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  • ASP.NET: Enumerating header elements from codebehind

    - by JamesBrownIsDead
    On Page_Load() in the codebehind, I'd like to enumerate all the <link> tags. The purpose being I want want to add a <link> to a CSS file if it isn't specified in the Page's markup. How can I do this? I'm thinking I should be able to use LINQ on the collection of elements in the header, no? Here's my pseudocode: var pageAlreadyContainsCssLink = false; foreach(var control in this.Header.Controls) { if (control.TagName == "link" && control.Attributes["href"] == "my_css_file.css") { pageAlreadyContainsCssLink = true; break; } } if (pageAlreadyContainsCssLink) { // Don't add <link> element return; } // Add the <link> to the CSS this.AddCssLink(...);

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  • Changing name attr of cloned input element in jQuery doesn't work in IE6/7

    - by BalusC
    This SSCCE says it all: <!doctype html> <html lang="en"> <head> <title>Test</title> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1/jquery.min.js"></script> <script type="text/javascript"> $(document).ready(function() { $('#add').click(function() { var ul = $('#ul'); var liclone = ul.find('li:last').clone(true); var input = liclone.find('input'); input.attr('name', input.attr('name').replace(/(foo\[)(\d+)(\])/, function(f, p1, p2, p3) { return p1 + (parseInt(p2) + 1) + p3; })); liclone.appendTo(ul); $('#showsource').text(ul.html()); }); }); </script> </head> <body> <ul id="ul"> <li><input type="text" name="foo[0]"></li> </ul> <button id="add">Add</button> <pre id="showsource"></pre> </body> </html> Copy'n'paste'n'run it, click the Add button several times. On every click you should see the HTML code of the <ul> to show up in the <pre id="showsource"> and the expected code should roughly be: <li><input name="foo[0]" type="text"></li> <li><input name="foo[1]" type="text"></li> <li><input name="foo[2]" type="text"></li> <li><input name="foo[3]" type="text"></li> This works as expected in FF, Chrome, Safari, Opera and IE8. However, IE6/7 fails in changing the name attribute and produces like: <li><input name="foo[0]" type="text"> <li><input name="foo[0]" type="text"> <li><input name="foo[0]" type="text"> <li><input name="foo[0]" type="text"></li> I googled a bit and found this very similar problem, he fixed it and posted a code snippet how it should have look like. Unfortunately this is exactly what I already have done, so I suspect that he was only testing in IE8, not in IE6/7. Other than that particular topic Google didn't reveal much. Any insights? Or do I really have to grab back to document.createElement? Note: I know that I can use just the same name for each input element and retrieve them as an array, but the above is just a basic example, in real I really need to have the name attribute changed, because it not only contains the index, but also other information such as parentindex, ordering, etc. It's been used to add/rearrange/remove (sub)menu items. Edit: this is related to this bug, The jQuery (I'm using 1.3.2) does thus not seem to create inputs that way? The following does just work: $('#add').click(function() { var ul = $('#ul'); var liclone = ul.find('li:last').clone(true); var oldinput = liclone.find('input'); var name = oldinput.attr('name').replace(/(foo\[)(\d+)(\])/, function(f, p1, p2, p3) { return p1 + (parseInt(p2) + 1) + p3; }); var newinput = $('<input name="' + name + '">'); oldinput.replaceWith(newinput); liclone.appendTo(ul); $('#showsource').text(ul.html()); }); But I can't imagine that I am the only one who encountered this problem with jQuery. Even a simple $('<input>').attr('name', 'foo') doesn't work in IE6/7. Isn't jQuery as being a crossbrowser library supposed to cover this particular issue under the hoods?

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  • Traditional loop versus Action delegate in C#

    - by emddudley
    After learning about the Action delegate in C# I've been looking for ways I can best use it in my code. I came up with this pattern: Action<string> DoSomething = (lSomething) => { // Do something }; DoSomething("somebody"); DoSomething("someone"); DoSomething("somewhere"); If I were to have used a traditional loop, it would look something like this: List<string> lSomeList = new List<string>(); lSomeList.Add("somebody"); lSomeList.Add("someone"); lSomeList.Add("somewhere"); foreach (string lSomething in lSomeList) { // Do something } Are there any appreciable differences between the two? To me they look equally easy to understand and maintain, but are there some other criteria I might use to distinguish when one might be preferred over the other?

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  • How to make a web browser with tabbed browsing with vb 2008?

    - by felixd68
    I've tried multiple times to create a web browser with tabbed browsing. I know that I have to use "tab control". I have succeeded in creating a semi-tabbed browsing. People are able to add new tabs, but the webbrowser component only appears in one tab page. Coding: Form1_Load: Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load Dim Browse As New WebBrowser TabControl1.TabPages.Add(1, "TabPage" & i) TabControl1.SelectTab(1 - 1) Browse.Name = "wb" Browse.Dock = DockStyle.Fill TabControl1.SelectedTab.Controls.Add(Browse) i = i + 1 End Sub Web Browser Component Private Sub WebBrowser1_DocumentCompleted(ByVal sender As System.Object, ByVal e As System.Windows.Forms.WebBrowserDocumentCompletedEventArgs) url.Text = e.Url.ToString() 'your url text box will show the actual url of the page after the page is fully loaded url.Text = e.Url.ToString Me.Text = CType(TabControl1.SelectedTab.Controls.Item(0), WebBrowser).DocumentTitle & " - Webbrowser's name" TabControl1.SelectedTab.Text = CType(TabControl1.SelectedTab.Controls.Item(0), WebBrowser).DocumentTitle End Sub

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  • SOLRNET/SOLR Logging: Need to log specific information on whether a document is added or updated.

    - by user356125
    Hi guys, I am having a big problem trying to find a logging option for our SOLR integration. Recently I have started using SOLRNET to add documents from the database in batches as previously we were just renewing the entire index every morning. So far this solution is working very well and is exactly what we wanted. However, I am in need of a solution that will log every document being added and can also differentiate between an "add" or an "update". It seems posting to solr handles it in a way where "if the document exists, overwrite it; If not then add" but in the catalina logfile this operations looks identical no matter what the scenario. My question is; Are there any logging solutions out there that can accomplish this, the current default logging options in solr that log to catalina are insufficient. Many thanks for any help.

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  • How match 'other' applications to a tag in awesome-wm?

    - by Mnementh
    I use version 3.3.4 of awesome and it is fine. But I miss one thing I could do with an older version of awesome (without configuration via Lua): I could add a matcher with the regexp .* to add all windows without another tag to a specific tag: rule { name = ".*" tags = "9" } With that all applications I didn't made another rule for were added to tag 9. How can I do something similar with configuration in rc.lua?

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  • How can I create an HTML text field that has scrolling background images before it is clicked?

    - by Jeffrey
    I'm looking to add a textbox on my website that captures a single email address. Behind it, I would like a scrolling (or sliding) images to be a "hint" for what the field should be. Example: http://steamboat.com/ - the "Newsletter sign up" toward the top of the page. I can find plenty of jQuery plugins that provide a plain text "hint". Where should I start looking to add this additional affect. Note: I do not want to add any flash elements on the page.

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  • speech bubbles like in comics for iphone

    - by plspl
    I am new to iphone application development. I am building an iphone app where the user needs to be able to add speech bubbles (think comics) over existing images. I have some questions on how to implement this, Have an empty speech bubble image and overlay it over existing image - Do I use a separate UIImage for the speech bubble? Or should I draw the speech bubble myself? Allow the user to move the speech bubble using touch- Any pointers or examples would be great! Also let him resize the speech depending on the amount of text - Any pointers or examples would be great! Finally he should be able to add text to speech bubble - Is there a way to add textbox over an existing image? Thanks,

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  • [Openfiler] How to create new ftp users?

    - by chrisling106
    Hi there, There's only a default ftp user assigned in openfiler ftp service - openfiler/password. I've been pulling my hairs out for trying to add users to the ftp server but without any luck. I have turned on the local LDAP server within Openfiler and add users there and still no luck. It's for production, so at the end of the day I might have to stick with the default user 'openfiler' and just change its password! Any helps appreciated.

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  • Winform BindingSources - Question

    - by Stephen Patten
    I have a windows form (net 2.0) with controls on it bound to an entity (w/ INotifyPropertyChanged) through a BindingSource..works. On the same form I have a drop down list that is also wired up through a BindingSource..works Here's a sample of the relevant code: m_PlanItemLookupBindingSource.DataSource = GetBusinessLogic().RetrievePaymentPlanLookups(); // Collection of PaymentPlans paymentPlanType.Properties.DataSource = m_PlanItemLookupBindingSource; paymentPlanType.Properties.DisplayMember = "Name"; paymentPlanType.Properties.ValueMember = "ID"; paymentPlanType.DataBindings.Add(new Binding("EditValue", m_PlanBindingSource, "PaymentPlanID", true, DataSourceUpdateMode.OnPropertyChanged, null, "D")); agencyComission.DataBindings.Add(new Binding("EditValue", m_PlanBindingSource, "AgencyCommission", true, DataSourceUpdateMode.OnPropertyChanged, null, "P1")); billingType.DataBindings.Add(new Binding("Text", m_PlanBindingSource, "BillingType")); So when I change a value in the drop down list I thought that the m_PlanItemLookupBindingSource Current property would change along with the PaymentPlanID property of the entity which does change. Just a bit confused. Thanks in advance, Stephen

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  • PHP Tag Cloud System

    - by deniz
    Hi, I am implementing a tag cloud system based on this recommendation. (However, I am not using foreign keys) I am allowing up to 25 tags. My question is, how can I handle editing on the items? I have this item adding/editing page: Title: Description: Tags: (example data) computer, book, web, design If someone edits an item details, do I need to delete all the tags from Item2Tag table first, then add the new elements? For instance, someone changed the data to this: Tags: (example data) computer, book, web, newspaper Do I need to delete all the tags from Item2Tag table, and then add these elements? It seems inefficient, but I could find a more efficient way. The other problem is with this way is, if someone edits description but does not change the tags box, I still need to delete all the elements from Item2Tag table and add the same element. I am not an experienced PHP coder, so could you suggest a better way to handle this? (pure PHP/MySQL solution is preferable) Thanks in advance,

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  • Using a UIPickerView to make a CoreData Relationship

    - by DVG
    Okay, so I have a fairly simple application set up. I have two different CoreData Entities, Games and Platforms, each have one attribute: name, and they have a one-to-many relationship between them. Platforms are populated on the first launch of the application, and will never change as a result of user input. I'm working on my Add view to let the user add new games to their personal database, and each game should select from a platform. The add view itself is a grouped table view with static custom cells. Tapping the platform cell should advance the user to another view to select the platform. My thought is that UIPickerView seems like a logical choice for the control, since the Platform list is static, but I'm not sure how to use it with CoreData. Even if I construct a fetch request to get the Platform objects and extract the strings out, how do I go about linking the new Game object to the original Platform object?

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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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  • Get input from user with ActivityBuilder in WF 4

    - by avi1234
    Hi, I am trying to write a simple activity that received from the user its name and printing "hello + username" message. the problem is that i cannot access to the username input via code. the function is: static ActivityBuilder CreateTask1() { Dictionary<string, object> properties = new Dictionary<string, object>(); properties.Add("User_Name", new InArgument<string>()); var res = new ActivityBuilder(); res.Name = "Task1"; foreach (var item in properties) { res.Properties.Add(new DynamicActivityProperty { Name = item.Key, Type = item.Value.GetType(), Value = item.Value }); } Sequence c = new Sequence(); c.Activities.Add(new WriteLine { Text = "Hello " + properties["User_Name"] }); res.Implementation = c; return res; } The output of the followed will always be "Hello User_Name". Thanks!

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  • How to set PATH variable on Mac OS so that even non-terminal apps see it?

    - by dehmann
    I need to add a directory to my PATH variable on Mac OS. I added it in .bash_profile and .profile, and that works for the terminal. But Emacs (http://emacsformacosx.com) still does not use the new PATH variable. (I'm trying to run latex from emacs, but it's not finding the command in my /usr/local/bin, which I'm trying to add to the PATH ...) I even logged out and back in, but still no luck. Any suggestions?

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  • all individual panels are not shown inside root panel

    - by Suresh Kumar
    Respected sir/madam, I want to add multiple jpanels to jpanel.So i added a root panel to jscrollpane.and then added all individual jpanels to this root panel.I made jscrollpane's scrolling policy as needed.i.e HORIZONTAL_SCROLLBAR_AS_NEEDED,VERTICAL_SCROLLBAR_AS_NEEDED. But the problem is all individual panels are not shown inside root panel. Code: JScrollPane scPanel=new JScrollPane(); JPanel rootPanel=new JPanel(); rootPanel.setLayout(new FlowLayout()); JPanel indPanel = new JPanel(); rootPanel.add(indPanel); JPanel indPanel2 = new JPanel(); rootPanel.add(indPanel2); //.....like this added indPanals to rootPanel. scPanel.setViewPortView(rootPanel); //scPanel.setHorizontalScrollPolicy(HORIZONTAL_SCROLLBAR_AS_NEEDED); And one more thing is, as i scroll the scrollbar the panels are going out of jscrollpane area. I am not able to see all individual panels, Please suggest me.

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  • jqGrid editForm problem

    - by PaulStanek
    Hi, I have simply jqgrid definitions like this: jQuery("#C2").jqGrid({ url: '/Customers.mvc/GetGridData/', datatype: 'json', autowidth: 'true', mtype: 'GET', colNames: ['Nazwa', 'Symbol', 'Status', 'Miasto', 'Ulica', 'Budynek', 'Mieszkanie', 'Koda pocztowy', 'Domena', ' '], colModel: [ { name: 'Name', index: 'Name', align: 'left', editable: 'true', edittype: 'text' }, { name: 'Symbol', index: 'Symbol', align: 'left', editable: 'true', edittype: 'text' }, { name: 'Status', index: 'Status', align: 'left', editable: 'true', edittype: 'text' }, { name: 'City', index: 'City', align: 'left', editable: 'true', edittype: 'text' }, { name: 'Street', index: 'Street', align: 'left', editable: 'true', edittype: 'text' }, { name: 'Building', index: 'Building', align: 'left', editable: 'true', edittype: 'text' }, { name: 'Flat', index: 'Flat', align: 'left', editable: 'true', edittype: 'text'}, { name: 'PostalCode', index: 'PostalCode', align: 'left', editable: 'true', edittype: 'text' }, { name: 'Domain', index: 'Domain', align: 'left', editable: 'true', edittype: 'text'}, { name: 'ExtId', index: 'ExtId', align: 'left', editable: 'true', edittype: 'text'}, ], pager: jQuery('#C2_p'), rowNum: 30, rowList: [20, 30, 50], sortname: 'Name', sortorder: 'Asc', viewrecords: 'true', width: '80%', height: '100%', editurl: '/Customers.mvc/SaveCustomer/', postData: { gridId: 'Customers' }, caption: 'Klienci2' }).navGrid('#C2_p', { edit: true, add: true, del: true, search: false, refresh: false }, {},//Options for the Edit Dialog {},//Options for the Add Dialog {}//Options for D ); }); And when i call edit/add form it's appears without text edit inputs. I'm using jquery 1.3.2 and jqgrid 3.6.4 Any help will be appreciated.

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  • .net/iis6 Limitations of the urlMappings in web.config for extensionless url rewriting

    - by ScottE
    I'm investigating a simple url rewriting setup for iis6 / net 2.0 sites. I've added a . wildcard mapping in IIS that points to the .net executable. I'm also using the urlMappings element in the web.config to add some rewritting urls. I've moved the config outside of the web.config so I can make changes to the list without forcing application restarts, like so: <urlMappings configSource="config\urlMappings.config"> </urlMappings> I'd like to allow our content management to add urls to this file so that we can have extensionless friendly urls. <add url="~/someurl" mappedUrl="index.aspx?page=123" /> This works just fine, but I'm concerned about limitations in the number of entries that I can map in the urlMappings config. I can't seem to find any documentation on this. Has anyone found any limitations? Thanks.

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  • base for setQueueXmlPath

    - by antony.trupe
    I can't figure out how to point unit tests at the queue config file. Unit Test snippet // TaskQueue setup LocalTaskQueueTestConfig tqConfig = new LocalTaskQueueTestConfig(); tqConfig.setQueueXmlPath("/war/WEB_INF/queue.xml"); Stack Trace java.lang.IllegalStateException: The specified queue is unknown : zip-fetch at com.google.appengine.api.labs.taskqueue.QueueApiHelper.translateError(QueueApiHelper.java:56) at com.google.appengine.api.labs.taskqueue.QueueApiHelper.translateError(QueueApiHelper.java:111) at com.google.appengine.api.labs.taskqueue.QueueApiHelper.makeSyncCall(QueueApiHelper.java:32) at com.google.appengine.api.labs.taskqueue.QueueImpl.add(QueueImpl.java:310) at com.google.appengine.api.labs.taskqueue.QueueImpl.add(QueueImpl.java:282) at com.google.appengine.api.labs.taskqueue.QueueImpl.add(QueueImpl.java:267) at ...

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  • Cisco 1841: Multi-wan capable?

    - by gravyface
    Have an 1841 router with the following interfaces: 0/0 0/1 AUX on the right side, believe it's slot 1, there's an add-on interface FE0 (shows up as 000). Does this allow a multi-WAN configuration? i.e. can I use 0/1 for WAN1 and FE0 as WAN2 out-of-the-box or does this require additional licensing and/or another add-on interface in slot 0?

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  • Auto-rebooting blackberry [closed]

    - by Mr Fooz
    My BlackBerry Bold (9000) auto-reboots approximately daily, generally while I am listening to podcasts that have been saved to my add-in memory card. Neither the built-in card nor my add-in card are full. An OS update had no effect. I am using the default media player. Has anyone else experienced this or does anyone know how to fix this problem?

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  • Good way to find duplicate files?

    - by OverTheRainbow
    Hello I don't know enough about VB.Net (2008, Express Edition) yet, so I wanted to ask if there were a better way to find files with different names but the same contents, ie. duplicates. In the following code, I use GetFiles() to retrieve all the files in a given directory, and for each file, use MD5 to hash its contents, check if this value already lives in a dictionary: If yes, it's a duplicate and I'll delete it; If not, I add this filename/hashvalue into the dictionary for later: 'Get all files from directory Dim currfile As String For Each currfile In Directory.GetFiles("C:\MyFiles\", "File.*") 'Check if hashing already found as value, ie. duplicate If StoreItem.ContainsValue(ReadFileMD5(currfile)) Then 'Delete duplicate 'This hashing not yet found in dictionary -> add it Else StoreItem.Add(currfile, ReadFileMD5(currfile)) End If Next Is this a good way to solve the issue of finding duplicates, or is there a better way I should know about? Thank you.

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  • Changing the cursor in asp.net

    - by Bob Avallone
    I want to change the cursor to an hourglass in my asp.net application to let my users know that the process is running. I searched for an answer and was advised to use javascript as follows. 1) Add this javascript function hourglass() { document.body.style.cursor = "wait"; } 2) then in my code in the page load event: btnImport.Attributes.Add("onclick", "javascript: hourglass();"); When btnImport is the button they click on However this does not work. But if I add an alert to the hourglass function. it does work. Is there some way to get this to work without the alert. Thanks in advance. Bob Avallone

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