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  • What happens to thread as onDestroy is called when device is rotated

    - by Lakshmie
    I would like to know as to what will happen to the thread which has been created by an activity and the device is rotated. I have observed that the onDestroy method is called when this happens. Will the thread be killed too? If the thread is not killed, how can I reassociate the thread with the activity as a new instance of the activity is created on rotation. Thanks, Lakshmie

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  • Reflection: different ways to retrieve property value

    - by jules
    I'm retrieving an IEnumerable list of properties via following code: BindingFlags bindingFlag = BindingFlags.Instance | BindingFlags.Public; var dataProperties = typeof(myParentObject).GetProperties(bindingFlag); Then I'm iterating through the list and retrieving the value for each property. I've come across two different approaches to doing this, and just wondered what the difference is between them: 1) object propertyValue = property.GetGetMethod().Invoke(myObject, null); 2) object propertValue = property.GetValue(myObject, null)

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  • C - Rounding number up

    - by Dave
    Hi all, I was curious to know how I can round a number to the nearest tenth. For instance If I had int a = 59 / 4 /* which would be 14.75 and how can i Store the number as 15 in "a"*/ Thanks, Dave

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  • How to deduce wsdl for web service under tomcat

    - by xain
    Hi, I developed a ws using netbeans using annotations: @WebService MyWS() public class MyWS { @WebMethod(operationName="MyWebMethod") public MyWebMethod(@WebParam(name="str") StringHolder str){ ... } } The applicaction's context root is /WSTests Based on this information how can I deduce what's the .wsdl associated with my project to test it with - for instance - soapui ? Thanks

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  • Mod_rewrite on all website images

    - by Esteve Camps
    I'm designing an image repository. I want to uncouple the filename from the image html link. For instance: image in filesystem is called images/items/12543.jpg HTML is <img src="images/car.jpg" /> Does anyone strongly discourages me to rewrite all image requests using PHP so when retrieving images/car.jpg, Apache really replies content from images/items/12543.jpg? I don't know if I may get performance problems.

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  • How to change sync settings through Android API?

    - by Kyle Slattery
    Is there a way to change the sync settings of a Gmail account programmatically with an Android app? For instance, I'd like to enable/disable syncing of a Gmail account from my app, without the user having to do anything. I took a look at AccountManager, but that doesn't seem to be the right place to look.

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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  • Scala unsatisfiable cyclic dependency in "table-layout" library (Toolkit class)

    - by Atol
    When I try to compile with sbt some code containing an instance of a Table from this library I get this error: java.lang.AssertionError: assertion failed: unsatisfiable cyclic dependency in 'class Toolkit' It seems to work with Java so I don't understand why it fails in Scala. Here is the toolkit class: http://code.google.com/p/table-layout/source/browse/branches/v1/tablelayout/src/com/esotericsoftware/tablelayout/Toolkit.java As long as I get this error I'm totally stopped in my project :(.

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  • C# - Does foreach() iterate by reference?

    - by sharkin
    Consider this: List<MyClass> obj_list = get_the_list(); foreach( MyClass obj in obj_list ) { obj.property = 42; } Is 'obj' a reference to the corresponding object within the list so that when I change the property the change will persist in the object instance once constructed somewhere?

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  • Visual Studio 2010 - Is it slow for anyone else?

    - by AngryHacker
    I've read a lot of stuff about VS2010 being much more performant than VS2008. When I've finally installed it, I found that it, in fact, is much slower (save for the Add References dialog). For instance, Silverlight projects take twice as long to load, the startup of the IDE itself is much slower, etc... Am I missing something here or is it like this for everyone?

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  • Random Number Generator

    - by skinni
    - (IBAction)randomnum{ int randomNumber1 = 1+ arc4random() %(49); label1.text = [NSString stringWithFormat:@"d", randomNumber]; Local declaration of randomNumber hides instance variable. How can i get round this warning? thanks

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  • creating proxy object in groovy

    - by IttayD
    Hi, I am looking for how to write a method that accepts some value and returns a proxy to that value where the underlying value can be retrieved with an accessor: def p = toProxy(1) assert p == 1 assert p * 2 == 2 assert p.underlying == 1 def p2 = toProxy(objWithMethodFoo) p2.foo() p2.underlying.foo() I want to do this per object instance (not for all objects of some class) and without the need to use special 'use' constructs.

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  • example for Singleton pattern

    - by JavaUser
    Hi, Please give me a real time example for singleton pattern . Different threads accessing a shared file is singleton or not ? Since each thread access the same instance of the file not individual instances of their own .

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  • Asp.net mvc class reference in session

    - by Billy
    Hi, if I put a custom class in session, then in an action method I get an instance of that class from session, and populate some fields, I noticed that when a different controller gets that class from session, those fields are populated. Even though after the first call didn't save the updated class back in session. is this typical behavior for session objects? I thought I had to use keyword 'static' on the class in session for this to happen thanks

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  • Get info about svn root repository structure

    - by Roman
    Hello All, I would like to know how to get information about svn root repository structure using svn api. I have for instance following structure: http:/// /project1 /project2 I tried : svn list http:///svn also svn list -v http:///svn As response I got only : ./ How can I get information recursively ? Thank you in advance.

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  • Get an iPad/iPhones unique information from your app?

    - by MikeN
    How do you get the unique identifying information from an iPhone/iPad within an app? For instance, I want my app to send support emails to my website for users who have problems and I need to uniquely identify the phone number/id of the device it is running on. Is this possible, forbidden?

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  • Error in creating Google Calender "Reminder"

    - by Pari
    Hi, I am using below code to create reminder in Google calendar (using Google API ver 2 for c# ): Reminder reminder = new Reminder(); reminder.Minutes = 15; reminder.Method = Reminder.ReminderMethod.all; entry.Reminders.Add(reminder); // error at this line Getting Error : Object reference not set to an instance of an object. Thanx

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  • setAction for NSMatrix Not Working

    - by PF1
    Hi Everyone: I am attempting to call a function when any cell in a NSMatrix instance is selected. I am using the following code in order to accomplish this: [[cellArray objectAtIndex:0] setAction:@selector(testing:)]; [[cellArray objectAtIndex:1] setAction:@selector(testing:)]; However, when I toggle the selection of the two cells, the function isn't run. Is my method of setting the action of each cell incorrect, or is the problem located somewhere else? Thanks for any help.

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