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  • Deploy application to iPhone Simulator

    - by Craig Warren
    Hi, I am looking for a way to deploy my application to another users simulator. To be blunt the person needs to show the application on the simulator and is not capable of compiling the source code and I don't have the time to produce the instructions. What I want to do is provide them with the .app (or another) file and have them install it in the simulator just like they can do with any real iPhone Device. Does anyone know how I can do this?

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  • Tools for visualizing and implementing elliptic curve cryptography

    - by LL
    I need to create a program which will show how elliptic curve cryptography works. I was considering using Java Swing to create the GUI, but the main problem is what tool to use to plot the elliptic curve itself, and how to integrate that with Java Swing. I would like the plot to be included in the user interface and also allow changes to be made to it. Can you suggest any tools that would help with this?

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  • C# datatable to listview

    - by Data-Base
    I like to be able to view datatable in windows form I managed to get the headers only with ListView how to get the data in there DataTable data = new DataTable(); data = EnumServices(); //create headers foreach (DataColumn column in data.Columns) { listView_Services.Columns.Add(column.ColumnName); } I just want to show now the data in there! cheers

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  • debugging a resource leak in a printer driver

    - by MK
    I'm trying to debug a memory leak in a printer driver. I'm pretty sure it's a resource leak, not just a plain memory leak because analyzing heap with !heap -s in windbg doesn't show any increase. How do I monitor other kinds of objects with windbg? Number of GDI objects and open handles is not growing either, so what could it be?

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  • How to check if TcpClient Connection is closed?

    - by Superdumbell
    I'm playing around with the TcpClient and I'm trying to figure out how to make the Connected property say false when a connection is dropped. I tried doing NetworkStream ns = client.GetStream(); ns.Write(new byte[1], 0, 0); But it still will not show me if the TcpClient is disconnected. How would you go about this using a TcpClient?

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  • How do I add an icon as a classpath resource to an SWT window created with WindowBuilder?

    - by Zoot
    I'm trying to add an external icon from an *.ico file to a window that I'm creating using the WindowBuilder design window. I can select the shell, which brings up an "image" properties field. That brings up the image chooser dialog box: How do I make my icon show up in this menu as a classpath resource? The image works if an absolute path is given, but I don't want to use that option in my application. Thanks!

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  • Accessing other controls by name in a Silverlight ControlTemplate

    - by Chris S
    I have a custom control that inherits from ContentControl. Inside the generic.xaml file is a simple Grid with 2 rows: Row 1 - A toggle button Row 2 - A StackPanel with a TextBlock, named "Stackpanel1" The ToggleButton has its own nested ControlTemplate which has VisualStates for Checked/Unchecked. Is it possible to reference "Stackpanel1" from inside the ToggleButton's control template somehow? In order to show or hide the stackpanel.

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  • Javascript callback and google maps api question

    - by es11
    I am using google maps api v3 and have an array of arrays object: MVCArray.<MVCArray.<LatLng>> I want to iterate over this. I see that MVCArray has a method forEach which uses a call back, but I have no idea how to use this (I haven't done much js). The api defines this method as follows: forEach(callback:function(*, number))) Could somebody please show me an example of how to use this given an MVCArray of MVCArrays?

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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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  • Question about eval in PHP 5

    - by SpawnCxy
    Hi all, I have been doing PHP stuff for almost one year and I have never used the function eval() though I know the usage of it. But I found many questions about it in SO.So can someone show me a simple example in which it's necessary to use eval()?And is it a good or bad practice?

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  • is there any chance of sql injection through selectbox( dynamically created or static)

    - by I Like PHP
    Hello All, i want to know that is there any chance of SQL injection via selectbox options? if yes then will u please show some demonstration(or refer any link). and also tell me how do we prevent sql injection in selectbox.(using PHP MYSQL) one more: if i create a selectbox dynamically( based on options of another select box) then is there any chance of SQLinjection? Thanking you.

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  • Qt Multimedia API and video decode

    - by nicolabrisotto
    Hi, I'm looking to Qt Multimedia API becouse I want to show the same video on 2 different widget. After hacking a little bit the boundled "videographicsitem" example it works using 2 GraphicsView. But this example use QMovie to decode gif, I want to decode avi, mp4, etc. What can I use to replace QMovie? Is the multimedia API supported on every platform?

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  • Pull info from Excel Spreadsheet into C# Web Application

    - by Gene
    I want to show information from an excel spreadsheet in a web page. The xls will have maybe 5 columns, and as many rows as needed. The columns will be 'Name', 'Created Date', 'Expired Date', 'Owner', and maybe down the road maybe more. What I would like is for the C# to nightly read the xls, and display the information in a table on the website. If there is a PDF available for download I am going to link that as well. Thanks in advance, Gene

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  • RJS in controller

    - by Jamal Abdul Nasir
    i have put the following rjs in a controller... but it gives me the following error... TypeError: Element.update is not a function respond_to do |format| format.js do responds_to_parent do render :update do |page| page.replace_html 'errorLay', :text => "Page with the same name already exists." page.show 'errorLay' page.delay(2) do page.hide 'errorLay' end end end end end so how can i get rid of this error...?

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  • asp.net-mvc RenderPartial onclick

    - by niao
    Greetings, I have an asp.net mvc application. I have some links that corresponds to clients names. When user clicks on this link I would like to show an information of clicked client and additionally a textarea where user shall be able to write some text (comment) about selected client. How can I achieve it?

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  • File Open/Save Dialog

    - by Md. Rashim Uddin
    I am using my own Custom View to show the files and folders and also using a search box to jump to a specific folder. In that case How to send a message to File Open/Save dialog to enforce it to change the current displayed folder. e.g. If the dialog shows files and folders of current displaying folder "C:\", I want an API (or any piece of code) to enforce to change the current folder to "D:\"

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  • Tail recursion in C++

    - by Phenom
    Can someone show me a simple tail-recursive function in C++? Why is tail recursion better, if it even is? What other kinds of recursion are there besides tail recursion?

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  • rdf-sparql PROBLEM

    - by laknath27
    i need to get the property value of the rdfs file which was belongs to my ontology..it has kilometer property and the value of it is 12500.00.. i need to get this value.... in my rdfs file there is no URI.... CAN ANY ONE SHOW ME THE WAY FOR DO THIS::::

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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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