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  • Udacity: Teaching thousands of students to program online using App Engine

    Udacity: Teaching thousands of students to program online using App Engine Join Fred Sauer & Iein Valdez as they talk with Steve Huffman, founder of Reddit and Hipmunk, and Chris Chew, senior software engineer at Udacity. Steve will share his experience teaching a course on web development using App Engine at Udacity, and Chris will talk about his experience building Udacity itself using App Engine. Submit your questions for Steve and Chris to answer live on air. From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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  • How does a collision engine work?

    - by JXPheonix
    Original question: Click me How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should? If you don't know what a collision engine is, basically it's generally used in platform games to make the player acutally hit walls and the like. There's the 2D type and the 3D type, but they all accomplish the same thing: collision. So, what keeps a collision engine ticking?

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  • Shader inputs in a general purpouse engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this off hand. Do general purpouse engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • How To Create Your Own Custom Google Search Engine

    - by Chris Hoffman
    Have you ever wanted to create a custom Google search engine that searches only specific websites? You can easily do this with Google’s Custom Search Engine tool. You can bookmark your search engine and even share it with other people. This trick works similarly to Google’s site: operator, but you won’t have to type the operator every time you search. It’s particularly useful if you want to search a large number of sites at once. How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • How does a collison engine work?

    - by JXPheonix
    Original question: Click me How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should? If you don't know what a collision engine is, basically it's generally used in platformer games to make the player acutally hit walls and the like. There's the 2d type and the 3d type, but they all accomplish the same thing: collision. So, what keeps a collision engine ticking?

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  • Search engine bots accessing strange URLs

    - by casasoft
    We have ELMAH enabled on our site and get errors whenever a Page Not Found error is triggered on the website. We have recently redesigned a new website and so we understand that search engine robots might have previously indexed pages which they try to access and result in a Page Not Found errors. For this reason, we have set up permanent redirects for such previously indexed pages to the respective new pages. The website in mention is www.chambercollege.com and for example, a previously indexed URL was www.chambercollege.com/special-offers.aspx. This page is no longer accessible so we have created the necessary permanent redirect to redirect to the respective page on www.chambercollege.com/en/content/special-offers-161/. Now we are starting to receive Page Not Found errors of search engine bots (e.g. MSN bot) trying to access the URL www.chambercollege.com/special-offers.aspx/images/shadow_right.jpg/. Any idea how could a search engine make up that strange URL and whether you have any suggestions of what to do best?

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  • GDD-BR 2010 [1B] What's New in Google App Engine and GAE for Business

    GDD-BR 2010 [1B] What's New in Google App Engine and GAE for Business Speaker: Patrick Chanezon Track: Cloud Computing Time: B[11:15 - 12:00] Room: 1 Level: 151 Learn what's new with Java on App Engine. We'll take a whirlwind tour through the changes since last year, walk through a code sample for task queues and the new blobstore service, and demonstrate techniques for improving your application's performance. We'll top it off with a glimpse into some new features that we've planned for the year ahead. This session will include an overview of Google App Engine for Business. From: GoogleDevelopers Views: 0 0 ratings Time: 49:20 More in Science & Technology

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  • How can I define custom 'contentGroups' in a custom Flex 4 component?

    - by swidnikk
    The spark panel component for example can be written like this And its skin file will handle layout of the contentGroup, controlBarGroup, and titleDisplay. Notice, however that the contentGroup is doesn't appear in the code above and that the controlBarGroup accepts child mxml components. Now say I want to create a custom component that defines various required and non-required skinparts, such as 'headerGroup', 'navigationGroup', and 'accountPreferencesGroup'. I'd like to write this custom component like this The motivation here is that I can now create a couple different skin files to change the look and layout of those subgroups. Reading source of the spark panel, there are some calls within the mx_internal namespace such as getMXMLContent() which is a method of the spark group component, but which I have no access to. Does the description above make sense? How can I create custom 'contentGroups' in my custom Flex4 component that can use nested mxml child components? Should I approach this a different way?

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  • Two view App with root template view

    - by Tieman
    Hi I was wanted to do Application witch have a root template view with a nice logo on top or something adn load other views just below (here is what I have right now: Test App ) But I have a little problem. If I'll remove a comment in file TestAppDelegate.m on line 58 //[currentView release]; Application will crash with bunch of errors when I try to switch views. But if I comment this line Project analyzer is telling me that I have a potential leak with currentView variable. Can somebody spare some time and see in that code what I did wrong?

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  • Tile Collision & Sliding against tiles

    - by Devin Rawlek
    I have a tile based map with a top down camera. My sprite stops moving when he collides with a wall in any of the four directions however I am trying to get the sprite to slide along the wall if more than one directional key is pressed after being stopped. Tiles are set to 32 x 32. Here is my code; // Gets Tile Player Is Standing On var splatterTileX = (int)player.Position.X / Engine.TileWidth; var splatterTileY = (int)player.Position.Y / Engine.TileHeight; // Foreach Layer In World Splatter Map Layers foreach (var layer in WorldSplatterTileMapLayers) { // If Sprite Is Not On Any Edges if (splatterTileX < layer.Width - 1 && splatterTileX > 0 && splatterTileY < layer.Height - 1 && splatterTileY > 0) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West } // If Sprite Is Not On Any X Edges And Is On -Y Edge if (splatterTileX < layer.Width - 1 && splatterTileX > 0 && splatterTileY == 0) { tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West } // If Sprite Is On +X And -Y Edges if (splatterTileX == layer.Width - 1 && splatterTileY == 0) { tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West } // If Sprite Is On +X Edge And Y Is Not On Any Edge if (splatterTileX == layer.Width - 1 && splatterTileY < layer.Height - 1 && splatterTileY > 0) { tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South tileSW = layer.GetTile(splatterTileX - 1, splatterTileY + 1); // South-West tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North } // If Sprite Is On +X And +Y Edges if (splatterTileX == layer.Width - 1 && splatterTileY == layer.Height - 1) { tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North } // If Sprite Is Not On Any X Edges And Is On +Y Edge if (splatterTileX < (layer.Width - 1) && splatterTileX > 0 && splatterTileY == layer.Height - 1) { tileW = layer.GetTile(splatterTileX - 1, splatterTileY); // West tileNW = layer.GetTile(splatterTileX - 1, splatterTileY - 1); // North-West tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East } // If Sprite Is On -X And +Y Edges if (splatterTileX == 0 && splatterTileY == layer.Height - 1) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East } // If Sprite Is On -X Edge And Y Is Not On Any Edges if (splatterTileX == 0 && splatterTileY < (layer.Height - 1) && splatterTileY > 0) { tileN = layer.GetTile(splatterTileX, splatterTileY - 1); // North tileNE = layer.GetTile(splatterTileX + 1, splatterTileY - 1); // North-East tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South } // If Sprite Is In The Top Left Corner if (splatterTileX == 0 && splatterTileY == 0) { tileE = layer.GetTile(splatterTileX + 1, splatterTileY); // East tileSE = layer.GetTile(splatterTileX + 1, splatterTileY + 1); // South-East tileS = layer.GetTile(splatterTileX, splatterTileY + 1); // South } // Creates A New Rectangle For TileN tileN.TileRectangle = new Rectangle(splatterTileX * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And N Tile var tileNCollision = player.Rectangle.Intersects(tileN.TileRectangle); // Creates A New Rectangle For TileNE tileNE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And NE Tile var tileNECollision = player.Rectangle.Intersects(tileNE.TileRectangle); // Creates A New Rectangle For TileE tileE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, splatterTileY * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And E Tile var tileECollision = player.Rectangle.Intersects(tileE.TileRectangle); // Creates A New Rectangle For TileSE tileSE.TileRectangle = new Rectangle((splatterTileX + 1) * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And SE Tile var tileSECollision = player.Rectangle.Intersects(tileSE.TileRectangle); // Creates A New Rectangle For TileS tileS.TileRectangle = new Rectangle(splatterTileX * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And S Tile var tileSCollision = player.Rectangle.Intersects(tileS.TileRectangle); // Creates A New Rectangle For TileSW tileSW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, (splatterTileY + 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And SW Tile var tileSWCollision = player.Rectangle.Intersects(tileSW.TileRectangle); // Creates A New Rectangle For TileW tileW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, splatterTileY * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And Current Tile var tileWCollision = player.Rectangle.Intersects(tileW.TileRectangle); // Creates A New Rectangle For TileNW tileNW.TileRectangle = new Rectangle((splatterTileX - 1) * Engine.TileWidth, (splatterTileY - 1) * Engine.TileHeight, Engine.TileWidth, Engine.TileHeight); // Tile Collision Detection Between Player Rectangle And Current Tile var tileNWCollision = player.Rectangle.Intersects(tileNW.TileRectangle); // Allow Sprite To Occupy More Than One Tile if (tileNCollision && tileN.TileBlocked == false) { tileN.TileOccupied = true; } if (tileECollision && tileE.TileBlocked == false) { tileE.TileOccupied = true; } if (tileSCollision && tileS.TileBlocked == false) { tileS.TileOccupied = true; } if (tileWCollision && tileW.TileBlocked == false) { tileW.TileOccupied = true; } // Player Up if (keyState.IsKeyDown(Keys.W) || (gamePadOneState.DPad.Up == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Up; if (tileN.TileOccupied == false) { if (tileNWCollision && tileNW.TileBlocked || tileNCollision && tileN.TileBlocked || tileNECollision && tileNE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = -1; } else if (tileN.TileOccupied) { if (tileNWCollision && tileNW.TileBlocked || tileNECollision && tileNE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = -1; } } // Player Down if (keyState.IsKeyDown(Keys.S) || (gamePadOneState.DPad.Down == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Down; // Check Collision With Tiles if (tileS.TileOccupied == false) { if (tileSWCollision && tileSW.TileBlocked || tileSCollision && tileS.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = 1; } else if (tileS.TileOccupied) { if (tileSWCollision && tileSW.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.Y = 0; } else playerMotion.Y = 1; } } // Player Left if (keyState.IsKeyDown(Keys.A) || (gamePadOneState.DPad.Left == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Left; if (tileW.TileOccupied == false) { if (tileNWCollision && tileNW.TileBlocked || tileWCollision && tileW.TileBlocked || tileSWCollision && tileSW.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = -1; } else if (tileW.TileOccupied) { if (tileNWCollision && tileNW.TileBlocked || tileSWCollision && tileSW.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = -1; } } // Player Right if (keyState.IsKeyDown(Keys.D) || (gamePadOneState.DPad.Right == ButtonState.Pressed)) { player.CurrentAnimation = AnimationKey.Right; if (tileE.TileOccupied == false) { if (tileNECollision && tileNE.TileBlocked || tileECollision && tileE.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = 1; } else if (tileE.TileOccupied) { if (tileNECollision && tileNE.TileBlocked || tileSECollision && tileSE.TileBlocked) { playerMotion.X = 0; } else playerMotion.X = 1; } } I have my tile detection setup so the 8 tiles around the sprite are the only ones detected. The collision variable is true if the sprites rectangle intersects with one of the detected tiles. The sprites origin is centered at 16, 16 on the image so whenever this point goes over to the next tile it calls the surrounding tiles. I am trying to have collision detection like in the game Secret of Mana. If I remove the diagonal checks the sprite will pass through thoses tiles because whichever tile the sprites origin is on will be the detection center. So if the sprite is near the edge of the tile and then goes up it looks like half the sprite is walking through the wall. Is there a way for the detection to occur for each tile the sprite's rectangle touches?

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  • Map problem when passing it as model to view in grails

    - by xain
    Hi, In a controller, I have populated a map that has a string as key and a list as value; in the gsp, I try to show them like this: <g:each in="${sector}" var="entry" > <br/>${entry.key}<br/> <g:each in="${entry.value}" var="item" > ${item.name}<br/> </g:each> </g:each> The problem is that item is considered as string, so I get the exception Error 500: Error evaluating expression [item.name] on line [11]: groovy.lang.MissingPropertyException: No such property: nombre for class: java.lang.String Any hints on how to fix it other than doing the find for the item explicitly in the gsp ?

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  • Eclipse Outline View - Visible JavaScript Categories in Eclipse?

    - by leeand00
    I just found an option in the little white down arrow in Eclipse that reads "Visible Categories..." How can I use this? It seems to me that it could be used to only show functions that have an @category in their comments, but I haven't been able to make that work. If it did work it would be incredibly useful for separating out Unit Tests from their common-functions and separating them from the setUp and tearDown methods, so what is it really for? By the way I'm editing a Javascript file in the Eclipse "Javascript Editor", I don't know if that makes any difference or not.

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  • Android Custom View Constructor

    - by Mitch
    I'm learning about using Custom Views from the following: http://developer.android.com/guide/topics/ui/custom-components.html#modifying The description says: Class Initialization As always, the super is called first. Furthermore, this is not a default constructor, but a parameterized one. The EditText is created with these parameters when it is inflated from an XML layout file, thus, our constructor needs to both take them and pass them to the superclass constructor as well. Is there a better description? I've been trying to figure out what the constructor(s) should look like and I've come up with 4 possible choices (see example at end of post). I'm not sure what these 4 choices do (or don't do), why I should implement them, or what the parameters mean. Is there a description of these? Thanks. Mitch public MyCustomView() { super(); } public MyCustomView(Context context) { super(context); } public MyCustomView(Context context, AttributeSet attrs) { super(context, attrs); } public MyCustomView(Context context, AttributeSet attrs, Map params) { super(context, attrs, params); }

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  • Any book on designing and implementing a CRPG engine?

    - by Fabzter
    Hi! First, let me tell you, I am not really interested in making my own rpg engine (at least not in the near future, hehe), but I do feel like I want to understand the internals of how a rpg engine works. Why? Well, because I like to read about programming and design, It keeps me motivated and excited, and because I know I will learn a lot, for, even when I have been programming for some years now, I never stop considering myself an ignorant... there are simply SO many things involving a game engine (specially rpg ones, like branching storylines, and items and economics!) I'm eager to know. I've been searching (and thus, finding) lots of info online, but it is never focused in what I'm interested (most of it talks about the mathematics and AI algorithms implementation, which I know quite well), which is the design of overall structure, patterns, scripting engine, decision engine... damn, so many things I can't even imagine, since I've never done any game programming. I hope you know have an idea of how I feel, and how I want to learn for the sake of learning, and why would I want you to tell me if you know if there exist books touching the topics that interest me the most.

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  • Server side includes on app engine (<!-- include virtual="header.html" -->)?

    - by Alexandre H. Tremblay
    Hi, I have been trying to figure this out a while. I would like to make my app engine website use basic html and shtml whenever in order to avoid the slow warm-up phase of jsp apps on app engine. This is so that my landing pages load instantly. Basically, I am trying to include an html file into my main html file (index.html - I tried index.shtml). This is the command I try: <!-- include virtual="header.html" --> However it does not work. The server side includes to not seem to get executed in app engine. Do I need to enable these commands somewhere first - or does app engine simply not allow them?

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  • What's a Java alternative to Google App Engine for developing iPhone Push Notification services?

    - by bpapa
    I'm a Java programmer who is working on an iPhone application. I'd like it to use Push Notification services. I originally thought I could use Google App Engine to provide the payloads to Apple, but I see now that it won't be possible because App Engine doesn't support the low-level socket programming that is needed to communicate with Apple. Are there any alternatives to Google App Engine that let me use Java? In brief, I'm wondering if there is a free hosting platform that supports Java and Socket Programming

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  • Python Newbie: Sphinx on App Engine - too much at a time?

    - by Pekka
    Following up on my last year's question on documentation, I now want to get started and try out Python-based Sphinx for putting together the developer documentation for a PHP CMS I've been working on. Instead of setting up Python locally on my workstation, I would like to run it on a publicly accessible web server from the start. All the web hosting packages I have access to run on the LAMP stack, and I'm reluctant to buy Python-based hosting. I am very interested in the Google App Engine, the free quotas they provide will do for me a hundred times over, and even if not, their pricing looks very reasonable. Now I have zero knowledge of Python - getting Sphinx to work would be my first contact with it - and very little time. As far as I understand, the platform and python libraries the App Engine provides are very compatible to a standard Python library but not identical. So my question is: Can Sphinx run on App Engine at all? Is installing Sphinx on the App Engine as straightforward as if I would install it on top of a normal Python installation? Or will the App Engine's environment require tweaking of the source code that I can't perform in reasonable time with my current level of Python? Should I be installing Sphinx on a local server and a "normal" Python stack instead first? Does anybody know any helpful How-to's, tutorials or other resources for this?

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  • Integrate IPhone Safari like view in Android?

    - by sunil
    The main concept goes like this. I have four listviews with its own data loaded at the same time. Only one listview will be visible to the user. Now, when the user presses a button, not only the current listview but also other three listviews should be minimized and then user can just scroll just as in Gallery and select the listview that one wants to open. I hope you all have understood what I want. Let me know if someone have some idea of implementing such a User Interface in Android. Thanks & Regards Sunil

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  • ASP.NET MVC Newbie: why isn't my model available when creating a strongly-typed view?

    - by Rax Olgud
    I'm starting with ASP.NET MVC, and working with NerdDinner as reference. I did the following: Created a new project Added a couple of tables Created LINQ to SQL for them Created a new controller My Models directory now contains MyModel.dbml, under which I have MyModel.designer.cs, that contains classes for models relating to both of my tables (let's call them Categories and Products). Now, under my new controller, I would like to create a strongly typed view. So for example I have the following code in my controller (for my application I must work by name, and the "Name" field is unique): public ActionResult Details(string name) { MyModelDataContext db = new MyModelDataContext(); Product user = db.Products.Single(t => t.Name == name); return View(user); } I would like to create a strongly-typed view. So I right-click the line "return View(user)", and choose "Add View...". I click "Create a strongly-typed view". When I click the dropdown of "View data class", I don't see my models, but only: MyProject.Controllers.AccountMembershipService MyProject.Controllers.FormsAuthenticationService What am I missing?

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  • avoid preselection of a view when focus is gained android

    - by Sephy
    Hi all, I don't know if the title is very clear, but my issue is as follows : I have an activity with a listview, and on top of this listview, i have a searchfield (edittext). The issue is that when i try debugging on a phone, the virtual keyboard gets out straight after the screen displays the activity... And of course, it's hidding half of the list... So, is there an attribute or something I can use to prevent this from happening?(I still want to keybord to appear when i click the edittext though...) thank you

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  • Stackoverflow style data list view

    - by kst
    Hi Buddies I'm beginner in ASP.Net.I'm know developing the small project for searching data from DB. I use ASP.Net web form and ADO.Net.I would like to show the data list like stackoverflow because I don't want to use GridView. I've some data fields to show example. Title Description Date Keyword Please check out my screen shoot now I use Literal for draft. so Please point to me what control I should use and that control will attach with Pager for the data list. Important: Please let me know how to make layout template for the data list (Details) Thanks

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  • android: Check if a View is bringed to front

    - by user329692
    Hi Guys! I made a custom component which simple extends a WebView This component is used into activities that are loaded from a tabhost. This component creates a timertask too. I'd like to execute the task only if the activity that contains the component is visible. Ex: public class MyWebView extends WebView { public MyWebView(Context context, AttributeSet as) { super(context,as); /** More code **/ TimerTask ttask = new TimerTask() { @Override public void run() { if (iamvisible) doStuff(); } }; timer = new Timer(); timer.schedule(ttask, refreshInterval * 1000, refreshInterval * 1000); } } How can I set the iamvisible variable? I tried overriding onWindowFocusChanged and onWindowVisibilityChanged but with no luck Regards in advance

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  • How to prevent modal view controllers flashing when changing

    - by KP Overflow
    I have three view controllers, let's call them A, B and C. When a button is pressed on view A, view B is shown using presentModalViewController:animated: When the finish button is pressed on screen B, it dismisses itself. View A is notified whereupon it immediately shows view C, again using presentModalViewController:animated: The problem is that view A's content is momentarily flashed on the screen between view B closing and view C opening. I can get around this by making view A blank and moving it's current content to a new view, D. (For various reasons, I don't want view B to own view C, that's why it's not opening it) Am I over-complicating this? I'm sure there is a smarter way to go? ThanksT

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  • Tree View in c# with recursive

    - by user188886
    hi there i have table in DB with 3 column = ParentId , Id , Text i wanna make Tree in C# by the Records that we have saved in this table i dont know how should i write my recursive method in c# please help me thanks

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  • iOS: Gesture recogniser for smooth scrolling and flicking a View

    - by AppleDeveloper
    I am building an iPad app where I needed to allow resizing views functionality using divider view provided between two views. This divider view is just a 20px height view between two half screen content views - please refer attached images. When user scrolls this divider view up or down, both content views changes their sizes appropriately. I have extended UIView and implemented this using touchMoved delegate as code given below in touchesMoved delegate. It works fine. The only thing is missing with TouchMoved is you can't flick divider view to top or bottom directly. You have to scroll all the way to top or bottom! To support flicking the view I have tried UIPanGestureRecognizer but I don't see smooth scrolling with it. When I handle split position change in UIGestureRecognizerStateChanged state, just touching divider view flick it to top or bottom. Handling split position change in UIGestureRecognizerStateEnded does the same but I don't see content view resizing with dividerview scrolling! Could someone please tell me how could I achieve both smooth scrolling of divider view with resizing content views(like touchMoved) and flicking the view. Any alternative approach would also fine. Thanks. - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; if (touch) { CGPoint lastPt = [touch previousLocationInView:self]; CGPoint pt = [touch locationInView:self]; float offset = pt.y - lastPt.y; self.parentViewController.splitPosition = self.parentViewController.splitPosition + offset; } } - (void)handlePan:(UIPanGestureRecognizer*)recognizer { CGPoint translation = [recognizer translationInView:recognizer.view]; CGPoint velocity = [recognizer velocityInView:recognizer.view]; if (recognizer.state == UIGestureRecognizerStateBegan) { } else if (recognizer.state == UIGestureRecognizerStateChanged) { // If I change split position here, I don't see smooth scrolling dividerview...it directly jumps to the top or bottom! self.parentViewController.splitPosition = self.parentViewController.splitPosition + translation.y; } else if (recognizer.state == UIGestureRecognizerStateEnded) { // If I change split position here, the same thing happens at end and I don't see my divider view moving with my scrolling and resizing my views. self.parentViewController.splitPosition = self.parentViewController.splitPosition + translation.y; } } Initial screen Increased top view size by scrolling divider view Top view is totally hidden here but I have to scroll divider view all the way to top. I want to flick the divider view so that it directly goes from any position to top

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