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  • Open closed prinicple, problem

    - by Marcus
    Hi, I'm trying to apply OCP to a code snippet I have that in it's current state is really smelly, but I feel I'm not getting all the way to the end. Current code: public abstract class SomeObject {} public class SpecificObject1 : SomeObject {} public class SpecificObject2 : SomeObject {} // Smelly code public class Model { public void Store(SomeObject someObject) { if (someObject is SpecificObject1) {} else if (someObject is SpecificObject2) {} } } That is really ugly, my new approach looks like this: // No so smelly code public class Model { public void Store(SomeObject someObject) { throw new Expception("Not allowed!"); } public void Store(SpecificObject1 someObject) {} public void Store(SpecificObject2 someObject) {} } When a new SomeObject type comes along I must implement how that specific object is stored, this will break OCP cause I need to alter the Model-class. To move the store logic to SomeObject also feels wrong cause then I will violate SRP (?), becuase in this case the SomeObject is almost like a DTO, it's resposibility it not how to know to store itself. If a new implementation to SomeObject comes along who's store implementation is missing I will get a runtime error due to exception in Store method in Model class, it also feels like a code smell. This is because calling code will in the form of IEnumerable<SomeObject> sequence; I will not know the specific types of the sequence objects. I can't seem to grasp the OCP-concept. Anyone has any concrete examples or links that is a bit more than just some Car/Fruit example?

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  • OpenGL fast texture drawing with vertex buffer objects. Is this the way to do it?

    - by Matthew Mitchell
    Hello. I am making a 2D game with OpenGL. I would like to speed up my texture drawing by using VBOs. Currently I am using the immediate mode. I am generating my own coordinates when I rotate and scale a texture. I also have the functionality of rounding the corners of a texture, using the polygon primitive to draw those. I was thinking, would it be fastest to make a VBO with vertices for the sides of the texture with no offset included so I can then use glViewport, glScale (Or glTranslate? What is the difference and most suitable here?) and glRotate to move the drawing position for my texture. Then I can use the same VBO with no changes to draw the texture each time. I could only change the VBO when I need to add coordinates for the rounded corners. Is that the best way to do this? What things should I look out for while doing it? Is it really fastest to use GL_TRIANGLES instead of GL_QUADS in modern graphics cards? Thank you for any answer.

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  • Flash AS3: How to Make scroll bar react to dynamic textfield movement?

    - by HeroicNate
    I've been looking for a tutorial and answer to this for a while but can't find what I'm looking for. I am loading html text into a dynamic textfield, and I have a scrollbar controlling the scroll using the code below. What I want to do is also add scroll up/down buttons and have the scroll bar move in relation to the text scroll. I was just going to use "tracklistingtext.scrollV -- " for the scroll buttons, but right now the scroll bar doesn't recognize the text movement. What do I need to do to get the scroll bar to listen to the text scroll position? var listTextreq:URLRequest=new URLRequest("tracklist.txt"); var listTextLoader:URLLoader = new URLLoader(); var bounds:Rectangle=new Rectangle(scrollMC.x,scrollMC.y,0,300); var scrolling:Boolean=false; function fileLoaded(event:Event):void { tracklistingtext.htmlText=listTextLoader.data; tracklistingtext.multiline=true; tracklistingtext.wordWrap=true; scrollMC.addEventListener(MouseEvent.MOUSE_DOWN, startScroll); stage.addEventListener(MouseEvent.MOUSE_UP, stopScroll); addEventListener (Event.ENTER_FRAME, enterHandler); } listTextLoader.addEventListener(Event.COMPLETE, fileLoaded); listTextLoader.load(listTextreq); function startScroll(e:Event):void { scrolling=true; scrollMC.startDrag(false,bounds); } function stopScroll(e:Event):void { scrolling=false; scrollMC.stopDrag(); } function enterHandler (e:Event):void { if (scrolling == true) { tracklistingtext.scrollV = Math.round(((scrollMC.y - bounds.y)/300)*tracklistingtext.maxScrollV); } } Any help is greatly appreciated.

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  • pyOpenSSL and the WantReadError

    - by directedition
    I have a socket server that I am trying to move over to SSL on python 2.5, but I've run into a snag with pyOpenSSL. I can't find any good tutorials on using it, so I'm operating largely on guesses. Here is how my server sets up the socket: ctx = SSL.Context(SSL.SSLv23_METHOD) ctx.use_privatekey_file ("mykey.pem") ctx.use_certificate_file("mycert.pem") sock = SSL.Connection(ctx, socket.socket(socket.AF_INET, socket.SOCK_STREAM)) sock.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) addr = ('', int(8081)) sock.bind(addr) sock.listen(5) Here is how it accepts clients: sock.setblocking(0) while True: if len(select([sock], [], [], 0.25)[0]): client_sock, client_addr = sock.accept() client = ClientGen(client_sock) And here is how it sends/receives from the connected sockets: while True: (r, w, e) = select.select([sock], [sock], [], 0.25) if len(r): bytes = sock.recv(1024) if len(w): n_bytes = sock.send(self.message) It's compacted, but you get the general idea. The problem is, once the send/receive loop starts, it dies right away, before anything has been sent or received (that I can see anyway): Traceback (most recent call last): File "ClientGen.py", line 50, in networkLoop n_bytes = sock.send(self.message WantReadError The manual's description of the 'WantReadError' is very vague, saying it can come from just about anywhere. What am I doing wrong?

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  • Why does setting the margin on a div not affect the position of child content?

    - by DanM
    I'd like to understand a little more clearly how css margins work with divs and child content. If I try this... <div style="clear: both; margin-top: 2em;"> <input type="submit" value="Save" /> </div> ...the Save button is right up against the User Role (margin fail): If I change it to this... <div style="clear: both;"> <input style="margin-top: 2em;" type="submit" value="Save" /> </div> ...there is a gap between the Save button and the User Role (margin win): Questions: Can someone explain what I'm observing? Why doesn't putting a margin on the div cause the input to move down? Why must I put the margin on the input itself? There must be some fundamental law of css I am not grasping.

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  • Spring Dependency Injecting an annotated Aspect

    Using Spring I've had some issues with doing a dependency injection on an annotated Aspect class. CacheService is injected upon the Spring context's startup, but when the weaving takes place, it says that the cacheService is null. So I am forced to relook up the spring context manually and get the bean from there. Is there another way of going about it? Here is an example of my Aspect: import org.apache.log4j.Logger; import org.aspectj.lang.ProceedingJoinPoint; import org.aspectj.lang.annotation.Around; import org.aspectj.lang.annotation.Aspect; import com.mzgubin.application.cache.CacheService; @Aspect public class CachingAdvice { private static Logger log = Logger.getLogger(CachingAdvice.class); private CacheService cacheService; @Around("execution(public *com.mzgubin.application.callMethod(..)) &&" + "args(params)") public Object addCachingToCreateXMLFromSite(ProceedingJoinPoint pjp, InterestingParams params) throws Throwable { log.debug("Weaving a method call to see if we should return something from the cache or create it from scratch by letting control flow move on"); Object result = null; if (getCacheService().objectExists(params))}{ result = getCacheService().getObject(params); } else { result = pjp.proceed(pjp.getArgs()); getCacheService().storeObject(params, result); } return result; } public CacheService getCacheService(){ return cacheService; } public void setCacheService(CacheService cacheService){ this.cacheService = cacheService; } }

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  • Optimize a views drawing code

    - by xon1c
    Hi, in a simple drawing application I have a model which has a NSMutableArray curvedPaths holding all the lines the user has drawn. A line itself is also a NSMutableArray, containing the point objects. As I draw curved NSBezier paths, my point array has the following structure: linePoint, controlPoint, controlPoint, linePoint, controlPoint, controlPoint, etc... I thought having one array holding all the points plus control points would be more efficient than dealing with 2 or 3 different arrays. Obviously my view draws the paths it gets from the model, which leads to the actual question: Is there a way to optimize the following code (inside the view's drawRect method) in terms of speed? int lineCount = [[model curvedPaths] count]; // Go through paths for (int i=0; i < lineCount; i++) { // Get the Color NSColor *theColor = [model getColorOfPath:[[model curvedPaths] objectAtIndex:i]]; // Get the points NSArray *thePoints = [model getPointsOfPath:[[model curvedPaths] objectAtIndex:i]]; // Create a new path for performance reasons NSBezierPath *path = [[NSBezierPath alloc] init]; // Set the color [theColor set]; // Move to first point without drawing [path moveToPoint:[[thePoints objectAtIndex:0] myNSPoint]]; int pointCount = [thePoints count] - 3; // Go through points for (int j=0; j < pointCount; j+=3) { [path curveToPoint:[[thePoints objectAtIndex:j+3] myNSPoint] controlPoint1:[[thePoints objectAtIndex:j+1] myNSPoint] controlPoint2:[[thePoints objectAtIndex:j+2] myNSPoint]]; } // Draw the path [path stroke]; // Bye stuff [path release]; [theColor release]; } Thanks, xonic

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  • Deserialization of a DataSet... deal with column name changes? how to migrate data from one column to another?

    - by Brian Kennedy
    So, we wanted to slightly generalize a couple columns in our typed dataset... basically dropped a foreign key constraint and then wanted to change a couple column names to better reflect their new state. All that is easy. The problem is that our users may have serialized out the old version of the DataSet as XML. We want to be able to read those old XML files and deserialize them into the revised DataSet. It seems that would be a fairly common desire... but I haven't yet figured out the right thing to search the internet for. One possible solution would seem to be some way to give a DataColumn an alias or alternate name such that when it reads the old column name, it knows that data can be read into the column with the new column name. I can find no support for any such thing. Another approach would seem to be an "after deserialization" method of some sort... so, I would let it read in the old column values into a normal DataColumn with that name, and then in the "after deserialization" method I would just move the data from the obsolete column into the new column, and then delete the old columns. That would seem to generalize to many other situations... and having such events or hooks is pretty common in ADO.NET. But I have looked for such a hook and haven't yet found it. If no "after deserialization" hook, it would seem I ought to be able to override ReadXml or ReadXmlSerializable methods to call the base and then do my "after" stuff to fix up old data into new. But it does not appear that is possible. Soooo, I have to think backward compatibility with old serialized DataSets and simple data migration would be a well-solved problem... so, trying to reinvent that wheel seems silly. But so far, I haven't seemed to find any documentation on doing those things. Suggestions? What is best practice for this?

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  • How to create a progress bar while downloading a file using the windows API?

    - by Jorge Chayan
    i'm working on an application in MS Visual C++ using Windows API that must download a file and place it in a folder. I have already implemented the download using URLDownloadToFile function, but i want to create a PROGRESS_CLASS progress bar with marquee style while the file is being downloaded, but it doesn't seems to get animated in the process. This is the function I use for downloading: BOOL SOXDownload() { HRESULT hRez = URLDownloadToFile(NULL, "url","C:\\sox.zip", 0, NULL); if (hRez == E_OUTOFMEMORY ) { MessageBox(hWnd, "Out of memory Error","", MB_OK); return FALSE; } if (hRez != S_OK) { MessageBox(hWnd, "Error downloading sox.", "Error!", MB_ICONERROR | MB_SYSTEMMODAL); return FALSE; } if (hRez == S_OK) { BSTR file = SysAllocString(L"C:\\sox.zip"); BSTR folder = SysAllocString(L"C:\\"); Unzip2Folder(file, folder); ::MessageBoxA(hWnd, "Sox Binaries downloaded succesfully", "Success", MB_OK); } return TRUE; } Later I call inside WM_CREATE (in my main window's message processor): if (!fileExists("C:\\SOX\\SOX.exe")) { components[7] = CreateWindowEx(0, PROGRESS_CLASS, NULL, WS_VISIBLE | PBS_MARQUEE, GetSystemMetrics(SM_CXSCREEN) / 2 - 80, GetSystemMetrics(SM_CYSCREEN) / 2 + 25, 200, 50, hWnd, NULL, NULL, NULL); SetWindowText(components[7], "Downloading SoX"); SendMessage(components[7], PBM_SETRANGE, 0, (LPARAM) MAKELPARAM(0, 50)); SendMessage(components[7], PBM_SETMARQUEE, TRUE, MAKELPARAM( 0, 50)); SOXDownload(); SendMessage(components[7], WM_CLOSE, NULL, NULL); } And as I want, I get a tiny progress bar... But it's not animated, and when I place the cursor over the bar, the cursor indicates that the program is busy downloading the file. When the download is complete, the window closes as i requested: SendMessage(components[7], WM_CLOSE, NULL, NULL); So the question is how can I make the bar move while downloading the file? Considering that i want it done with marquee style for simplicity. Thanks in advance.

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  • Image jQuery scroller in a container. (like facebook cropper) can't get values of position.

    - by Stefan
    Hey all. Having a reallllll mind pain. I have a php image uploader which is all good and sotring the file and the jquery ajax is returning the image in an ammended html div with a div set up like this: #crop-holder { width:80px; height:80px; margin:10px 10px 20px 10px; border:1px #c0c0c0 solid; overflow:hidden; cursor:move; } The image is viewing fine and I am using the jquery scrollview plugin: http://code.google.com/p/jquery-scrollview/ I have tried adding a few lines to the plugin to store variables of scrollTop and Left and then replacing two hidden input values with x and y in my page. And then on the returned ajax html in the div I am trying to on a button click (for example) retrieve the values of the two hidden inputs.... Heres what i added to the plugin (i'm no js expert!): .mouseout(function(){ var _m = this.m; var lasty = _m.scrollTop(); getElementById("ycord").value = lasty; var lastx = _m.scrollLeft(); getElementById("xcord").value = lastx; self.stopgrab(); }) Still no luck!! How can I get the scrollTop and scrollLeft and successfully prepare them for sending onto another php script!? Thanks:) stefpretty

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  • Getting problem in threading in JAVA

    - by chetans
    In this program i want to stop GenerateImage & MovingImage Thread both... And i want to start those threads from begining. Can u send me the solution? Here is the code........ package Game; import java.applet.Applet; import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Image; import java.awt.MediaTracker; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.net.MalformedURLException; import java.net.URL; public class ThreadInApplet extends Applet implements KeyListener { private static final long serialVersionUID = 1L; Image[] asteroidImage; Image spaceshipImage; String levelstr="Easy Level"; int[] XPos,YPos; int number=0,XPosOfSpaceship,YPosOfSpaceship,NoOfObstacles=5,speed=1,level=1,spaceBtnPressdCntr=0; boolean gameStart=false,pauseGame=false,collideUp=false,collideDown=false,collideLeft=false,collideRight=false; private Image offScreenImage; private Dimension offScreenSize; private Graphics offScreenGraphics; Thread GenerateImages,MoveImages; public void init() { try { GenerateImages=new Thread () //thread to create obstacles { synchronized public void run () { for(int g=0;g<NoOfObstacles;g++) { try { sleep(1000); } catch (InterruptedException e) { e.printStackTrace(); } number++; // Temporary counter to count the no of obstacles created } } } ; MoveImages=new Thread () //thread to move obstacles { @SuppressWarnings("deprecation") synchronized public void run () { while(YPos[NoOfObstacles-1]!=600) { pauseGame=false; if(collide()==true) { GenerateImages.suspend(); repaint(); } else GenerateImages.resume(); for(int l=0;l<number;l++) { if(collide()==false) YPos[l]++; else GenerateImages.suspend(); } repaint(); try { sleep(speed); } catch (InterruptedException e) { e.printStackTrace(); } } if(YPos[NoOfObstacles-1]>=600) //level complete state { level++; try { levelUpdation(level); System.out.println("aahe"); } catch (MalformedURLException e) { e.printStackTrace(); } repaint(); } } }; initialPos(); spaceshipImage=getImage(new URL(getCodeBase(),"images/space.png")); for(int i=0;i<NoOfObstacles;i++) { asteroidImage[i]=getImage(new URL(getCodeBase(),"images/asteroid.png")); XPos[i]=(int) (Math.random()*700); YPos[i]=0; } MediaTracker tracker = new MediaTracker (this); for(int i=0;i<NoOfObstacles;i++) { tracker.addImage (asteroidImage[i], 0); } } catch (MalformedURLException e) { e.printStackTrace(); } setBackground(Color.black); addKeyListener(this); } //Sets initial positions of spaceship & obstacle images------------------------------------------------------ public void initialPos() throws MalformedURLException { asteroidImage=new Image[NoOfObstacles]; XPos=new int[NoOfObstacles]; YPos=new int[NoOfObstacles]; XPosOfSpaceship=getWidth()/2-35; YPosOfSpaceship=getHeight()-100; collideUp = false; collideDown=false; collideLeft=false; collideRight=false; } //level finished updations------------------------------------------------------------------------------ @SuppressWarnings("deprecation") public void levelUpdation(int level) throws MalformedURLException { NoOfObstacles=NoOfObstacles+20; speed=speed-3; System.out.println(NoOfObstacles+" "+speed); pauseGame=true; initialPos(); repaint(); } //paint method of graphics to print the messages--------------------------------------------------------- public void paint(Graphics g) { g.setColor(Color.white); if(gameStart==false) { g.drawString("SPACE to start", (getWidth()/2)-15, getHeight()/2); g.drawString(levelstr, (getWidth()/2), getHeight()/2+20); } if(level>1) { if(level==2) levelstr="Medium Level"; else levelstr="High Level"; g.drawString("Level Complete ", (getWidth()/2)-15, getHeight()/2); g.drawString(levelstr, (getWidth()/2), getHeight()/2+20); //g.drawString("SPACE to start", (getWidth()/2)-15, getHeight()/2+40); } for(int n=0;n<number;n++) { if(n>0) g.drawImage(asteroidImage[n],XPos[n],YPos[n],this); } g.drawImage(spaceshipImage,XPosOfSpaceship,YPosOfSpaceship,this); } //update method of graphics to print the messages--------------------------------------------------------- @SuppressWarnings("deprecation") public void update(Graphics g) { Dimension d = size(); if((offScreenImage == null) || (d.width != offScreenSize.width) || (d.height != offScreenSize.height)) { offScreenImage = createImage(d.width, d.height); offScreenSize = d; offScreenGraphics = offScreenImage.getGraphics(); } offScreenGraphics.clearRect(0, 0, d.width, d.height); paint(offScreenGraphics); g.drawImage(offScreenImage, 0, 0, null); } public void keyReleased(KeyEvent arg0){} public void keyTyped(KeyEvent arg0) {} //---------------------Key pressed event to start game & to move the spaceship-------------------------------------- public void keyPressed(KeyEvent e) { if(e.getKeyCode()==32) { spaceBtnPressdCntr++; if(spaceBtnPressdCntr==1) { gameStart=true; GenerateImages.start(); MoveImages.start(); } } if(gameStart==true) { if(e.getKeyCode()==37) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideLeft == true) { GenerateImages.suspend(); } else { if(XPosOfSpaceship>0) XPosOfSpaceship--; } } repaint(); } }.start(); } if(e.getKeyCode()==38) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideUp == true) { GenerateImages.suspend(); } else { if(YPosOfSpaceship>10) YPosOfSpaceship--; } } repaint(); } }.start(); } if(e.getKeyCode()==39) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideRight == true) { GenerateImages.suspend(); } else { if(XPosOfSpaceship<750) XPosOfSpaceship++; } } repaint(); } }.start(); } if(e.getKeyCode()==40) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideDown == true) { GenerateImages.suspend(); } else { if(YPosOfSpaceship<550) YPosOfSpaceship++; } } repaint(); } }.start(); } } } //------------------------------Collision checking between Spaceship & obstacles------------------------------ public boolean collide() { int x1,y1,x2,y2,x3,y3,x4,y4; //coordinates of obstacles int a1,b1,a2,b2,a3,b3,a4,b4; //coordinates of spaceship a1 =XPosOfSpaceship; b1=YPosOfSpaceship; a2=a1+spaceshipImage.getWidth(this); b2=b1; a3=a1; b3=b1+spaceshipImage.getHeight(this); a4=a2; b4=b3; for(int a=0;a<number;a++) { x1 =XPos[a]; y1=YPos[a]; x2=x1+asteroidImage[a].getWidth(this); y2=y1; x3=x1; y3=y1+asteroidImage[a].getHeight(this); x4=x2; y4=y3; /********checking asteroid touch spaceship from up direction********/ if(y3==b1 && x4>=a1 && x4<=a2) { collideUp = true; collideDown=false; collideLeft=false; collideRight=false; return(true); } if(y3==b1 && x3>=a1 && x3<=a2) { collideUp = true; collideDown=false; collideLeft=false; collideRight=false; return(true); } /********checking asteroid touch spaceship from left direction******/ if(x2==a1 && y4>=b1 && y4<=b3) { collideLeft=true; collideUp = false; collideDown=false; collideRight=false; return(true); } if(x2==a1 && y2>=b1 && y2<=b3) { collideLeft=true; collideUp = false; collideDown=false; collideRight=false; return(true); } /********checking asteroid touch spaceship from right direction*****/ if(x1==a2 && y3>=b2 && y3<=b4) { collideRight=true; collideLeft=false; collideUp = false; collideDown=false; return(true); } if(x1==a2 && y1>=b2 && y1<=b4) { collideRight=true; collideLeft=false; collideUp = false; collideDown=false; return(true); } /********checking asteroid touch spaceship from down direction*****/ if(y1==b3 && x2>=a3 && x2<=a4) { collideDown=true; collideRight=false; collideLeft=false; collideUp = false; return(true); } if(y1==b3 && x1>=a3 && x1<=a4) { collideDown=true; collideRight=false; collideLeft=false; collideUp = false; return(true); } } return(false); } }

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  • design pattern for related inputs

    - by curiousMo
    My question is a design question : let's say i have a data entry web page with 4 drop down lists, each depending on the previous one, and a bunch of text boxes. ddlCountry (DropDownList) ddlState (DropDownList) ddlCity (DropDownList) ddlBoro (DropDownList) txtAddress (TxtBox) txtZipcode(TxtBox) and an object that represents a datarow with a value for each: countrySeqid stateSeqid citySeqid boroSeqid address zipCode naturally the country, state, city and boro values will be values of primary keys of some lookup tables. when the user chooses to edits that record, i would load it from database and load it into the page. the issue that I have is how to streamline loading the DropDownLists. i have some code that would grab the object,look thru its values and move them to their corresponding input controls in one shot. but in this case i will have to load the ddlCountry with possible values, then assign values, then do the same thing for the rest of the ddls. I guess i am looking for an elegant solution. i am using asp.net, but i think it is irrelevant to the question. i am looking more into a design pattern.

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  • ASP.Net event only being raised every other time?

    - by eftpotrm
    I have an ASP.Net web user control which represents a single entry in a list. To allow users to reorder the items, each item has buttons to move the item up or down the list. Clicking on one of these raises an event to the parent page, which then shuffles the items in the placeholder control. Code fragments from the list entry: Public Event UpClicked As System.EventHandler Protected Sub btnUp_Click(ByVal sender As Object, ByVal e As System.EventArgs) Handles btnUp.Click RaiseEvent UpClicked(Me, New EventArgs()) End Sub And the parent container: rem (within the code to add an individual item to the placeholder) AddHandler l_oItem.UpClicked, AddressOf UpClicked Protected Sub UpClicked(ByVal sender As Object, ByVal e As EventArgs) MoveItem(DirectCast(sender, ScriptListItem), -1) End Sub It originally looked in testing like every other time the value for sender (verified by its properties) that reaches UpClicked is of an adjacent ListItem, not the one I've just clicked on - the first click is always wrong, then the second for the correct control. At present, testing appears to show that the button's click event is just being ignored every other time through. Breakpoints on the click events within the control simply aren't being hit, though the events are definitely being established. Why?

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  • How to check at runtime if a class implements certain interface?

    - by mare
    Let's say I have some content classes like Page, TabGroup, Tab, etc. Certain of those will be implementing my IWidgetContainer interface - it means they will geet an additional field named ContainedItems from the interface and some methods for manipulating this field. Now I need to reflect the fact that some class implements this interface by rendering out some special custom controls in my ASP.NET MVC Views (like jQuery Add/Remove/Move/Reorder buttons). For instance, TabGroup will implement IWidgetContainer because it will contain tabs but a tab will not implement it because it won't have the ability to contain anything. So I have to somehow check in my view, when I render my content objects (The problem is, I use my base class as strong type in my view not concrete classes), whether it implements IWidgetContainer. How is that possible or have I completely missed something? To rephrase the question, how do you reflect some special properties of a class (like interface implementation) in the UI in general (not necessarily ASP.NET MVC)? Here's my code so far: [DataContract] public class ContentClass { [DataMember] public string Slug; [DataMember] public string Title; [DataMember] protected ContentType Type; } [DataContract] public class Group : ContentClass, IWidgetContainer { public Group() { Type = ContentType.TabGroup; } public ContentList ContainedItems { get; set; } public void AddContent(ContentListItem toAdd) { throw new NotImplementedException(); } public void RemoveContent(ContentListItem toRemove) { throw new NotImplementedException(); } } [DataContract] public class GroupElement : ContentClass { public GroupElement() { Type = ContentType.Tab; } } Interface: interface IWidgetContainer { [DataMember] ContentList ContainedItems { get; set; } void AddContent(ContentListItem toAdd); void RemoveContent(ContentListItem toRemove); }

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  • How do I extract this value using PHP Dom

    - by mathew
    Hello I do have html file this is just a prt of it though... <div id="result" > <div class="res_item" id="1" h="63c2c439b62a096eb3387f88465d36d0"> <div class="res_main"> <h2 class="res_main_top"> <img src="/ff/gigablast.com.png" alt="favicon for gigablast.com" width=16 height=16 />&nbsp; <a href="http://www.gigablast.com/" rel="nofollow" > Gigablast </a> <div class="res_main"> <h2 class="res_main_top"> <img src="/ff/ask.com.png" alt="favicon for ask.com" width=16 height=16 />&nbsp; <a href="http://ask.com/" rel="nofollow" > Ask.com - What&#039;s Your Question? </a>.... I want extract only url address (for example: http://www.gigablast.com and http://ask.com/ - there are atleast 10 urls in that html) from above using PHP Dom Document..I know up to this but dont know how to move ahead?? $doc = new DomDocument; $doc->loadHTMLFile('urllist.html'); $data = $doc->getElementById('result'); then what?? this is inside tag hence I cant use $data->getElementsByTagName() here!! any help??

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  • Submit a form and get a JSON response with jQuery

    - by Leopd
    I expect this is easy, but I'm not finding a simple explanation anywhere of how to do this. I have a standard HTML form like this: <form name="new_post" action="process_form.json" method=POST> <label>Title:</label> <input id="post_title" name="post.title" type="text" /><br/> <label>Name:</label><br/> <input id="post_name" name="post.name" type="text" /><br/> <label>Content:</label><br/> <textarea cols="40" id="post_content" name="post.content" rows="20"></textarea> <input id="new_post_submit" type="submit" value="Create" /> </form> I'd like to have javascript (using jQuery) submit the form to the form's action (process_form.json), and receive a JSON response from the server. Then I'll have a javascript function that runs in response to the JSON response, like function form_success(json) { alert('Your form submission worked'); // process json response } How do I wire up the form submit button to call my form_success method when done? Also it should override the browser's own navigation, since I don't want to leave the page. Or should I move the button out of the form to do that?

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  • Can I use drawRect to refresh a UIView subclass?

    - by Timbo
    I've created a subclass of UIView called Status which is designed to display a rectangle of a certain size (within a view) depending on the value of a variable. // Interface #import <Foundation/Foundation.h> #import <QuartzCore/QuartzCore.h> @interface Status: UIView { NSString* name; int someVariable; } @property int someVariable; @property (assign) NSString *name; - (void) createStatus: (NSString*)withName; - (void) drawRect:(CGRect)rect; @end // Implementation #import "Status.h" @implementation Status @synthesize name, someVariable; - (void) createStatus: (NSString*)withName { name = withName; someVariable = 10000; } - (void) drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); //Draw Status CGContextSetRGBFillColor(context, 0.0, 0.0, 1.0, 1); // fill CGContextFillRect(context, CGRectMake(0.0, 0.0, someVariable, 40.0)); } //// myviewcontroller implementation - (void) viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; myStatus = [[Status alloc] initWithFrame:CGRectMake(8,8,200,56)]; myStatus.backgroundColor = [UIColor grayColor]; [self.view addSubview:myStatus]; } How do I set this up so I can repeatedly call a refresh of the status bar? I'll probably call the refresh 4 times per second using a NSTimer, I'm just not sure what to call or if I should move this rectangle drawing to a separate function or something... Thanks in advance for your help :)

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  • How to reorder table rows (drag-and-drop) along with their sub rows

    - by Eirik Johansen
    I have a table which looks like this (simplified for the example): <table> <tr class="lvl_1"> <td> Level 1 </td> </tr> <tr class="lvl_2"> <td> Level 2 </td> </tr> <tr class="lvl_3"> <td> Level 3 </td> </tr> <tr class="lvl_1"> <td> Level 1 </td> </tr> <tr class="lvl_2"> <td> Level 2 </td> </tr> <tr class="lvl_3"> <td> Level 3 </td> </tr> The content in the rows with the lvl_3 class are children of the previous lvl_2 row, and the lvl_2 rows are children of the previous lvl_1. Had the data been a list, it would have looked something like this: Level 1 -- Level 2 ---- Level 3 Level 1 -- Level 2 ---- Level 3 I'm not looking to implement drag-and-drop sorting functionality, make it possible to rearrange the level 1 and two rows. The tricky part is that once I start moving a row, the corresponding children (and grand-children, if any) should move along with it. Is this even possible with the current markup, or do I have to rearrange the code? Thanks in advance !

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  • Overlay an image over video using OpenGL ES shaders

    - by BlueVoodoo
    I am trying to understand the basic concepts of OpenGL. A week into it, I am still far from there. Once I am in glsl, I know what to do but I find getting there is the tricky bit. I am currently able to pass in video pixels which I manipulate and present. I have then been trying to add still image as an overlay. This is where I get lost. My end goal is to end up in the same fragment shader with pixel data from both my video and my still image. I imagine this means I need two textures and pass on two pixel buffers. I am currently passing the video pixels like this: glGenTextures(1, &textures[0]); //target, texture glBindTexture(GL_TEXTURE_2D, textures[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, buffer); Would I then repeat this process on textures[1] with the second buffer from the image? If so, do I then bind both GL_TEXTURE0 and GL_TEXTURE1? ...and would my shader look something like this? uniform sampler2D videoData; uniform sampler2D imageData; once I am in the shader? It seems no matter what combination I try, image and video always ends up being just video data in both these. Sorry for the many questions merged in here, just want to clear my many assumptions and move on. To clarify the question a bit, what do I need to do to add pixels from a still image in the process described? ("easy to understand" sample code or any types of hints would be appreciated).

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  • When is a try catch not a try catch?

    - by Dearmash
    I have a fun issue where during application shutdown, try / catch blocks are being seemingly ignored in the stack. I don't have a working test project (yet due to deadline, otherwise I'd totally try to repro this), but consider the following code snippet. public static string RunAndPossiblyThrow(int index, bool doThrow) { try { return Run(index); } catch(ApplicationException e) { if(doThrow) throw; } return ""; } public static string Run(int index) { if(_store.Contains(index)) return _store[index]; throw new ApplicationException("index not found"); } public static string RunAndIgnoreThrow(int index) { try { return Run(index); } catch(ApplicationException e) { } return ""; } During runtime this pattern works famously. We get legacy support for code that relies on exceptions for program control (bad) and we get to move forward and slowly remove exceptions used for program control. However, when shutting down our UI, we see an exception thrown from "Run" even though "doThrow" is false for ALL current uses of "RunAndPossiblyThrow". I've even gone so far as to verify this by modifying code to look like "RunAndIgnoreThrow" and I'll still get a crash post UI shutdown. Mr. Eric Lippert, I read your blog daily, I'd sure love to hear it's some known bug and I'm not going crazy. EDIT This is multi-threaded, and I've verified all objects are not modified while being accessed

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  • Saving user settings in Metro app using C#

    - by jitendra garg
    I want to write user selected settings in Metro app, in Local Folder. I have done the code as below, but it is not working. The code to save settings: void OnUnloaded(object sender, RoutedEventArgs args) { //code to save app settings. var localSettings = ApplicationData.Current.LocalSettings; localSettings.Values["playerPosition"] = playerPosition; localSettings.Values["aiPosition"] = aiPosition; localSettings.Values["selectedLevel"] = selectedLevel; } The code to read settings: var localSettings = ApplicationData.Current.LocalSettings; if ((localSettings.Values["playerPosition"]) == null) { localSettings.Values["playerPosition"] = 1; localSettings.Values["aiPosition"] = 1; localSettings.Values["selectedLevel"] = "1"; playerPosition = aiPosition = 1; selectedLevel = "1"; } else { playerPosition = (int)localSettings.Values["playerPosition"]; aiPosition = (int)localSettings.Values["aiPosition"]; selectedLevel = (string)localSettings.Values["selectedLevel"]; ---- Clearly I am supposed to save this localSettings variable in a file. But, I am unable to find the code to do that. Also, is Unload event a good place to do it, or should I move it to OnNavigatedFrom event?

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  • Excel VBA: Error Handling with Case Statement

    - by AME
    I am trying to validate a file that is uploaded by the user using the code below. The error handler checks the top row of the uploaded file for three specific column names. If one or more of the column names is not present, the program should return a prompt to the user notifying them which column(s) are missing from the file that they uploaded and then close the file. There are a couple issues with my current VBA code that I am seeking help with: The prompt doesn't specify which column(s) are missing to the user. The error handler is triggered even when all required columns are present in the uploaded file. Code: Sub getworkbook() ' Get workbook... Dim ws As Worksheet Dim filter As String Dim targetWorkbook As Workbook, wb As Workbook Dim Ret As Variant Set targetWorkbook = Application.ActiveWorkbook ' get the customer workbook filter = ".xlsx,.xls" caption = "Please select an input file " Ret = Application.GetOpenFilename(filter, , caption) If Ret = False Then Exit Sub Set wb = Workbooks.Open(Ret) On Error GoTo ErrorLine: 'Check for columns var1 = ActiveSheet.Range("1:1").Find("variable1", LookIn:=xlValues, LookAt:=xlWhole, MatchCase:=True).Column var2 = ActiveSheet.Range("1:1").Find("variable2", LookIn:=xlValues, LookAt:=xlWhole, MatchCase:=True).Column var3 = ActiveSheet.Range("1:1").Find("variable3", LookIn:=xlValues, LookAt:=xlWhole, MatchCase:=True).Column ErrorLine: MsgBox ("The selected file is missing a key data column, please upload a correctly formated file.") If Error = True Then ActiveWorkSheet.Close wb.Sheets(1).Move Before:=targetWorkbook.Sheets("Worksheet2") ActiveSheet.Name = "DATA" End Sub

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  • Is it possible to achieve MAX(As,Ad) openGL blending?

    - by Jeff B
    I am working on a game where I want to create shadows under a series of sprites on a grid. The shadows are larger than the sprites themselves and the sprites are animated (i.e. move and rotate). I cannot simply render them into the sprite png, or the shadows will overlap adjacent sprites. I also cannot simply put shadows on a lower layer by themselves, because when they overlap, they will create dark bands at their intersection. These sprites are animated, so it is not feasible to render these en masse. Basically, I want the sprites' shadows to blend together such that they max out at a set opacity. Example: I believe this is equivalent to an openGL blending of (Rs,Gs,Bs,Max(As,Ds)), where I don't really care about R,G, and B, as it will always be the same color in src and dst. However, this is not a valid openGL blending mode. Is there an easy way to accomplish this, especially in cocos2d-iphone? I would be able to approximate this by making the shadow sprites opaque, then applying them both to a parent sprite, and making the parent sprite 40% opacity. However, the way cocos2d works, this only sets the opacity of each child to 40%, rather than the combined sprite image, which results in the same stripe.

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  • Where do you put your dependencies?

    - by The All Foo
    If I use the dependency injection pattern to remove dependencies they end up some where else. For example, Snippet 1, or what I call Object Maker. I mean you have to instantiate your objects somewhere...so when you move dependency out of one object, you end up putting it another one. I see that this consolidates all my dependencies into one object. Is that the point, to reduce your dependencies so that they all reside in a single ( as close to as possible ) location? Snippet 1 - Object Maker <?php class ObjectMaker { public function makeSignUp() { $DatabaseObject = new Database(); $TextObject = new Text(); $MessageObject = new Message(); $SignUpObject = new ControlSignUp(); $SignUpObject->setObjects($DatabaseObject, $TextObject, $MessageObject); return $SignUpObject; } public function makeSignIn() { $DatabaseObject = new Database(); $TextObject = new Text(); $MessageObject = new Message(); $SignInObject = new ControlSignIn(); $SignInObject->setObjects($DatabaseObject, $TextObject, $MessageObject); return $SignInObject; } public function makeTweet( $DatabaseObject = NULL, $TextObject = NULL, $MessageObject = NULL ) { if( $DatabaseObject == 'small' ) { $DatabaseObject = new Database(); } else if( $DatabaseObject == NULL ) { $DatabaseObject = new Database(); $TextObject = new Text(); $MessageObject = new Message(); } $TweetObject = new ControlTweet(); $TweetObject->setObjects($DatabaseObject, $TextObject, $MessageObject); return $TweetObject; } public function makeBookmark( $DatabaseObject = NULL, $TextObject = NULL, $MessageObject = NULL ) { if( $DatabaseObject == 'small' ) { $DatabaseObject = new Database(); } else if( $DatabaseObject == NULL ) { $DatabaseObject = new Database(); $TextObject = new Text(); $MessageObject = new Message(); } $BookmarkObject = new ControlBookmark(); $BookmarkObject->setObjects($DatabaseObject,$TextObject,$MessageObject); return $BookmarkObject; } }

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  • When using Direct3D, how much math is being done on the CPU?

    - by zirgen
    Context: I'm just starting out. I'm not even touching the Direct3D 11 API, and instead looking at understanding the pipeline, etc. From looking at documentation and information floating around the web, it seems like some calculations are being handled by the application. That, is, instead of simply presenting matrices to multiply to the GPU, the calculations are being done by a math library that operates on the CPU. I don't have any particular resources to point to, although I guess I can point to the XNA Math Library or the samples shipped in the February DX SDK. When you see code like mViewProj = mView * mProj;, that projection is being calculated on the CPU. Or am I wrong? If you were writing a program, where you can have 10 cubes on the screen, where you can move or rotate cubes, as well as viewpoint, what calculations would you do on the CPU? I think I would store the geometry for the a single cube, and then transform matrices representing the actual instances. And then it seems I would use the XNA math library, or another of my choosing, to transform each cube in model space. Then get the coordinates in world space. Then push the information to the GPU. That's quite a bit of calculation on the CPU. Am I wrong? Am I reaching conclusions based on too little information and understanding? What terms should I Google for, if the answer is STFW? Or if I am right, why aren't these calculations being pushed to the GPU as well?

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