drawable/search"></ImageButton> </RelativeLayout> </RelativeLayout> and the listrow.xml: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="wrap_content" android:layout_height="wrap_content"> <TextView android:layout_width="wrap_content" android:layout_height="wrap_content" android:id="@+id/textview"/> </LinearLayout>

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  • Large margin by long title

    - by Kevin Koenen
    I try to show a list of offers. When an advertiser insert a large title, the margin of an item (offer) will be showed what shouldn't. I've tried different layouts but that doesn't work. Link to image :) You see, some of the items has a large margin. Here's the code: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/gallerylayout" android:layout_width="fill_parent" android:layout_height="fill_parent"> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_height="wrap_content" android:gravity="left|center" android:layout_width="wrap_content" android:paddingBottom="2dp" android:paddingTop="2dp" android:paddingLeft="5dp" android:background="#20000000" android:cacheColorHint="#00000000"> <ImageView android:id="@+id/ad_image_small" android:layout_width="wrap_content" android:layout_height="fill_parent" android:layout_marginRight="6dip" android:src="@drawable/ic_launcher"/> <LinearLayout android:orientation="vertical" android:layout_width="0dip" android:layout_weight="1" android:layout_height="fill_parent"> <TextView android:id="@+id/ad_id" android:visibility="gone" android:layout_width="wrap_content" android:layout_height="wrap_content"/> <TextView android:id="@+id/ad_img_url" android:visibility="gone" android:layout_width="wrap_content" android:layout_height="wrap_content"/> <LinearLayout android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="wrap_content"> <TextView android:id="@+id/ad_title" android:layout_width="wrap_content" android:layout_height="wrap_content" android:padding="3dp" android:gravity="left" android:textColor="#000000" android:ellipsize="end" android:singleLine="true"/> <TextView android:id="@+id/ad_km" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_margin="3dp" android:layout_marginBottom="1dp" android:textColor="#000000" android:gravity="right"/> </LinearLayout> <LinearLayout android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="wrap_content"> <TextView android:id="@+id/ad_text" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginLeft="3dp" android:textColor="#0099CC" android:ellipsize="end" android:singleLine="true"/> </LinearLayout> <LinearLayout android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_margin="2dp" android:padding="5dp"> <ImageView android:id="@+id/ad_clock" android:layout_width="20dp" android:layout_height="20dp" android:layout_marginRight="5dip" android:src="@drawable/icon_clock"/> <ProgressBar android:id="@+id/progressbar" android:layout_width="match_parent" android:layout_height="8dp" android:layout_margin="5dp" android:paddingLeft="2dp" android:max="100" style="?android:attr/progressBarStyleHorizontal" android:progressDrawable="@drawable/color_progressbar" /> </LinearLayout> </LinearLayout> </LinearLayout> <ImageView android:id="@+id/overlay_image" android:background="#0000" android:src="@drawable/verlopen2x" android:layout_alignTop="@id/ad_image_small" android:layout_alignBottom="@id/ad_image_small" android:layout_width="fill_parent" android:layout_height="wrap_content" android:adjustViewBounds="true" android:visibility="visible" /> I can't see what i'm doing wrong. Thanks in advance!

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  • physics game programming box2d - orientating a turret-like object using torques

    - by egarcia
    This is a problem I hit when trying to implement a game using the LÖVE engine, which covers box2d with Lua scripting. The objective is simple: A turret-like object (seen from the top, on a 2D environment) needs to orientate itself so it points to a target. The turret is on the x,y coordinates, and the target is on tx, ty. We can consider that x,y are fixed, but tx, ty tend to vary from one instant to the other (i.e. they would be the mouse cursor). The turret has a rotor that can apply a rotational force (torque) on any given moment, clockwise or counter-clockwise. The magnitude of that force has an upper limit called maxTorque. The turret also has certain rotational inertia, which acts for angular movement the same way mass acts for linear movement. There's no friction of any kind, so the turret will keep spinning if it has an angular velocity. The turret has a small AI function that re-evaluates its orientation to verify that it points to the right direction, and activates the rotator. This happens every dt (~60 times per second). It looks like this right now: function Turret:update(dt) local x,y = self:getPositon() local tx,ty = self:getTarget() local maxTorque = self:getMaxTorque() -- max force of the turret rotor local inertia = self:getInertia() -- the rotational inertia local w = self:getAngularVelocity() -- current angular velocity of the turret local angle = self:getAngle() -- the angle the turret is facing currently -- the angle of the like that links the turret center with the target local targetAngle = math.atan2(oy-y,ox-x) local differenceAngle = _normalizeAngle(targetAngle - angle) if(differenceAngle <= math.pi) then -- counter-clockwise is the shortest path self:applyTorque(maxTorque) else -- clockwise is the shortest path self:applyTorque(-maxTorque) end end ... it fails. Let me explain with two illustrative situations: The turret "oscillates" around the targetAngle. If the target is "right behind the turret, just a little clock-wise", the turret will start applying clockwise torques, and keep applying them until the instant in which it surpasses the target angle. At that moment it will start applying torques on the opposite direction. But it will have gained a significant angular velocity, so it will keep going clockwise for some time... until the target will be "just behind, but a bit counter-clockwise". And it will start again. So the turret will oscillate or even go in round circles. I think that my turret should start applying torques in the "opposite direction of the shortest path" before it reaches the target angle (like a car braking before stopping). Intuitively, I think the turret should "start applying torques on the opposite direction of the shortest path when it is about half-way to the target objective". My intuition tells me that it has something to do with the angular velocity. And then there's the fact that the target is mobile - I don't know if I should take that into account somehow or just ignore it. How do I calculate when the turret must "start braking"?

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • copying link id to an input field

    - by zurna
    The code works fine when links are images. But I have a problem when there are flash movies. Another page opens with undefined in the address bar when it needs to copy the link id to imagesID input box. <script type="text/javascript"> var $input = $("#imagesID"); // <-- your input field $('a.thumb').click(function() { var value = $input.val(); var id = $(this).attr('id'); if (value.match(id)) { value = value.replace(id + ';', ''); } else { value += id + ';'; } $input.val(value); }); </script> <ul class="thumbs"> <li> <a class="thumb" id="62"> <img src="/FLPM/media/images/2A9L1V2X_sm.jpg" alt="Dock" id="62" class="floatLeft" /> </a> <br /> <a href="?Process=&IMAGEID=62" class="thumb"><span class="floatLeft">DELETE</span></a> </li> <li> <a class="thumb" id="61"> <img src="/FLPM/media/images/0E7Q9Z0C_sm.jpg" alt="Desert Landscape" id="61" class="floatLeft" /> </a> <br /> <a href="?Process=&IMAGEID=61" class="thumb"><span class="floatLeft">DELETE</span></a> </li> <li> <a class="thumb" id="60"> <img src="/FLPM/media/images/8R5D7M8O_sm.jpg" alt="Creek" id="60" class="floatLeft" /> </a> <br /> <a href="?Process=&IMAGEID=60" class="thumb"><span class="floatLeft">DELETE</span></a> </li> <li> <a class="thumb" id="59"> <object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://active.macromedia.com/flash4/cabs/swflash.cab#version=4,0,0,0" id="59" width="150" height="100" style="float:left; border:5px solid #CCCCCC; margin:5px 10px 10px 0;"> <param name="scale" value="exactfit"> <param name="AllowScriptAccess" value="always" /> <embed name="name" src="http://www.refinethetaste.com/FLPM/media/flashes/7P4A6K7M.swf" quality="high" scale="exactfit" width="150" height="100" type="application/x-shockwave-flash" AllowScriptAccess="always" pluginspage="http://www.macromedia.com/shockwave/download/index.cgi? P1_Prod_Version=ShockwaveFlash"> </embed> </object> </a> <br /> <a href="?Process=&IMAGEID=59" class="thumb"><span class="floatLeft">DELETE</span></a> </li> </ul>

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  • Modify a ListBox's item from a button in it's template?

    - by Maciek
    In my Silv erlight 3 project, I'm using a ListBox to display results of a Get() operation form a WCF WebService. The ListBox's item template is the following : <ListBox x:Name="m_listview" ItemsSource="{Binding Users, Mode=TwoWay, UpdateSourceTrigger=Default}" Foreground="{StaticResource EnergyBlue}" Background="{StaticResource EnergyBackground}" HorizontalContentAlignment="Stretch" VerticalContentAlignment="Center" Grid.ColumnSpan="3" Margin="0,0,0,2" IsSynchronizedWithCurrentItem="False"> <ListBox.ItemTemplate> <DataTemplate> <Grid MinWidth="536" MinHeight="10" d:DesignWidth="19.875" d:DesignHeight="20.75"> <Grid.ColumnDefinitions> <ColumnDefinition Width="0.2*"/> <ColumnDefinition Width="0.2*"/> <ColumnDefinition Width="0.2*"/> <ColumnDefinition Width="0.2*"/> <ColumnDefinition Width="0.2*"/> </Grid.ColumnDefinitions> <TextBox Text="{Binding Path=UserName, Mode=TwoWay, UpdateSourceTrigger=Default}" Grid.Column="0" Foreground="{StaticResource EnergyWhite}" Margin="2" Background="{StaticResource EnergyBackground}" BorderBrush="{StaticResource EnergyBlue}" SelectionBackground="{StaticResource EnergyBlue}" SelectionForeground="{StaticResource EnergyWhite}" MinWidth="100"/> <PasswordBox Password="{Binding Path=UserPass, Mode=TwoWay, UpdateSourceTrigger=Default}" Grid.Column="1" Foreground="{StaticResource EnergyWhite}" Margin="2" Background="{StaticResource EnergyBackground}" BorderBrush="{StaticResource EnergyBlue}" SelectionBackground="{StaticResource EnergyBlue}" SelectionForeground="{StaticResource EnergyWhite}" MinWidth="100"/> <TextBox Text="{Binding Path=UserTypeId, Mode=TwoWay, UpdateSourceTrigger=Default}" Grid.Column="2" Foreground="{StaticResource EnergyWhite}" Margin="2" Background="{StaticResource EnergyBackground}" BorderBrush="{StaticResource EnergyBlue}" SelectionBackground="{StaticResource EnergyBlue}" SelectionForeground="{StaticResource EnergyWhite}" MinWidth="100"/> <Button Style="{StaticResource EnergyGlassButton}" Grid.Column="3" MinWidth="10" MinHeight="10" Content="Update" Click="OnUpdateUser"/> <Button Style="{StaticResource EnergyGlassButton}" Grid.Column="4" MinWidth="10" MinHeight="10" Content="Remove" Click="OnRemoveUser"/> </Grid> </DataTemplate> </ListBox.ItemTemplate> </ListBox> The template contains 2 buttons. When I click either of them, I'd like to obtain a reference to the exact data-item under the listboxitem. How do I do that? I've tried : User target_user = m_listview.SelectedItem as User; but it turned out that the listview item wasn't selected. Can it be done without actually selecting the listview item? For instance, just click on the "remove" button and have the row disappear? Best regards

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  • Richfaces modal panel and a4j:keepAlive

    - by mykola
    Hello! I've got unexpected problems with richfaces (3.3.2) modal panel. When i try to open it, browser opens two panels instead of one: one is in the center, another is in the upper left corner. Besides, no fading happens. Also i have three modes: view, edit, new - and when i open my panel it should show either "Create new..." or "Edit..." in the header and actually it shows but not in the header as the latter isn't rendered at all though it should, because i set proper mode in action before opening this modal panel. Besides it works fine on all other pages i've made and there are tens of such pages in my application. I can't understand what's wrong here. The only way to fix it is to remove <a4j:keepAlive/> from the page that is very strange, imho. I'm not sure if code will be usefull here as it works fine everywhere in my application but this only case. So if you put it on your page it will probably work without problems. My only question is: are there any hidden or rare problems in interaction of these two elements (<rich:modalPanel> and <a4j:keepAlive>)? Or shall i spent another two or three days searching for some wrong comma, parenthesis or whatever in my code? :) For most curious. Panel itself: <!-- there's no outer form --> <rich:modalPanel id="panel" autosized="true" minWidth="300" minHeight="200"> <f:facet name="header"> <h:panelGroup id="panelHeader"> <h:outputText value="#{msg.new_smth}" rendered="#{MbSmth.newMode}"/> <h:outputText value="#{msg.edit_smth}" rendered="#{MbSmth.editMode}"/> </h:panelGroup> </f:facet> <h:panelGroup id="panelDiv"> <h:form > <!-- fields and buttons --> </h:form> </h:panelGroup> </rich:modalPanel> One of the buttons that open panel: <a4j:commandButton id="addBtn" reRender="panelHeader, panelDiv" value="#{form.add}" oncomplete="#{rich:component('panel')}.show()" action="#{MbSmth.add}" image="create.gif"/> Action invoked on button click: public void add() { curMode = NEW_MODE; // initial mode is VIEW_MODE newSmth = new Smth(); } Mode check: public boolean isNewMode() { return curMode == NEW_MODE; } public boolean isEditMode() { return curMode == EDIT_MODE; }

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  • Open source CMS for a university department

    - by Greg Kuperberg
    I realize that this type of question gets asked over and over again. Nonetheless, I want to ask a more specific version. I'm in a university math department. Long ago our sysadmins (or just one at the time) switched to a web content management system. At the time, Zope looked like an informed choice. We have used Zope for years, but at least in my opinion, it has always been a controversial decision. At the time I didn't understand why it was so important to have a web CMS. Now I see that it certainly is important, but I don't know that it should be Zope. The good (even necessary) features of Zope for us are: It's free and Linux-based. It is a true CMS and not something else (e.g. wiki or blog) It lets you write HTML and scripts. What I really don't like about Zope is that the outcome of using it is all-or-nothing in a lot of ways. At least in convenient use, it ends up dividing the enterprise into superusers who can do everything, and lusers who can't do anything (except write their own home pages in plain HTML). It has a huge user manual, which end users won't have time to read. Somehow with the access permissions, the simple thing to do is to let a few admins access all of the source and data and that's it. Since this is a math department, the user base varies from real novices to people who understand computers reasonably well. But as it stands, any change that involves Zope has to go through the sysadmins. When the sysadmins are in a hurry, sometimes they will also just add plain HTML pages to the web site instead of using the Zope framework. It doesn't help matters that Zope is fairly disk-intensive and fairly hype-intensive. Not to dwell on Zope too much, but I am wondering what is the right web CMS for a mixed user base of terminal novices, quick studies, and experienced users. Some users might want intermediate permissions, e.g. read permission but not write permission, or permission to change some subset of the pages or see some subset of the database tables. Also it should be Linux-based and open source and a little bit scalable, and of course widely used and well-supported is a good idea. I might guess that the answer is Drupal just because that was the general answer before, but I don't know if it is the right type of CMS for this purpose. (But note that Python is a relatively popular language in a math department, among other reasons because Sage is based on Python.) I can see that I didn't completely define the question and that people are guessing what type of site it is. It is the UC Davis Math Department. The main structure of the site is not suitable for a wiki and it is also not the same thing as a course environment like Moodle. Rather, the site is mostly structured as a generic medium-small enterprise. Some components of the site could be a wiki, Moodle, LaTeX plugin, Request Tracker, etc. However, the main issue is not these components. The main issue is that it would be better to decentralize management of the site. Right now, everything that is in the Zope CMS has to go through the sysadmins. Every other user in the department either has to put in a request to them, or write their own web pages with no help from Zope. There are two main reasons for this: (1) Other people in the department don't have time to read the Zope manual. (2) It's a hassle to set up intermediate permissions in Zope. However, there are other people in the department who know how to write computer programs and use markup languages. I wouldn't want a solution that assumes that users either can't be trusted with much more than drag-and-drop, or that they are IT professionals who sleep with documentation manuals. I'm wondering if Plone/Zope still has this quality, since certainly Zope by itself does. But I also wonder sometimes if common-sense flexibility is unfashionable these days, and that things in general have be either mindlessly easy or incredibly powerful.

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  • Custom Windows Forms Control not exporting functions, not showing in tools list, showing as Text

    - by flavour404
    Hi, I have written a very simple control. C# Visual Studio 2008. Its output should be, and is a dll. I have added a reference to the dll within the project that I intend to use it with. The msdn article about how to write a control states that it should appear in the 'Add reference / projects' list, which it doesn't but I simply navigated to it under the 'browse' tab, went to the /bin folder and added the reference that way. I dragged it over to my toolbox, but it shows up as a 'Text:xhair_tool' and when i try and add it to a form, it won't, so what have I done wrong? It was created as a 'Windows forms control' project. It should export the one method which is 'Target' which return an array, as shown below. using System; using System.Collections.Generic; using System.ComponentModel; using System.Drawing; using System.Data; using System.Text; using System.Windows.Forms; namespace xhair_tool { public partial class xhair : UserControl { public xhair() { InitializeComponent(); } private void xhair_Load(object sender, EventArgs e) { } protected override void OnPaint(PaintEventArgs e) { Graphics g = e.Graphics; Pen pen = new Pen(Color.Black, 1); SolidBrush redBrush = new SolidBrush(Color.Red); g.DrawLine(pen, 8, 0, 8, 7); g.DrawLine(pen, 8, 9, 8, 16); g.DrawLine(pen, 0, 8, 7, 8); g.DrawLine(pen, 9, 8, 16, 8); //ControlPaint.DrawReversibleLine(start, end, backColor) } /// <summary> /// Returns the point at the center of the crosshair /// </summary> /// <returns>int[x,y]</returns> public int[] Target { get { int[] _xy = new int[2]; _xy[0] = this.Left + 8; _xy[1] = this.Top + 8; return _xy; } } } } Thanks, R.

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  • DependencyProperty binding not happening on initial load

    - by Ari Roth
    I'm trying to do something simple -- make a DependencyProperty and then bind to it. However, the getter doesn't appear to fire when I start up the app. (I'm guessing the solution will make me smack my head and go "Doh!", but still. :) ) Any ideas? Code-behind code: public static readonly DependencyProperty PriorityProperty = DependencyProperty.Register("Priority", typeof (Priority), typeof (PriorityControl), null); public Priority Priority { get { return (Priority)GetValue(PriorityProperty); } set { SetValue(PriorityProperty, value); } } Control XAML: <ListBox Background="Transparent" BorderThickness="0" ItemsSource="{Binding Path=Priorities}" Name="PriorityList" SelectedItem="{Binding Path=Priority, Mode=TwoWay}"> <ListBox.ItemTemplate> <DataTemplate> <Grid Height="16" Width="16"> <Border BorderBrush="Black" BorderThickness="2" CornerRadius="3" Visibility="{Binding RelativeSource= {RelativeSource Mode=FindAncestor, AncestorType=ListBoxItem}, Path=IsSelected, Converter={StaticResource boolToVisibilityConverter}}" /> <Border CornerRadius="3" Height="12" Width="12"> <Border.Background> <SolidColorBrush Color="{Binding RelativeSource={RelativeSource Mode=FindAncestor, AncestorType=ListBoxItem}, Path=Content, Converter={StaticResource priorityToColorConverter}}" /> </Border.Background> </Border> </Grid> </DataTemplate> </ListBox.ItemTemplate> <ListBox.ItemsPanel> <ItemsPanelTemplate> <StackPanel Orientation="Horizontal"/> </ItemsPanelTemplate> </ListBox.ItemsPanel> </ListBox> Binding statement: <UI:PriorityControl Grid.Column="8" Priority="{Binding Path=Priority}" VerticalAlignment="Center"/> Some other notes: Binding is in a UserControl UserControl contains the PriorityControl PriorityControl contains the DependencyProperty I've checked that the data the UserControl is getting the appropriate data -- every other binding works. If I change the selection on the PriorityControl via the mouse, everything fires as appropriate. It's just that initial setting of the value that isn't working. Priority is an enum.

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  • Mapscript queryByPoint return no results

    - by lucian.jp
    I have a dynamically generated mapfile made with c# mapscript that is defined like: MAP EXTENT 5.91828 45.63552 5.92346 45.65051 IMAGECOLOR 192 192 192 IMAGETYPE png SIZE 256 256 STATUS ON TRANSPARENT TRUE UNITS METERS NAME "GMAP_TILE" OUTPUTFORMAT NAME "png" MIMETYPE "image/png" DRIVER "GD/PNG" EXTENSION "png" IMAGEMODE "PC256" TRANSPARENT TRUE END SYMBOL NAME "circle" TYPE ELLIPSE FILLED TRUE POINTS 1 1 END END SYMBOL NAME ">" TYPE TRUETYPE ANTIALIAS TRUE CHARACTER ">" GAP -20 FONT "arial" POSITION CC END PROJECTION "proj=merc" "a=6378137" "b=6378137" "lat_ts=0.0" "lon_0=0.0" "x_0=0.0" "y_0=0" "units=m" "k=1.0" "nadgrids=@null" END LEGEND IMAGECOLOR 255 255 255 KEYSIZE 20 10 KEYSPACING 5 5 LABEL SIZE MEDIUM TYPE BITMAP BUFFER 0 COLOR 0 0 0 FORCE FALSE MINDISTANCE -1 MINFEATURESIZE -1 OFFSET 0 0 PARTIALS TRUE END POSITION LL STATUS OFF END QUERYMAP COLOR 255 255 0 SIZE -1 -1 STATUS ON STYLE HILITE END SCALEBAR ALIGN CENTER COLOR 0 0 0 IMAGECOLOR 255 255 255 INTERVALS 4 LABEL SIZE MEDIUM TYPE BITMAP BUFFER 0 COLOR 0 0 0 FORCE FALSE MINDISTANCE -1 MINFEATURESIZE -1 OFFSET 0 0 PARTIALS TRUE END POSITION LL SIZE 200 3 STATUS OFF STYLE 0 UNITS MILES END WEB IMAGEPATH "" IMAGEURL "" QUERYFORMAT text/html LEGENDFORMAT text/html BROWSEFORMAT text/html END LAYER NAME "Troncons" PROJECTION "proj=longlat" "ellps=WGS84" "datum=WGS84" END STATUS DEFAULT TEMPLATE "nofile.html" TOLERANCE 100 TOLERANCEUNITS METERS TYPE LINE UNITS METERS CLASS NAME "Troncons" STYLE ANGLE 360 COLOR 0 0 255 SIZE 5 SYMBOL "circle" WIDTH 5 END STYLE ANGLE 360 COLOR 0 0 0 SIZE 12 SYMBOL ">" WIDTH 1 END END FEATURE POINTS 5.91828 45.63552 5.91876 45.63611 5.91898 45.6364 5.91936 45.63701 5.91952 45.63731 5.91968 45.63762 5.91993 45.63825 5.92003 45.63856 5.92018 45.63919 5.92028 45.63983 5.92031 45.64014 5.92033 45.64046 5.92034 45.64077 5.92034 45.64108 5.92034 45.64171 5.92035 45.64234 5.92035 45.6428 5.92037 45.6433 5.9204 45.64394 5.92046 45.64458 5.92056 45.64522 5.92062 45.64554 5.92069 45.64586 5.92077 45.64617 5.92097 45.64679 5.92122 45.64739 5.92136 45.64769 5.92169 45.64828 5.92207 45.64886 5.92228 45.64914 5.92272 45.64969 5.92321 45.65023 5.92346 45.65051 END END END END I try to queryByPoint to retreive the index of the shape clciked near. In the code below I made a specific test function with fixed point instead of points passed by parameter so I am sure the point I use is actually part of a feature. In my case I use the first point of the only feature contained in mapfile. public string GetTronconId() { //_map is my dynamically created mapObj if (_map != null) for (int i = 0; i < _map.numlayers; i++) { layerObj layer = _map.getLayer(i); // Code never pass this point if (layer.queryByPoint(_map, new pointObj(5.91898, 45.6364, 0, 0), (int) MS_QUERY_MODE.MS_QUERY_MULTIPLE, 100) == (int) MS_RETURN_VALUE.MS_SUCCESS) { int numresults = layer.getNumResults(); if (numresults != 0) { layer.open(); for (int j = 0; j < numresults; j++) { resultCacheMemberObj resultat = layer.getResult(j); shapeObj shape = null; if (layer.getShape(shape, resultat.tileindex, resultat.shapeindex) == (int) MS_RETURN_VALUE.MS_SUCCESS) return shape.getValue(0); } } } } return null; } I have a dummy TEMPLATE set, I do not eveen have to use the tolerance since the point is derectly in a shape, but the queryByPoint keep returning me MS_FAILURE. From my searches on the web everything seem to be OK. Any idea?

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  • Jpanel didn't show rest of it's component

    - by Ali Amiri
    I have jfarame with a button and a JPanel as I named panel, I want after I clicked the button add an inner JPanel to my panel. But this but there is a problem with this! because after adding second panel it didn't add any other panel. my code is: import java.awt.BorderLayout; import java.awt.Dimension; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.swing.AbstractButton; import javax.swing.ImageIcon; import javax.swing.JButton; import javax.swing.JFrame; import javax.swing.JLabel; import javax.swing.JPanel; import java.awt.GridBagLayout; import java.awt.GridBagConstraints; import java.awt.GridLayout; import javax.swing.JTextField; public class DrawImages extends JFrame{ int i; public DrawImages() { JButton btnNewButton = new JButton("New button"); i = 0; getContentPane().add(btnNewButton, BorderLayout.SOUTH); setMinimumSize(new Dimension(1000,150)); final JPanel panel = new JPanel(); panel.setSize(995, 145); getContentPane().add(panel, BorderLayout.CENTER); panel.setLayout(null); final JLabel lblNewLabel = new JLabel("New label"); lblNewLabel.setBounds(0, 0, 46, 14); panel.add(lblNewLabel); btnNewButton.addActionListener(new ActionListener() public void actionPerformed(ActionEvent paramActionEvent) { JPanel panel_1 = new JPanel(); //getContentPane().add(panel_1, BorderLayout.NORTH); panel_1.setLayout(null); JLabel imagelable = new JLabel(new ImageIcon("c:\\good.jpg")); imagelable.setBounds(70, 5, 105, 65); panel_1.add(imagelable); JLabel lblNewLabel_4 = new JLabel("Up Label"); lblNewLabel_4.setBounds(5, 5, 65, 35); panel_1.add(lblNewLabel_4); JLabel lblNewLabel_2 = new JLabel("Down Label"); lblNewLabel_2.setBounds(5, 25, 65, 65); panel_1.add(lblNewLabel_2); lblNewLabel.setText(""+i); panel_1.setBounds(5+170*i, 5, 170+170*i, 70); panel.add(panel_1); i++; } }); panel.setMinimumSize(new Dimension(995,150)); } public static void main(String[]args) { DrawImages drawImages = new DrawImages(); drawImages.setVisible(true); } }

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  • How do I redirect a page in php

    - by user225269
    I'm having difficulties in the making the logout code for php to work. When I click on the logout button, it will go back to the home page, but when I click on the back button in the browser. I can still access the previous page, wherein the user must be logged on to access it. So I'm thinking of redirecting to the login page when the user clicks on the back button on the browser. This is my code, in the home page(where in no user is logged in yet. This page is being called by a logout link on the user page. <? session_start(); session_destroy(); ?> <table width="300" border="0" align="center" cellpadding="0" cellspacing="1" bgcolor="#CCCCCC"> <tr> <form name="form1" method="post" action="checklogin.php"> <td> <table width="100%" border="0" cellpadding="3" cellspacing="1" bgcolor="#FFFFFF"> <tr> <td colspan="3"><strong>Member Login </strong></td> </tr> <tr> <td width="78">Username</td> <td width="6">:</td> <td width="294"><input name="myusername" type="text" id="myusername"></td> </tr> <tr> <td>Password</td> <td>:</td> <td><input name="mypassword" type="text" id="mypassword"></td> </tr> <tr> <td>&nbsp;</td> <td>&nbsp;</td> <td><input type="submit" name="Submit" value="Login"></td> </tr> </table> </td> </form> </tr> </table>

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  • Re-Centering JQuery Tooltips when resizing the window

    - by leeand00
    I have written a function that positions a tooltip just above a textbox. The function takes two arguments: textBoxId - The ID of the textbox above which the tooltip will appear. Example: "#textBoxA" toolTipId - The ID of the tooltip which will appear above the textbox. Example: "#toolTipA" function positionTooltip(textBoxId, toolTipId){ var hoverElementOffsetLeft = $(textBoxId).offset().left; var hoverElementOffsetWidth = $(textBoxId)[0].offsetWidth; var toolTipElementOffsetLeft = $(toolTipId).offset().left; var toolTipElementOffsetWidth = $(toolTipId)[0].offsetWidth; // calcluate the x coordinate of the center of the hover element. var hoverElementCenterX = hoverElementOffsetLeft + (hoverElementOffsetWidth / 2); // calculate half the width of the toolTipElement var toolTipElementHalfWidth = toolTipElementOffsetWidth / 2; var toolTipElementLeft = hoverElementCenterX - toolTipElementHalfWidth; $(toolTipId)[0].style.left = toolTipElementLeft + "px"; var toolTipElementHeight = $(toolTipId)[0].offsetHeight; var hoverElementOffsetTop = $(textBoxId).offset().top; var toolTipYCoord = hoverElementOffsetTop - toolTipElementHeight; toolTipYCoord = toolTipYCoord - 10; $(toolTipId)[0].style.top = toolTipYCoord + "px"; $(toolTipId).hide(); $(textBoxId).hover( function(){ $(toolTipId + ':hidden').fadeIn(); }, function(){ $(toolTipId + ':visible').fadeOut(); } ); $(textBoxId).focus ( function(){ $(toolTipId + ':hidden').fadeIn(); } ); $(textBoxId).blur ( function(){ $(toolTipId+ ':visible').fadeOut(); } ); } The function works fine upon initial page load: However, after the user resizes the window the tooltips move to locations that no longer display above their associated textbox. I've tried writing some code to fix the problem by calling the positionTooltip() function when the window is resized but for some reason the tooltips do not get repositioned as they did when the page loaded: var _resize_timer = null; $(window).resize(function() { if (_resize_timer) {clearTimeout(_resize_timer);} _resize_timer = setTimeout(function(){ positionTooltip('#textBoxA', ('#toolTipA')); }, 1000); }); I'm really at a loss here as to why it doesn't reposition the tooltip correctly as it did when the page was initially loaded after a resize.

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  • Block element text overflow problem in IE7

    - by Adomas
    I'm making a "sort elements" web game using jQuery, HTML & CSS. While everything works fine in FF, IE8, Opera, Chrome, I'm having problem with IE7 wrapping words inside block elements. Here's how it looks in IE7 (wrong): Link (cannot post images as a new user) In IE8 the box with wrapped text would just expand to fit it whole in one line without any overflows. Sorry, can't give another link as a new user Don't mind the element order as it's random. Elements are dynamically generated by jQuery. HTML code: <div class="ui-sortable" id="area"> <span class="object">: </span> <span class="object">1998- </span> <span class="object">ISSN 1392-4087</span> <span class="object">, </span> <span class="object">. </span> <span class="object">nepriklausomas savaitraštis buhalteriams, finansininkams, auditoriams</span> <span class="object">. </span> <span class="object">. </span> <span class="object">. </span> <span class="object">Vilnius</span> <span class="object">1998- </span> <span class="object"><em>Apskaitos, audito ir mokesciu aktualijos</em></span> </div> CSS code (irrelevant info like fonts & colors removed): #area { min-height: 160px; width: 760px; } .object { display: block; float: left; text-align: center; width: auto; } Any comments on why does IE7 does that? How do I make these spans expand to fit the whole text in one line in IE7 and not wrap the text or make overflows?

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