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  • Content controls have to be top-level controls

    - by horatio
    I have a website that can be accessed from www.blahblah.com and special.blahblah.com. The www site always works but occasionly I get a 'Content controls have to be top-level controls in a content page or a nested master page that references a master page' error on the special site. It's exactly the same code running in both situations and the offending page doesn't even have a master page. Why would it work all the time on one and fail sometimes on the other?

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  • how to set user level

    - by fetty
    Hi, I am doing a system that require a login page. The problem is I dont know how to set the user level. For an example : if admin, can access all the page and if user can access only certain page. How to do that?

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  • PowerShell copy fails without warning

    - by boink
    Howdy, am trying to copy a file from IE cache to somewhere else. This works on w7, but not Vista Ultimate. In short: copy-item $f -Destination "$targetDir" -force (I also tried $f.fullname) The full script: $targetDir = "C:\temp" $ieCache=(get-itemproperty "hkcu:\Software\Microsoft\Windows\CurrentVersion\Explorer\User Shell Folders").cache $minSize = 5mb Write-Host "minSize:" $minSize Add-Content -Encoding Unicode -Path $targetDir"\log.txt" -Value (get-Date) Set-Location $ieCache #\Low\Content.IE5 for protected mode #\content.ie5 for unprotected $a = Get-Location foreach ($f in (get-childitem -Recurse -Force -Exclude *.dat, *.tmp | where {$_.length -gt $minSize}) ) { Write-Host (get-Date) $f.Name $f.length Add-Content -Encoding Unicode -Path $targetDir"\log.txt" -Value $f.name, $f.length copy-item $f -Destination "$targetDir" -force } End of wisdom. Please help!

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  • Problem creating levels using inherited classes/polymorphism

    - by Adam
    I'm trying to write my level classes by having a base class that each level class inherits from...The base class uses pure virtual functions. My base class is only going to be used as a vector that'll have the inherited level classes pushed onto it...This is what my code looks like at the moment, I've tried various things and get the same result (segmentation fault). //level.h class Level { protected: Mix_Music *music; SDL_Surface *background; SDL_Surface *background2; vector<Enemy> enemy; bool loaded; int time; public: Level(); virtual ~Level(); int bgX, bgY; int bg2X, bg2Y; int width, height; virtual void load(); virtual void unload(); virtual void update(); virtual void draw(); }; //level.cpp Level::Level() { bgX = 0; bgY = 0; bg2X = 0; bg2Y = 0; width = 2048; height = 480; loaded = false; time = 0; } Level::~Level() { } //virtual functions are empty... I'm not sure exactly what I'm supposed to include in the inherited class structure, but this is what I have at the moment... //level1.h class Level1: public Level { public: Level1(); ~Level1(); void load(); void unload(); void update(); void draw(); }; //level1.cpp Level1::Level1() { } Level1::~Level1() { enemy.clear(); Mix_FreeMusic(music); SDL_FreeSurface(background); SDL_FreeSurface(background2); music = NULL; background = NULL; background2 = NULL; Mix_CloseAudio(); } void Level1::load() { music = Mix_LoadMUS("music/song1.xm"); background = loadImage("image/background.png"); background2 = loadImage("image/background2.png"); Mix_OpenAudio(48000, MIX_DEFAULT_FORMAT, 2, 4096); Mix_PlayMusic(music, -1); } void Level1::unload() { } //functions have level-specific code in them... Right now for testing purposes, I just have the main loop call Level1 level1; and use the functions, but when I run the game I get a segmentation fault. This is the first time I've tried writing inherited classes, so I know I'm doing something wrong, but I can't seem to figure out what exactly.

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  • JQuery Post caused permission denied warning in IE 6 and IE 7

    - by kwokwai
    Hi all, I am using firefox 3 and IE 6, 7 to test if a simple php web page using JQuery Post to pass some data to and from another server web page. $(document).ready(function(){ $("#data\\[User\\]\\[name\\]").click(function(){ var usr=$("#data\\[User\\]\\[name\\]").val(); if(usr.length >= 4){ $("#username").append('<span id="loaderimg" name="loaderimg"><img align="absmiddle" src="loader.gif"/> Checking data availability,&nbsp;please wait.</span>'); var url = "http://mysite.com/site1/toavail/"+usr; $.post( url, function(data) {alert(data);}); }); }); //--> </script> <table border=0 width="100%"> <tr> <td>Username</td> <td> <div id="username"> <input type="text" name="data[User][name]" id="data[User][name]"> </div> </td> </tr> </table> In Firefox 3, the alert box showed empty message. In IE 6 and IE 7, I got an error message saying "Permssion denied"

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  • Eclipse JFace TreeViewer level auto expansion doesn't work

    - by tamm0r
    According to the Eclipse documentation TreeViewer.setAutoExpandLevel(3) means that top-level elements are expanded, and their children, but not grandchildren. I used that in my code, but after setting the input the tree is not auto-expanded, neither on OS X nor on Linux. Expanding the tree manually (via mouse) works flawlessly. Am I missing anything?

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  • Convert a post-order binary tree traversal index to an level-order (breadth-first) index

    - by strfry
    Assuming a complete binary tree, each node can be adressed with the position it appears in a given tree traversal algorithm. For example, the node indices of a simple complete tree with height 3 would look like this: breadth first (aka level-order): 0 / \ 1 2 / \ / \ 3 4 5 6 post-order dept first: 6 / \ 2 5 / \ / \ 0 1 3 4 The height of the tree and an index in the post-order traversal is given. How can i calculate the breadth first index from this information?

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  • Pretty Pixel-level Picture Painting, Programatically

    - by dreeves
    My mac laptop has 1,024,000 pixels. What's the simplest way to turn my display completely black and go nuts with writing little programs to twiddle pixels to my heart's delight? To make it more concrete, say I wanted to implement the Chaos Game to draw a Sierpinski triangle, at the pixel level, with nothing else on the screen. What are ways to do that?

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  • Warning: Cannot modify header information - headers already sent by

    - by mohanraj
    HTML <div class="side2 clearfix"> <?php include('review.php'); ?> <br/><br/><br/><br/><br/><br/> </div> </div> <div id="footer" class="clearfix"> review.php <?php $s=$_POST['name']; if($s) { $con = mysql_connect("localhost","root","stvroot"); if (!$con) { die('Could not connect: ' .mysql_error()); } $dbselect=mysql_select_db("digifreshsystems", $con); $cus_name=$_POST['name']; $cus_email=$_POST['email']; $cus_description=$_POST['comments']; $type=$_POST['type']; $created=date("Y/m/d"); $modified=date("Y/m/d"); $sql="insert into digifresh_review values('0','$created','$modified','$cus_name','$cus_email','$cus_description','$type')"; if (mysql_query($sql,$con)) { ob_start(); // Start buffering // echo "Thankyou For Your Feedback"; header('Location: ../digifresh/thankyou.php'); } else { die('Error: ' . mysql_error()); } mysql_close($con); } else { ?>

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  • "assignment makes integer from pointer without a cast " warning in c

    - by mekasperasky
    #include<stdio.h> /* this is a lexer which recognizes constants , variables ,symbols, identifiers , functions , comments and also header files . It stores the lexemes in 3 different files . One file contains all the headers and the comments . Another file will contain all the variables , another will contain all the symbols. */ int main() { int i=0,j; char a,b[20],c[30]; FILE *fp1,*fp2; c[0]='"if"; c[1]="then"; c[2]="else"; c[3]="switch"; c[4]="printf"; c[5]="scanf"; c[6]="NULL"; c[7]="int"; c[8]="char"; c[9]="float"; c[10]="long"; c[11]="double"; c[12]="char"; c[13]="const"; c[14]="continue"; c[15]="break"; c[16]="for"; c[17]="size of"; c[18]="register"; c[19]="short"; c[20]="auto"; c[21]="while"; c[22]="do"; c[23]="case"; fp1=fopen("source.txt","r"); //the source file is opened in read only mode which will passed through the lexer fp2=fopen("lext.txt","w"); //now lets remove all the white spaces and store the rest of the words in a file if(fp1==NULL) { perror("failed to open source.txt"); //return EXIT_FAILURE; } i=0; while(!feof(fp1)) { a=fgetc(fp1); if(a!=' ') { b[i]=a; } else { for (j=0;j<23;j++) { if(c[j]==b) { fprintf(fp2, "%.20s\n", c[j]); continue ; } b[i]='\0'; fprintf(fp2, "%.20s\n", b); i=0; continue; } //else if //{ i=i+1; /*Switch(a) { case EOF :return eof; case '+':sym=sym+1; case '-':sym=sym+1; case '*':sym=sym+1; case '/':sym=sym+1; case '%':sym=sym+1; case ' */ } fclose(fp1); fclose(fp2); return 0; } This is my c code for lexical analysis .. its giving warnings and also not writing anything into the lext file ..

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  • Custom warning in Xcode

    - by maximumnamelength
    I'm working on an API library and I'd like to add a few warnings that would appear when another developers builds the app if an optional apikey is not included. It should be buildable w/o the key (since it's optional) so I can't just add a syntax error to force a build error. I know Xcode supports TODO and FIXME but those aren't really highlighted anywhere major. Any other thoughts on how to approach this?

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  • Component Level Documentation

    - by Jason Summers
    I'm trying to make good on a promise I've made to provide a decent set of documentation for a C# component that I've written. I've done some googling and found templates for software design at high and low level. The problem is that all of the templates seem to be geared towards a complete system design as opposed to individual components and are consequently overkill. Can anyone please point me in the direction of a template geared towards component documentation? Many thanks

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  • Cocos2d score resetting is messing up (long post warning)

    - by Jhon Doe
    The score is not resetting right at all,I am trying to make a high score counter where every time you passed previous high score it will update.However, right now it is resetting during the game. For example if I had high score of 2 during the game it will take 3 points just to put it up to 3 as high score instead of keep going up until it is game over. I have came to the conclusion that I need to reset it in gameoverlayer so it won't reset during game. I have been trying to to do this but no luck. hello world ./h #import "cocos2d.h" // HelloWorldLayer @interface HelloWorldLayer : CCLayer { int _score; int _oldScore; CCLabelTTF *_scoreLabel; } @property (nonatomic, assign) CCLabelTTF *scoreLabel; hello world init ./m _score = [[NSUserDefaults standardUserDefaults] integerForKey:@"score"]; _oldScore = -1; self.scoreLabel = [CCLabelTTF labelWithString:@"" dimensions:CGSizeMake(100, 50) alignment:UITextAlignmentRight fontName:@"Marker Felt" fontSize:32]; _scoreLabel.position = ccp(winSize.width - _scoreLabel.contentSize.width, _scoreLabel.contentSize.height); _scoreLabel.color = ccc3(255,0,0); [self addChild:_scoreLabel z:1]; hello world implement ./m - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); BOOL monsterHit = FALSE; NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { CCParticleFire* explosion = [[CCParticleFire alloc] initWithTotalParticles:200]; explosion.texture =[[CCTextureCache sharedTextureCache] addImage:@"sun.png"]; explosion.autoRemoveOnFinish = YES; explosion.startSize = 20.0f; explosion.speed = 70.0f; explosion.anchorPoint = ccp(0.5f,0.5f); explosion.position = target.position; explosion.duration = 1.0f; [self addChild:explosion z:11]; [explosion release]; monsterHit = TRUE; Monster *monster = (Monster *)target; monster.hp--; if (monster.hp <= 0) { [targetsToDelete addObject:target]; [[SimpleAudioEngine sharedEngine] playEffect:@"splash.wav"]; _score ++; } break; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [ projectilesToDelete addObject:projectile]; } [targetsToDelete release]; if (_score > _oldScore) { _oldScore = _score; [_scoreLabel setString:[NSString stringWithFormat:@"score%d", _score]]; [[NSUserDefaults standardUserDefaults] setInteger:_oldScore forKey:@"score"]; _score = 0; } } - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); BOOL monsterHit = FALSE; NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { CCParticleFire* explosion = [[CCParticleFire alloc] initWithTotalParticles:200]; explosion.texture =[[CCTextureCache sharedTextureCache] addImage:@"sun.png"]; explosion.autoRemoveOnFinish = YES; explosion.startSize = 20.0f; explosion.speed = 70.0f; explosion.anchorPoint = ccp(0.5f,0.5f); explosion.position = target.position; explosion.duration = 1.0f; [self addChild:explosion z:11]; [explosion release]; monsterHit = TRUE; Monster *monster = (Monster *)target; monster.hp--; if (monster.hp <= 0) { [targetsToDelete addObject:target]; [[SimpleAudioEngine sharedEngine] playEffect:@"splash.wav"]; _score ++; } break; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; if (_score > _oldScore) { _oldScore = _score; [_scoreLabel setString:[NSString stringWithFormat:@"score%d", _score]]; [[NSUserDefaults standardUserDefaults] setInteger:_oldScore forKey:@"score"]; _score = 0; } The game overlayer .h file game over @interface GameOverLayer : CCLayerColor { CCLabelTTF *_label; CCSprite * background; int _score; int _oldScore; } @property (nonatomic, retain) CCLabelTTF *label; @end @interface GameOverScene : CCScene { GameOverLayer *_layer; } @property (nonatomic, retain) GameOverLayer *layer; @end .m file gameover #import "GameOverLayer.h" #import "HelloWorldLayer.h" #import "MainMenuScene.h" @implementation GameOverScene @synthesize layer = _layer; - (id)init { if ((self = [super init])) { self.layer = [GameOverLayer node]; [self addChild:_layer]; } return self; } - (void)dealloc { [_layer release]; _layer = nil; [super dealloc]; } @end @implementation GameOverLayer @synthesize label = _label; -(id) init { if( (self=[super initWithColor:ccc4(0,0,0,0)] )) { CGSize winSize = [[CCDirector sharedDirector] winSize]; self.label = [CCLabelTTF labelWithString:@"" fontName:@"Arial" fontSize:32]; _label.color = ccc3(225,0,0); _label.position = ccp(winSize.width/2, winSize.height/2); [self addChild:_label]; [self runAction:[CCSequence actions: [CCDelayTime actionWithDuration:3], [CCCallFunc actionWithTarget:self selector:@selector(gameOverDone)], nil]]; _score=0; }

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  • Rails multi level model security

    - by rballz
    I have the need to do the following in Rails to mirror a desktop application: a User and an Office 'owns' a record, if you don't own the record on a user or office level you're kicked into the public realm. user gets read,write,delete to the model record office gets read/write/delete to the model record other or public gets read/write/delete to the model record e.g. UserA owns a model record with read/write/delete OfficeA owns a model with read/write other/public gets read I was wondering if a plugin/gem existed to grant this functionality?

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  • Bash, no-arguments warning, and case decisions

    - by Werner
    Hi, I am learning bash. I would like to do a simple script that, when not arguments given, shows some message. And when I give numers as argument,s depending on the value, it does one thing or another. I would also like to know suggestions for the best online manuals for beginners in bash Thanks

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  • No warning from gcc when function definition in linked source different from function prototype in h

    - by c_c
    Hi, I had a problem with a part of my code, which after some iterations seemed to read NaN as value of a int of a struct. I think I found the error, but am still wondering why gcc (version 3.2.3 on a embedded Linux with busybox) did not warn me. Here are the important parts of the code: A c file and its header for functions to acquire data over USB: // usb_control.h typedef struct{ double mean; short *values; } DATA_POINTS; typedef struct{ int size; DATA_POINTS *channel1; //....7 more channels } DATA_STRUCT; DATA_STRUCT *create_data_struct(int N); // N values per channel int free_data_struct(DATA_STRUCT *data); int aqcu_data(DATA_STRUCT *data, int N); A c and header file with helper function (math, bitshift,etc...): // helper.h int mean(DATA_STRUCT *data); // helper.c (this is where the error is obviously) double mean(DATA_STRUCT *data) { // sum in for loop data->channel1->mean = sum/data->N; // ...7 more channels // a printf here displayed the mean values corretly } The main file // main.c #include "helper.h" #include "usb_control.h" // Allocate space for data struct DATA_STRUCT *data = create_data_struct(N); // get data for different delays for (delay = 0; delay < 500; delay += pw){ acqu_data(data, N); mean(data); // printf of the mean values first is correct. Than after 5 iterations // it is always NaN for channel1. The other channels are displayed correctly; } There were no segfaults nor any other missbehavior, just the NaN for channel1 in the main file. After finding the error, which was not easy, it was of course east to fix. The return type of mean(){} was wrong in the definition. Instead of double mean() it has to be int mean() as the prototype defines. When all the functions are put into one file, gcc warns me that there is a redefinition of the function mean(). But as I compile each c file seperately and link them afterwards gcc seems to miss that. So my questions would be. Why didn't I get any warnings, even non with gcc -Wall? Or is there still another error hidden which is just not causing problems now? Regards, christian

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  • Function defined but not used warning in C

    - by thetna
    I have a number of C source files(both .c and .h files). header files contains a number of functions. Out of those functions, only partially are used in a source .C file.Suppose a.h,b.h are header files and a.c and b.c are .c files. a.h is included in a.c. But only a number of functions those are in a. h are used and rest are not used. After compilation I find following warnings: function XXXX defined but not used. But those XXXX functions which are not used in a.c are used in b.c. So, i can't completely remove those functions too. So , i decided to make a separate file containing only those XXXX functions and included it wherever it is used.Doing this is creating multiple number of header files. Can anybody please suggest me to some effective way to solve this problem.

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  • "Low level" project using Java

    - by Tammy Wilson
    I'm wondering if it would make sense to do some low level or OS stuff(a project) using Java. Reason why I ask is because I would like to expand my knowledge in Java and I'm into doing stuff like file compressor, bulk file renamer, etc. Are there any examples out there that I can look at or play with? Or should I just be using C or C++ instead? Thanks!

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  • Make a target run once at the Solution level in MSBuild

    - by Chandam
    I need a set of tasks that need to be executed exactly once for the entire solution. This will run tasks that will modify each project to run a separate set of tasks for each project. We had done this earlier using a separate project to the solution which had the solution level tasks, but we want to move away from that. Has anyone done this or does anyone have any suggestions on how to implement this?

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