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  • Environment variable names with parentheses, like %ProgramFiles(x86)%, in PowerShell?

    - by jwfearn
    How does one get the value of environment variable whose name contains parentheses in a PowerShell script? To complicate matters, some variables names contains parentheses while others have similar names without parenteses. For example (using cmd.exe): C:\>set | find "ProgramFiles" CommonProgramFiles=C:\Program Files\Common Files CommonProgramFiles(x86)=C:\Program Files (x86)\Common Files ProgramFiles=C:\Program Files ProgramFiles(x86)=C:\Program Files (x86) We see that %ProgramFiles% is not the same as %ProgramFiles(x86)%. My PowerShell code is failing in a weird way because it's ignoring the part of the environment variable name after the parentheses. Since this happens to match the name of a different, but existing, environment variable I don't fail, I just get the right value of the wrong variable. Here's a test function in the PowerShell scripting language to illustrate my problem: function Do-Test { $ok = "C:\Program Files (x86)" # note space between 's' and '( $bad = "$Env:ProgramFiles" + "(x86)" # uses %ProgramFiles% $bin32 = "$Env:ProgramFiles(x86)" # LINE 6, I want to use %ProgramFiles(x86)% if ( $bin32 -eq $ok ) { Write-Output "Pass" } elseif ( $bin32 -eq $bad ) { Write-Output "Fail: %ProgramFiles% used instead of %ProgramFiles(x86)%" } else { Write-Output "Fail: some other reason" } } And here's the output: PS> Do-Test Fail: %ProgramFiles% used instead of %ProgramFiles(x86)% Is there a simple change I can make to line 6 above to get the correct value of %ProgramFiles(x86)%? *NOTE: In the text of this post I am using batch file syntax for environment variables as a convenient shorthand. For example %SOME_VARIABLE% means "the value of the environment variable whose name is SOME_VARIABLE". If I knew the properly escaped syntax in PowerShell, I wouldn't need to ask this question.*

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  • AVAudioRecorder Won't Record On Device

    - by Dyldo42
    This is my method: -(void) playOrRecord:(UIButton *)sender { if (playBool == YES) { NSError *error = nil; NSString *filePath = [[NSBundle mainBundle] pathForResource:[NSString stringWithFormat: @"%d", [sender tag]] ofType:@"caf"]; NSURL *fileUrl = [NSURL fileURLWithPath:filePath]; AVAudioPlayer *player = [[AVAudioPlayer alloc] initWithContentsOfURL:fileUrl error:&error]; [player setNumberOfLoops:0]; [player play]; } else if (playBool == NO) { if ([recorder isRecording]) { [recorder stop]; [nowRecording setImage:[UIImage imageNamed:@"NormalNormal.png"] forState:UIControlStateNormal]; [nowRecording setImage:[UIImage imageNamed:@"NormalSelected.png"] forState:UIControlStateSelected]; } if (nowRecording == sender) { nowRecording = nil; return; } nowRecording = sender; NSError *error = nil; NSString *filePath = [[NSBundle mainBundle] pathForResource:[NSString stringWithFormat: @"%d", [sender tag]] ofType:@"caf"]; NSURL *fileUrl = [NSURL fileURLWithPath:filePath]; [sender setImage:[UIImage imageNamed:@"RecordingNormal.png"] forState:UIControlStateNormal]; [sender setImage:[UIImage imageNamed:@"RecordingSelected.png"] forState:UIControlStateSelected]; recorder = [[AVAudioRecorder alloc] initWithURL:fileUrl settings:recordSettings error:&error]; [recorder record]; } } Most of it is self explanatory; playBool is a BOOL that is YES when it is in play mode. Everything works in the simulator however, when I run it on a device, [recorder record] returns NO. Does anyone have a clue as to why this is happening?

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  • form with multiple upload but allow no upload on edit problems

    - by minus4
    hiya i have a section that when created takes in images, however when you edit this item i dont want them to re-upload none changes images just to change a description or name. i have created this that deals with uploading files: public void UploadFiles(string currentFileName, FormCollection form) { // loop through all files in form post foreach (string file in Request.Files) { HttpPostedFileBase hpf = Request.Files[file]; // if no file is uploaded, we could be editing so set to current value if (hpf.ContentLength == 0) { form[file] = currentFileName; } else { //rename the file unique so we dont clash with names var filename = hpf.FileName.Replace(" ", "_").Replace(".", DateTime.Now.Date.Ticks + "."); UploadFileName = filename; hpf.SaveAs(Server.MapPath("~/Content/custom/" + filename)); // set the name of the file in our post to the new name form[file] = UploadFileName; } } // ensure value is still sent when no files are uploaded on edit if(Request.Files.Count <= 0) { UploadFileName = currentFileName; } } all works fine when only one image is required (CurrentFileName), however there is now a new image available taking it to a total of 2 images in the database therefor currentFileName is obsolete. has anyone tackled this and how as i have hit a wall with this one. thought of string[] currentFiles but cant see how to match this into string file in Request.Files. if it helps i am also working with models for the form so i could pass over the model but i dont think your able to do model.file without some kind of reflection. help much appreciated. thanks

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  • C# WPF XAML Problem with icon in GridViewColumn

    - by Alex
    I've created a ListView with a GridView component in it. Now trying to fill one of the cells with an icon (PNG) like in the code sample below (save_icon.png): <ListView.View> <GridView> <GridViewColumn Header="Date" Width="Auto" DisplayMemberBinding="{Binding Date}" /> <GridViewColumn Header="Time" Width="Auto" DisplayMemberBinding="{Binding Time}" /> <GridViewColumn Header="FriendlyName" Width="Auto" DisplayMemberBinding="{Binding FriendlyName}" /> <GridViewColumn Width="Auto"> <Image Source="save_icon.png" /> </GridViewColumn> </GridView> </ListView.View> Visual Studio gives me an error on the line, where i put the icon into the column (ERROR: "Error 35: The file save_icon.png is not part of the project or its 'Build Action' property is not set to 'Resource'.") I added the icon to the project as a resource and when i start the app, everything works (the icon appears at the right place). But the WPF designer window can't be reloaded and i'm not able to see changes in the designer, when i change the XAML code. Can somebody explain this error or am i doing something wrong? Thanks for every hint in advance!

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  • Differences between iPhone/iPod Simulator and Devices

    - by Allisone
    Hi, since I started iPhone/iPod Development I have come across some differences between how the simulator and how real device react. Maybe I will come across some other differences I will have to figure out as well, maybe other people haven't met these problems here (YET) and can profit from the knowledge, and maybe you know some problems/differences that you would have been happy to know about earlier before you spent several hours or days figuring out what the heck is going on. So here is what I came across. Simulator is not case sensitive, Devices are case sensitive. This means a default.png or Icon.png will work in simulator, but not on a device where they must be named Default.png and icon.png (if it's still not working read this answer) Simulator has different codecs to play audio and video If you use f.e. MPMoviePlayerController you might play certain video on the simulator while on the device it won't work (use Handbrake-presets-iPhone & iPod Touch to create playable videos for Simulator and Device). If you play audio with AudioServicesPlaySystemSound(&soundID) you might here the sound on simulator but not an a device. (use Audacity to open your soundfile, export as wav and run afconvert -f caff -d LEI16@44100 -c 1 audacity.wav output.caf in terminal) Also there is this flickering on second run problem which can be resolved with an playerViewCtrl.initialPlaybackTime = -1.0; either on the end of playing or before each beginning. Simulator is mostly much faster cause it doesn't simulate the hardware but uses Mac resources, therefore f.e. sio2 Apps (OpenGL,OpenAL,etc. framework) run much better on simulator, well everything that uses more resources will run visibly better in simulator than on device. I hope we can add some more to this.

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  • Perl Imager::Screenshot not doing screenshot with default parameters

    - by Grigor
    I have the following code: use Imager::Screenshot 'screenshot'; my $img = screenshot(hwnd => 'active', left => 450, right => 200, top => 50, bottom => 50); $img->write(file => 'screenshot.png', type => 'png' ) || print "Failed: ", $img->{ERRSTR} , "\n"; it returns: "Can't call method "write" on undefined value at line 3" but when I do: use Imager::Screenshot 'screenshot'; my $img = screenshot(hwnd => 'active', left => 100, right => 300, top => 100, bottom => 300); $img->write(file => 'screenshot.png', type => 'png' ) || print "Failed: ", $img->{ERRSTR} , "\n"; it does take a screenshot. Why would the left, right, top and bottom values matter here?

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  • Out of Core Implementation of a Quadtree

    - by Nima
    Hi, I am trying to build a Quadtree data structure(or let's just say a tree) on the secondary memory(Hard Disk). I have a C++ program to do so and I use fopen to create the files. Also, I am using tesseral coding to store each cell in a file named with its corresponding code to store it on the disk in one directory. The problem is that after creating about 1,100 files, fopen just returns NULL and stops creating new files. I can create further files manually in that directory, but using C++ it can not create any further files. I know about max limit of inode on ext3 filesystem which is (from Wikipedia) 32,000 but mine is way less than that, also note that I can create files manually on the disk; just not through fopen. Also, I really appreciate any idea regarding the best way to store a very dynamic quadtree on disk(I need the nodes to be in separate files and the quadtree might have a depth of 50). Using nested directories is one idea, but I think it will slow down the performance because of following the links on the filesystem to access the file. Thanks, Nima

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  • iPhone OpenGL Splash Screen? How?

    - by Kyle
    My app is based pretty much on the EAGLView in the SDK. It doesn't incorporate a ViewController. Rather it simply inits GL and starts painting immediately.. Currently, my app will load a very small PNG and displays it as quickly as possible. On a 3GS this is rather instant, but on a 3G it can take about 2 seconds. In the latter case of the 3G, the user is looking at a black screen for that time. Is this behavior allowed by Apple? Is there any way to alter this SDK example so that it makes use of 'default.png'? It doesn't seem so straight forward to me. I want my user to see an image as quickly as possible, and I also don't want to be rejected for such a little quirk like this as well. In the guidelines, they encourage you to use default.png for standard applications to show a sort of mockup of the interface while it actually loads. I want to initialize OpenGL, and ALSO display this. This default.png is loaded before the app screen launches. This is EXACLTY what I want to make use of. Any help is appreciated. Thanks!

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  • Adding a dynamic image to UITable View Cell

    - by Graeme
    Hi, I have a table in which I want a dynamic image to load in at the left-hand side. The table needs to use an IF statement to select the appropriate image from the "Resources" folder, and needs to be based upon [dog types]. The [dog types] is extracted from an RSS feed, and so the image in the table cell needs to match the each cell's [dog types] tag. Update: See code below for what I'm looking to do (only below it's for earthquakes, for me its pictures of dogs). I suspect I need to use - (UIImage *)imageForTypes:(NSString *)types { to do such a thing. Thanks. Updated code: This is for Apple's Earthquake sample but does exactly what I need to do. It matches images to the severity (2.0, 3.0, 4.0, 5.0 etc.) of every earthquake to the magnitude. - (UIImage *)imageForMagnitude:(CGFloat)magnitude { if (magnitude >= 5.0) { return [UIImage imageNamed:@"5.0.png"]; } if (magnitude >= 4.0) { return [UIImage imageNamed:@"4.0.png"]; } if (magnitude >= 3.0) { return [UIImage imageNamed:@"3.0.png"]; } if (magnitude >= 2.0) { return [UIImage imageNamed:@"2.0.png"]; } return nil; } and under - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath magnitudeImage.image = [self imageForMagnitude:earthquake.magnitude];

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  • How to create a jpeg using set of div with backgrounds - PHP/jQuery

    - by Dasun
    The final output of the image looks like this below. If you look into html parts, It's create using different divs as below. All the div are placed one on one using CSS and making the position to absolute. <div id="tproduct" class="timage" style="z-index: 30; background-image: url('main-mask.png') ;"></div> <div id="tdesign1" class="timage" style="z-index: 20; background-image: url('design1.png');"></div> <div id="tdesign2" class="timage" style="z-index: 20; background-image: url('design2.png');"></div> <div id="tmaincolor" class="timage" style="background-color:blue;"></div> <div id="tembellishment" class="timage" style="z-index: 10; background-image: url('flower.png');"></div> If we look at separately it will look like this below. etc My question is how can I create a single image using above set of divs and images? I can use PHP or jQuery? I only want the steps or guidance how it should be done. Thanks

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  • JQuery Selector - Finding an img in a table

    - by CccTrash
    Cant seem to get the following to find the 'skull' button when the 'heart' button is clicked... Here is the JQuery... $(".voteup").click(function() { var id = $(this).attr("title"); var userID = $('[id$=HiddenFieldUserID]').val(); var ipAddress = $('[id$=HiddenFieldIPAddress]').val(); var skullButton = $(this).parent().siblings(".votedowntd").children("votedown"); registerUpVote("up", id, $(this), skullButton, userID, ipAddress); }); And the HTML... <table width="200px"> <td width="35px" class="votedowntd"> <img src='<%# (bool)Eval("skull") ? "images/skull.png" : "images/skull-bw.png" %>' alt="Vote Down" class="votedown" title='<%# Eval("entry.ID") %>' /> </td> <td width="130px" style="text-align: center;"> Num Votes Goes Here </td> <td width="35px" class="voteuptd"> <img src='<%# (bool)Eval("heart") ? "images/heart.png" : "images/heart-bw.png" %>' alt="Vote Up" class="voteup" title='<%# Eval("entry.ID") %>' /> </td> <tr> </tr> </table> So basically what I need to do is when one img is clicked, I need to find the other one. Why is what I have not working? Is there a better way to do this?

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  • Using MEF with exporting project that uses resources (xml) contained in the xap.

    - by JSmyth
    I'm doing a proof of concept app in SL4 using MEF and as part of the app I am importing another xap from an existing Silverlight Project and displaying it in my host project. The problem is that the existing app uses some .xml files (as content) and it uses linq2xml to load these files which are (assumed to be) bundled in the xap. When I compose the application the initalization fails because the host app doesn't contain the xml files. If I copy these xml files into the host project and run it the composition works fine. However, I need to keep the xml files in the original project. Is there a way that I can download a xap and look at it's contents for xml files and then load them into the host xap at runtime so that after the compostion takes place the xml resources that are required can be found? Or should I work out some kind of contract with an import/export to pass the xml files to the host xap? As the people developing the imported xaps (should the project go ahead) are from a different company, I would like to keep changes to the way they develop their apps to a minimum.

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  • How to map coordinates in AxesImage to coordinates in saved image file?

    - by Vebjorn Ljosa
    I use matplotlib to display a matrix of numbers as an image, attach labels along the axes, and save the plot to a PNG file. For the purpose of creating an HTML image map, I need to know the pixel coordinates in the PNG file for a region in the image being displayed by imshow. I have found an example of how to do this with a regular plot, but when I try to do the same with imshow, the mapping is not correct. Here is my code, which saves an image and attempts to print the pixel coordinates of the center of each square on the diagonal: import numpy as np import matplotlib.pyplot as plt fig = plt.figure() ax = fig.add_axes([0.1, 0.1, 0.8, 0.8]) axim = ax.imshow(np.random.random((27,27)), interpolation='nearest') for x, y in axim.get_transform().transform(zip(range(28), range(28))): print int(x), int(fig.get_figheight() * fig.get_dpi() - y) plt.savefig('foo.png', dpi=fig.get_dpi()) Here is the resulting foo.png, shown as a screenshot in order to include the rulers: The output of the script starts and ends as follows: 73 55 92 69 111 83 130 97 149 112 … 509 382 528 396 547 410 566 424 585 439 As you see, the y-coordinates are correct, but the x-coordinates are stretched: they range from 73 to 585 instead of the expected 135 to 506, and they are spaced 19 pixels o.c. instead of the expected 14. What am I doing wrong?

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  • Best practises for Magento Deployment

    - by Spongeboy
    I am looking setting up a deployment process for a highly customised Magento site, and was wondering how other people do this. I will be setting up dev, UAT and prod environments. All the Magento files will be in source control (SVN). At this stage, I can't see any requirements for changing the DB, so the 3 databases will be manually maintained. Specifically, How do you apply Magento upgrades? (Individually in each env, or on dev then roll out, or just give up on upgrades?) What files/folders do leave alone in each environment (e.g. magento/app/etc/local.xml) Do you restrict developers to editing specific files/folders? Do you restrict theme designers to editing specific files/folders? How do you manage database changes? Theme Designer Files/Folders Designers can restricted to editing the following folders- app/design/frontend/your_interface/your_theme/layout/ app/design/frontend/your_interface/your_theme/template/ app/design/frontend/your_interface/your_theme/locale/ skin/frontend/your_interface/your_theme/ Extension Developer Files/Folders Extension developers can edit the following folders/files- /app/code/local /app/etc/modules/<Namespace>_<Module>.xml Database environment management As the store's base URL is stored in the database, you cannot just copy databases between environments. Options include- Overriding the base url in php. Blog article on setting up dev and staging databases Changing the base url in the database after copying. (Where is this stored?) Doing a MySQLDump or backup, then doing a replace on the URL in the SQL file.

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  • Two way sync with rsync

    - by mwm
    I have a folder a/ and a remote folder A/. I now run something like this on a Makefile: get-music: rsync -avzru server:/media/10001/music/ /media/Incoming/music/ put-music: rsync -avzru /media/Incoming/music/ server:/media/10001/music/ sync-music: get-music put-music when I make sync-music, it first gets all the diffs from server to local and then the opposite, sending all the diffs from local to server. This works very well only if there are just updates or new files on the future. If there are deletions, it doesn't do anything. In rsync there is --delete and --delete-after options to help accomplish what I want but thing is, it doesn't work on a 2-way-sync. If I want to delete server files on a syn, when local files have been deleted, it works, but if, for some reason (explained after) I have some files that aren't in the server but exist locally and they were deleted, I want locally to remove them and not server copied (as it happens). Thing is I have 3 machines in context: desktop notebook home-server So, sometimes, server will have files that were deleted with a notebook sync, for example and then, when I run a sync with my desktop (where the deleted server files still exist on) I want these files to be deleted and not to be copied again to the server. I guess this is only possible with a database and track of operations :P Any simple solutions? Thank you.

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  • JavaScript Exception/Error Handling Not Working

    - by Seán Hayes
    This might be a little hard to follow. I've got a function inside an object: f_openFRHandler: function(input) { console.debug('f_openFRHandler'); try{ //throw 'foo'; DragDrop.FileChanged(input); //foxyface.window.close(); } catch(e){ console.error(e); jQuery('#foxyface_open_errors').append('<div>Max local storage limit reached, unable to store new images in your browser. Please remove some images and try again.</div>'); } }, inside the try block it calls: this.FileChanged = function(input) { // FileUploadManager.addFileInput(input); console.debug(input); var files = input.files; for (var i = 0; i < files.length; i++) { var file = files[i]; if (!file.type.match(/image.*/)) continue; var reader = new FileReader(); reader.onload = (function(f, isLast) { return function(e) { if (files.length == 1) { LocalStorageManager.addImage(f.name, e.target.result, false, true); LocalStorageManager.loadCurrentImage(); //foxyface.window.close(); } else { FileUploadManager.addFileData(f, e.target.result); // add multiple files to list if (isLast) setTimeout(function() { LocalStorageManager.loadCurrentImage() },100); } }; })(file, i == files.length - 1); reader.readAsDataURL(file); } return true; LocalStorageManager.addImage calls: this.setItem = function(data){ localStorage.setItem('ImageStore', $.json_encode(data)); } localStorage.setItem throws an error if too much local storage has been used. I want to catch that error in f_openFRHandler (first code sample), but it's being sent to the error console instead of the catch block. I tried the following code in my Firebug console to make sure I'm not crazy and it works as expected despite many levels of function nesting: try{ (function(){ (function(){ throw 'foo' })() })() } catch(e){ console.debug(e) } Any ideas?

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  • A question about writing a background/automatic/silent downloader/installer for an app in C#.

    - by Mike Webb
    Background: I have a main application that needs to be able to go to the web and download DLL files associated with it (ones that we write, located on our server). It really needs to be able to download these DLL files to the application folder in "C:\Program Files\". In the past I have used System.Net.WebClient to download whatever files I wanted from the web. The Issue I have had a lot of trouble downloading data in the past and saving to files on a user's hard drive. I get many reports of users saying that this does not work and it is generally because of user rights issues in the program. In the cases where it was an issue with program user rights every user could go to the exact file location on the web, download it, and then save it to the right place manually. I want this to work like all the other programs I have seen download/install in this fassion (i.e. Firefox Pluign Updates, Flash Player, JAVA, Adobe Reader, etc). All of these work without a hitch. The Question Is there some code I need to use to give my downloader program special rights to the Program Files folder? Can I even do this? Is there a better class or library that I should use? Is there a different approach to downloading files I should take, such as using threads or something else to download data? Any help here is appreciated. I want to try to stay away from third-party apps/libraries if at all possible, other than Microsoft of course, due to licensing issues, but still send any suggestions my way. Again, other programs seem to have the rights issues and download capability figured out. I want this same capability.

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  • how to compare the checksums in a list corresponding to a file path with the file path in the operat

    - by surab
    Hi all, how to compare the checksums in a list corresponding to a file path with the file path in the operating system In Python? import os,sys,libxml2 files=[] sha1s=[] doc = libxml2.parseFile('files.xml') for path in doc.xpathEval('//File/Path'): files.append(path.content) for sha1 in doc.xpathEval('//File/Hash'): sha1s.append(sha1.content) for entry in zip(files,sha1s): print entry the files.xml contains <Files> <File> <Path>usr/share/doc/dialog/samples/form1</Path> <Type>doc</Type> <Size>1222</Size> <Uid>0</Uid> <Gid>0</Gid> <Mode>0755</Mode> <Hash>49744d73e8667d0e353923c0241891d46ebb9032</Hash> </File> <File> <Path>usr/share/doc/dialog/samples/form3</Path> <Type>doc</Type> <Size>1294</Size> <Uid>0</Uid> <Gid>0</Gid> <Mode>0755</Mode> <Hash>f30277f73e468232c59a526baf3a5ce49519b959</Hash> </File> </Files> I need to compare the sha1 checksum in between tags corresponding to the file specified in between the tags, with the same file path in base Operating system.

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  • Silverlight MVVM Confusion: Updating Image Based on State

    - by senfo
    I'm developing a Silverlight application and I'm trying to stick to the MVVM principals, but I'm running into some problems changing the source of an image based on the state of a property in the ViewModel. For all intents and purposes, you can think of the functionality I'm implementing as a play/pause button for an audio app. When in the "Play" mode, IsActive is true in the ViewModel and the "Pause.png" image on the button should be displayed. When paused, IsActive is false in the ViewModel and "Play.png" is displayed on the button. Naturally, there are two additional images to handle when the mouse hovers over the button. I thought I could use a Style Trigger, but apparently they're not supported in Silverlight. I've been reviewing a forum post with a question similar to mine where it's suggested to use the VisualStateManager. While this might help with changing the image for hover/normal states, the part missing (or I'm not understanding) is how this would work with a state set via the view model. The post seems to apply only to events rather than properties of the view model. Having said that, I also haven't successfully completed the normal/hover affects, either. Below is my Silverlight 4 XAML. It should also probably be noted I'm working with MVVM Light. <UserControl x:Class="Foo.Bar.MyUserControl" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:i="clr-namespace:System.Windows.Interactivity;assembly=System.Windows.Interactivity" mc:Ignorable="d" d:DesignHeight="100" d:DesignWidth="200"> <UserControl.Resources> <Style x:Key="MyButtonStyle" TargetType="Button"> <Setter Property="IsEnabled" Value="true"/> <Setter Property="IsTabStop" Value="true"/> <Setter Property="Background" Value="#FFA9A9A9"/> <Setter Property="Foreground" Value="#FF000000"/> <Setter Property="MinWidth" Value="5"/> <Setter Property="MinHeight" Value="5"/> <Setter Property="Margin" Value="0"/> <Setter Property="HorizontalAlignment" Value="Left" /> <Setter Property="HorizontalContentAlignment" Value="Center"/> <Setter Property="VerticalAlignment" Value="Top" /> <Setter Property="VerticalContentAlignment" Value="Center"/> <Setter Property="Cursor" Value="Hand"/> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="Button"> <Grid> <Image Source="/Foo.Bar;component/Resources/Icons/Bar/Play.png"> <VisualStateManager.VisualStateGroups> <VisualStateGroup x:Name="Active"> <VisualState x:Name="MouseOver"> <Storyboard> <ObjectAnimationUsingKeyFrames Storyboard.TargetProperty="Source" Storyboard.TargetName="/Foo.Bar;component/Resources/Icons/Bar/Play_Hover.png" /> </Storyboard> </VisualState> </VisualStateGroup> </VisualStateManager.VisualStateGroups> </Image> </Grid> </ControlTemplate> </Setter.Value> </Setter> </Style> </UserControl.Resources> <Grid x:Name="LayoutRoot" Background="White"> <Button Style="{StaticResource MyButtonStyle}" Command="{Binding ChangeStatus}" Height="30" Width="30" /> </Grid> </UserControl> What is the proper way to update images on buttons with the state determined by the view model? Update I changed my Button to a ToggleButton hoping I could use the Checked state to differentiate between play/pause. I practically have it, but I ran into one additional problem. I need to account for two states at the same time. For example, Checked Normal/Hover and Unchecked Normal/Hover. Following is my updated XAML: <UserControl x:Class="Foo.Bar.MyUserControl" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:i="clr-namespace:System.Windows.Interactivity;assembly=System.Windows.Interactivity" mc:Ignorable="d" d:DesignHeight="100" d:DesignWidth="200"> <UserControl.Resources> <Style x:Key="MyButtonStyle" TargetType="ToggleButton"> <Setter Property="IsEnabled" Value="true"/> <Setter Property="IsTabStop" Value="true"/> <Setter Property="Background" Value="#FFA9A9A9"/> <Setter Property="Foreground" Value="#FF000000"/> <Setter Property="MinWidth" Value="5"/> <Setter Property="MinHeight" Value="5"/> <Setter Property="Margin" Value="0"/> <Setter Property="HorizontalAlignment" Value="Left" /> <Setter Property="HorizontalContentAlignment" Value="Center"/> <Setter Property="VerticalAlignment" Value="Top" /> <Setter Property="VerticalContentAlignment" Value="Center"/> <Setter Property="Cursor" Value="Hand"/> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="ToggleButton"> <Grid> <VisualStateManager.VisualStateGroups> <VisualStateGroup x:Name="CommonStates"> <VisualState x:Name="Normal"> <Storyboard> <ObjectAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.Visibility)" Storyboard.TargetName="Pause"> <DiscreteObjectKeyFrame KeyTime="0"> <DiscreteObjectKeyFrame.Value> <Visibility>Collapsed</Visibility> </DiscreteObjectKeyFrame.Value> </DiscreteObjectKeyFrame> </ObjectAnimationUsingKeyFrames> </Storyboard> </VisualState> <VisualState x:Name="MouseOver"> <Storyboard> <ObjectAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.Visibility)" Storyboard.TargetName="PlayHover"> <DiscreteObjectKeyFrame KeyTime="0"> <DiscreteObjectKeyFrame.Value> <Visibility>Visible</Visibility> </DiscreteObjectKeyFrame.Value> </DiscreteObjectKeyFrame> </ObjectAnimationUsingKeyFrames> <ObjectAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.Visibility)" Storyboard.TargetName="Play"> <DiscreteObjectKeyFrame KeyTime="0"> <DiscreteObjectKeyFrame.Value> <Visibility>Collapsed</Visibility> </DiscreteObjectKeyFrame.Value> </DiscreteObjectKeyFrame> </ObjectAnimationUsingKeyFrames> </Storyboard> </VisualState> </VisualStateGroup> <VisualStateGroup x:Name="CheckStates"> <VisualState x:Name="Checked"> <Storyboard> <ObjectAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.Visibility)" Storyboard.TargetName="Pause"> <DiscreteObjectKeyFrame KeyTime="0"> <DiscreteObjectKeyFrame.Value> <Visibility>Visible</Visibility> </DiscreteObjectKeyFrame.Value> </DiscreteObjectKeyFrame> </ObjectAnimationUsingKeyFrames> <ObjectAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.Visibility)" Storyboard.TargetName="Play"> <DiscreteObjectKeyFrame KeyTime="0"> <DiscreteObjectKeyFrame.Value> <Visibility>Collapsed</Visibility> </DiscreteObjectKeyFrame.Value> </DiscreteObjectKeyFrame> </ObjectAnimationUsingKeyFrames> <ObjectAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.Visibility)" Storyboard.TargetName="PlayHover"> <DiscreteObjectKeyFrame KeyTime="0"> <DiscreteObjectKeyFrame.Value> <Visibility>Collapsed</Visibility> </DiscreteObjectKeyFrame.Value> </DiscreteObjectKeyFrame> </ObjectAnimationUsingKeyFrames> </Storyboard> </VisualState> <VisualState x:Name="Unchecked" /> </VisualStateGroup> </VisualStateManager.VisualStateGroups> <Image x:Name="Play" Source="/Foo.Bar;component/Resources/Icons/Bar/Play.png" /> <Image x:Name="Pause" Source="/Foo.Bar;component/Resources/Icons/Bar/Pause.png" Visibility="Collapsed" /> <Image x:Name="PlayHover" Source="/Foo.Bar;component/Resources/Icons/Bar/Play_Hover.png" Visibility="Collapsed" /> <Image x:Name="PauseHover" Source="/Foo.Bar;component/Resources/Icons/Bar/Pause_Hover.png" Visibility="Collapsed" /> </Grid> </ControlTemplate> </Setter.Value> </Setter> </Style> </UserControl.Resources> <Grid x:Name="LayoutRoot" Background="White"> <ToggleButton Style="{StaticResource MyButtonStyle}" IsChecked="{Binding IsPlaying}" Command="{Binding ChangeStatus}" Height="30" Width="30" /> </Grid> </UserControl>

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  • css: make background repeat-y with growing child content?

    - by mikemikemike
    I Have a three column layout. The center div is a container which holds all of my content. The outer columns is just a .png that fades into the body's background (left and right respectively). I want the .png to repeat-y to grow with the center container's content. It will only print the image once, and ignores the repeat-y. If I specify a height to the outside columns, it will print, but only to the specified height. I tried height: 100%, which does not work. Here is my code: #ultra_contain { text-align:left; width:900px; padding: 0px; position:relative; margin:0px auto; margin-top:0px; /*border:1px dashed #996;*/ } #gradientleft { float:left; position:relative; background: url("../i/gradient_left.png") repeat-y; /*border:1px dashed #996;*/ } #gradientright { float:right; position:relative; background: url("../i/gradient_right.png") repeat-y; /*border:1px dashed #996;*/ } #container { text-align:left; width:700px; position:relative; margin:5px auto; margin-top:0px; background:#fff; /*border:1px dashed #996;*/ }

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  • Textures in Opengl ES 2 not working properly

    - by Adl
    Hi! I'm working with Opengl ES 2 on iphone and right now I am trying to get my textures working on my objects. I'm using .obj files and all the data in them are correct. I have written a parser myself to retrieve all data, I convert it to static arrays in C. I discard the material properties for now, only getting the image path from the .mtl files manually. I have an object with 336 triangles, making this non-trivial to observe, with appertaining vertices, vertex faces and texture coordinates (u,v). Passing all data into the shaders, the resulting image is this: http://img530.imageshack.us/img530/9637/pic1io.png http://img404.imageshack.us/img404/7358/pic2pg.png But it should look like this (Displaying it in an object viewer). Please ignore the material properties. http://img16.imageshack.us/img16/1401/pic3cq.png Using this image as a texture: http://img217.imageshack.us/img217/1300/shirtdiffuse.png I'm thinking it might have to do with texture coordinate faces ? It is defined in my .obj file, and I'm not using them at all. In books and tutorials I have not found anything concerning this. Regards Niclas

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  • Pygame Sprite/Font rendering issues

    - by Grimless
    Hey guys. Here's my problem: I have a game class that maintains a HUD overlay that has a bunch of elements, including header and footer background sprites. Everything was working fine until I added a 1024x128 footer sprite. Now two of my text labels will not render, despite the fact that they DO exist in my Group and self.elements array. Is there something I'm missing? When I take out the footerHUDImage line, all of the labels render correctly and everything works fine. When I add the footerHUDImage, two of the labels (the first two) no longer render and the third only sometimes renders. HELP PLEASE! Here is the code: class AoWHUD (object): def __init__(self, screen, delegate, dataSource): self.delegate = delegate self.dataSource = dataSource self.elements = [] headerHudImage = KJRImage("HUDBackground.png") self.elements.append(headerHudImage) headerHudImage.userInteractionEnabled = True footerHUDImage = KJRImage("ControlsBackground.png") self.elements.append(footerHUDImage) footerHUDImage.rect.bottom = screen.get_rect().height footerHUDImage.userInteractionEnabled = True lumberMessage = "Lumber: " + str(self.dataSource.lumber) lumberLabel = KJRLabel(lumberMessage, size = 48, color = (240, 200, 10)) lumberLabel.rect.topleft = (_kSpacingMultiple * 0, 0) self.elements.append(lumberLabel) stoneMessage = "Stone: " + str(self.dataSource.stone) stoneLabel = KJRLabel(stoneMessage, size = 48, color = (240, 200, 10)) stoneLabel.rect.topleft = (_kSpacingMultiple * 1, 0) self.elements.append(stoneLabel) metalMessage = "Metal: " + str(self.dataSource.metal) metalLabel = KJRLabel(metalMessage, size = 48, color = (240, 200, 10)) metalLabel.rect.topleft = (_kSpacingMultiple * 2, 0) self.elements.append(metalLabel) foodMessage = "Food: " + str(len(self.dataSource.units)) + "/" + str(self.dataSource.food) foodLabel = KJRLabel(foodMessage, size = 48, color = (240, 200, 10)) foodLabel.rect.topleft = (_kSpacingMultiple * 3, 0) self.elements.append(foodLabel) self.selectionSprites = {32 : pygame.image.load("Selected32.png").convert_alpha(), 64 : pygame.image.load("Selected64.png")} self._sprites_ = pygame.sprite.Group() for e in self.elements: self._sprites_.add(e) print self.elements def draw(self, screen): if self.dataSource.resourcesChanged: lumberMessage = "Lumber: " + str(self.dataSource.lumber) stoneMessage = "Stone: " + str(self.dataSource.stone) metalMessage = "Metal: " + str(self.dataSource.metal) foodMessage = "Food: " + str(len(self.dataSource.units)) + "/" + str(self.dataSource.food) self.elements[2].setText(lumberMessage) self.elements[2].rect.topleft = (_kSpacingMultiple * 0, 0) self.elements[3].setText(stoneMessage) self.elements[3].rect.topleft = (_kSpacingMultiple * 1, 0) self.elements[4].setText(metalMessage) self.elements[4].rect.topleft = (_kSpacingMultiple * 2, 0) self.elements[5].setText(foodMessage) self.elements[5].rect.topleft = (_kSpacingMultiple * 3, 0) self.dataSource.resourcesChanged = False self._sprites_.draw(screen) if self.delegate.selectedUnit: theSelectionSprite = self.selectionSprites[self.delegate.selectedUnit.rect.width] screen.blit(theSelectionSprite, self.delegate.selectedUnit.rect)

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  • Fastest Java way to remove the first/top line of a file (like a stack)

    - by christangrant
    I am trying to improve an external sort implementation in java. I have a bunch of BufferedReader objects open for temporary files. I repeatedly remove the top line from each of these files. This pushes the limits of the Java's Heap. I would like a more scalable method of doing this without loosing speed because of a bunch of constructor calls. One solution is to only open files when they are needed, then read the first line and then delete it. But I am afraid that this will be significantly slower. So using Java libraries what is the most efficient method of doing this. --Edit-- For external sort, the usual method is to break a large file up into several chunk files. Sort each of the chunks. And then treat the sorted files like buffers, pop the top item from each file, the smallest of all those is the global minimum. Then continue until for all items. http://en.wikipedia.org/wiki/External_sorting My temporary files (buffers) are basically BufferedReader objects. The operations performed on these files are the same as stack/queue operations (peek and pop, no push needed). I am trying to make these peek and pop operations more efficient. This is because using many BufferedReader objects takes up too much space.

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  • Issue while saving image using savefiledialog

    - by user1097772
    I'm using savefiledialog to save an image. Canvas is picturebox and the loaded image is bitmap. When I try to save it the file is created but somehow corrupted. Cause when I try againt load the image or show in different viewer it doesn't work - I mean the saved file is corrupted. There is an method for saving image. private void saveFileDialog1_FileOk(object sender, CancelEventArgs e) { System.IO.FileStream fs = (System.IO.FileStream)saveFileDialog1.OpenFile(); try { switch (saveFileDialog1.FilterIndex) { case 1: canvas.Image.Save(saveFileDialog1.FileName, System.Drawing.Imaging.ImageFormat.Bmp); break; case 2: canvas.Image.Save(saveFileDialog1.FileName, System.Drawing.Imaging.ImageFormat.Jpeg); break; case 3: canvas.Image.Save(saveFileDialog1.FileName, System.Drawing.Imaging.ImageFormat.Png); break; case 4: canvas.Image.Save(saveFileDialog1.FileName, System.Drawing.Imaging.ImageFormat.Tiff); break; } } catch (Exception ex) { System.Console.WriteLine("Exception " + ex); } I should also mention the property Filter. saveFileDialog1.Filter has value: bmp (*.bmp)|*.bmp|jpeg (*.jpeg)|*.jpeg|png (*.png)|*.png|tiff (*.tiff)|*.tiff

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  • CSS3 background-origin property does work in firefox?

    - by hh54188
    I want use CSS3 property to make a complicated background image which with corner shadow and so on.Including background image,left border image,right border image.So,for the <div class="outer"></div>I write the CSS below: .outer { background:url("title_main.png"); background-repeat:repeat-x; background-clip: content; background-origin:content; -moz-background-clip: content; -moz-background-origin: content; -webkit-background-clip: content; -webkit-background-origin:content; -webkit-border-image:url("title_border.png") 0 15 0 15 stretch; -moz-border-image: url("title_border.png") 0 15 0 15 stretch; border-image:url("fancy_title.png") 0 15 0 15 stretch; border-width:0 15px ; width:80px; height:32px; } In chrome browser it work well like: But the firefox doesn't like this: Why would this happened?How can I fix this?Make the firefox effect like the chrome?

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