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  • drawing above gtkentry using cairo

    - by Durgesh
    Hi Experts, I want to use cairo to enhance gtkentry look. For this, I have connected a callback to 'expose-event'. In callback, I call gtkentry's original expose-event handler. After that, I create cairo context and draw some lines and destroy the cairo. I return 'TRUE' as return value of callback function so that expose-event does not propagate. Now my problem is, I am drawing line from (0,0) to (100,100). But line appears only over the border areas of the gtkentry. The place where text is, it does not appear. Please help. Kind Regards -Durgesh O Mishra

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  • accessing associations within GORM Events

    - by Don
    Hi, My Grails app has a User class and a Role class. The User class has an authorities property which holds the roles assigned to that user, e.g. class User { static hasMany = [authorities: Role] // This method is called automatically after a user is inserted def afterInsert() { this.authorities.size() } } If I create a user and assign them a role, a NullPointerException is thrown from the GORM event method afterInsert(), because authorities is null. If I comment out afterInsert() the user is saved correctly along with the assigned role. Is there some reason why I can't access associations from GORM event methods. Is is possible that this event is fired after the User row is inserted, but before the row is added to the User-Role join table? Thanks, Don

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  • How does rolling back an application level transaction interact with SqlDataAdapter events in ADO.NE

    - by ilasno
    When utilizing the RowUpdated event in the SqlAdapter class, i'm assuming that it is raised directly following the return of the database interaction that executes the update. If that update is part of an application level transaction (utilizing the SqlTransaction class) which is then rolled back, does this affect or interact at all with the RowUpdated event? Or is the RowUpdated event not raised until after the transaction is committed (this seems unlikely, but i couldn't find documentation)? If RowUpdated has already been raised, and then the transaction is rolled back, any good ideas on how to adjust something that may have been done in RowUpdated that should then, also be rolled back?

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  • How do I check if a user is authenticated with NickServ using POE::Component::IRC::State in Perl?

    - by Troy
    I'm trying to test whether a user is registered on FreeNode. nick_info() doesn't seem to return information about this, so I want to use $irc-yield(whois = $nick); and then grab the irc_whois event's reply. The problem is that I want to wait until this event is fired, so I created a global variable $whois_result and wrote a sub like this: sub whois { my $nick = $_[0]; $whois_result = 0; $irc->yield(whois => $nick); while($whois_result == 0) { } return $whois_result; } with the irc_whois handler looking like: sub on_whois { $whois_result = $_[ARG0]; print "DEBUG: irc_whois fired.\n"; } Unfortunately, the event can't fire while the loop is running so this hangs. I'm sure there's a better way to do this, but I'm not familiar enough with this kind of programming to know. Any help would be greatly appreciated.

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  • combobox dataprovider

    - by FALCONSEYE
    I have the following: <mx:RemoteObject id="myCFC" destination="ColdFusion" source="components.myCFC" showBusyCursor="true"> <mx:method name="getStuff" result="UserHandler(event);"/> </mx:RemoteObject> ... <mx:ComboBox id="propertyCode" dataProvider="{qry_stuff}" labelField="name" /> Index.as has: [Bindable] public var qry_stuff:ArrayCollection = new ArrayCollection; private function UserHandler(event:ResultEvent):void { qry_stuff= event.result as ArrayCollection; } public function init():void { /* call my remote Object to get my data */ myCFC.getStuff(); } my problem is the combobox displays [object Object] I know there is nothing wrong with the cfc and there is a field called "name" in getStuff. Why does it not display the value of the object? thanks in advance.

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  • What are the causes and solutions of exception code c0000005 in mscorwks.dll?

    - by Erick
    The exception code c0000005 is thrown from mscorwks.dll when the application is run on Windows Server 2008 R2. Other platforms (WinXP, Server 2003 R2, Windows 7 32-bit and 64-bit) do not present this exception. The event log from a single execution has many of the following event with event ID 1023 raised by the .NET Runtime: .NET Runtime version 2.0.50727.4952 - Fatal Execution Engine Error (7383851A) (80131506) The application itself makes use of a SOAP interface generated by visual studio from a wsdl, a COM object with an embedded interop, and is targeting .Net 4. sfc /scannow was run and found no problems with system files on the affected system. What trouble shooting can be done to identify a solution?

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  • jQuery hover function

    - by Daniel Hertz
    So I have a hover function that is supposed to move an arrow under the corrent the link that someone hovers over. The problem is, the arrow never returns to the current link when the person stops hovering over the link. However, if I set the left properly with a constant value it works. Anyone have any ideas? var currentId = '#' + $('body').attr('id') + '_link'; var xCordCurrent = $(currentId).offset().left - ($('#arrow').width() / 2); var xCordHover = $(event.target).offset().left + ($(event.target).width() / 2) - ($('#arrow').width() / 2); $('#arrow').animate( { left: xCordHover }, { duration: 'slow', easing: 'easeOutBack' }) }, function(event) { $('#arrow').animate( { left: xCordCurrent }, { duration: 'slow', easing: 'easeOutBack' }) });

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  • AcceptButton for each group of controls in different tabs, Can't use some envents in Combobox to mak

    - by Muhammad Kashif Nadeem
    I have different tabs on my UserControl. Each tab has some controls and button. I want to change AcceptButton on the basis of group of controls I am in. I can use TextChanged event or Enter event to make a button AcceptButton for Textboxes but I have some Comboboxes too. These combos are auto complete so I can't user Enter event on these, because on Enter these combos should be completed. Following image can explain my problem more. Thanks.

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  • BackgroundWorker vs background Thread

    - by freddy smith
    I have a stylistic question about the choice of background thread implementation I should use on a windows form app. Currently I have a BackgroundWorker on a form that has an infinite (while(true)) loop. In this loop I use WaitHandle.WaitAny to keep the thread snoozing until something of interest happens. One of the event handles I wait on is a "stopthread" event so that I can break out of the loop. This event is signaled when from my overridden Form.Dispose(). I read somewhere that BackgroundWorker is really intended for operations that you dont want to tie up the UI with and have an finite end - like downloading a file, or processing a sequence of items. In this case the "end" is unknown and only when the window is closed. Therefore would it be more appropriate for me to use a background Thread instead of BackgroundWorker for this purpose?

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  • collision with moving objects

    - by blacksheep
    tried to write a collision with the moving "floats" but did not succeed. maybe wrong place of the "collision" code? thanx 4 help! // // FruitsView.m // import "FruitsView.h" import "Constants.h" import "Utilities.h" define kFloat1Speed 0.15 define kFloat2Speed 0.3 define kFloat3Speed 0.2 @interface FruitsView (Private) - (void) stopTimer; @end @implementation FruitsView @synthesize apple, float1, float2, float3, posFloat1, posFloat2, posFloat3; -(void)onTimer { float1.center = CGPointMake(float1.center.x+posFloat1.x,float1.cen ter.y+posFloat1.y); if(float1.center.x 380 || float1.center.x < -60) posFloat1.x = -posFloat1.x; if(float1.center.y 100 || float1.center.y < -40) posFloat1.y = -posFloat1.y; float2.center = CGPointMake(float2.center.x+posFloat2.x,float2.cen ter.y+posFloat2.y); if(float2.center.x 380 || float2.center.x < -50) posFloat2.x = -posFloat2.x; if(float2.center.y 150 || float2.center.y < -30) posFloat2.y = -posFloat2.y; float3.center = CGPointMake(float3.center.x+posFloat3.x,float3.cen ter.y+posFloat3.y); if(float3.center.x 380 || float3.center.x < -70) posFloat3.x = -posFloat3.x; if(float3.center.y 100 || float3.center.y < -20) posFloat3.y = -posFloat3.y; if(CGRectIntersectsRect(apple.frame,float1.frame)) { if(apple.center.y float1.center.y) { posApple.y = -posApple.y; } } if(CGRectIntersectsRect(apple.frame,float2.frame)) { if(apple.center.y float2.center.y) { posFloat2.y = -posFloat2.y; } } if(CGRectIntersectsRect(apple.frame,float3.frame)) { if(apple.center.y float3.center.y) { posFloat3.y = -posFloat3.y; } } } pragma mark Initialisation/destruction (void)awakeFromNib { [NSTimer scheduledTimerWithTimeInterval:0.0001 target:self selector:@selector(onTimer) userInfo:nil repeats:YES]; posFloat1 = CGPointMake(kFloat1Speed, 0); posFloat2 = CGPointMake(kFloat2Speed, 0); posFloat3 = CGPointMake(kFloat3Speed, 0); timer = nil; modeLock = lockNotYetChosen; defaultSize = self.bounds.size.width; modal = self.tag; [[UIAccelerometer sharedAccelerometer] setDelegate:self]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationRepeatCount:1]; eadbea.transform = CGAffineTransformMakeScale(0.5,0.5); [UIView commitAnimations]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationRepeatCount:1]; apple.transform = CGAffineTransformMakeScale(0.5,0.5); [UIView commitAnimations]; } pragma mark Background animation processing (void) startTimer { if (!timer) { timer = [[NSTimer scheduledTimerWithTimeInterval:1.0/60.0 target:self selector:@selector(timerTick:) userInfo:nil repeats:YES] retain]; } } (void) stopTimer { [timer invalidate]; [timer release]; timer = nil; } (void) check:(CGPoint*)position delta:(CGSize*)delta halfSize:(CGSize)halfSize forBouncingAgainst:(CGSize)containerSize { if ((position-x - halfSize.width)<0) { delta-width = fabsf(delta-width)*BOUNCE_DAMPING; position-x = halfSize.width; } if ((position-x + halfSize.width)containerSize.width) { delta-width = fabsf(delta-width)*-BOUNCE_DAMPING; position-x = containerSize.width - halfSize.width; } if ((position-y - halfSize.height)<0) { delta-height = fabsf(delta-height)*BOUNCE_DAMPING; position-y = halfSize.height; } if ((position-y + halfSize.height)containerSize.height) { delta-height = fabsf(delta-height)*-BOUNCE_DAMPING; position-y = containerSize.height - halfSize.height; } } (void) timerTick: (NSTimer*)timer { dragDelta = CGSizeScale(dragDelta, INERTIAL_DAMPING); if ((fabsf(dragDelta.width)DELTA_ZERO_THRESHOLD) || (fabsf(dragDelta.height)DELTA_ZERO_THRESHOLD)) { CGPoint ctr = CGPointApplyDelta(self.center, dragDelta); CGSize halfSize = CGSizeMake(self.bounds.size.width/4, self.bounds.size.height/4); [self check:&ctr delta:&dragDelta halfSize:halfSize forBouncingAgainst:self.superview.bounds.size]; self.center = ctr; } else { [self stopTimer]; } } pragma mark Input Handling (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent )event { NSSet allTouches = [event touchesForView:self]; if ([allTouches count]==1) { if (modeLocklockNotYetChosen) return; UITouch* anyTouch = [touches anyObject]; lastMove = anyTouch.timestamp; CGPoint now = [anyTouch locationInView: self.superview]; CGPoint then = [anyTouch previousLocationInView: self.superview]; dragDelta = CGPointDelta(now, then); self.center = CGPointApplyDelta(self.center, dragDelta); [self stopTimer]; } } (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { NSSet* allTouches = [event touchesForView:self]; if ([touches count]==[allTouches count]) { modeLock = lockNotYetChosen; if ((event.timestamp - lastMove) MOVEMENT_PAUSE_THRESHOLD) return; if ((fabsf(dragDelta.width)INERTIA_THRESHOLD) || (fabsf(dragDelta.height)INERTIA_THRESHOLD)) { [self startTimer]; } } } (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { modeLock = lockNotYetChosen; [self stopTimer]; } (void)dealloc { [float1 release]; [float2 release]; [float3 release]; [apple release]; [bear_head release]; [self stopTimer]; [super dealloc]; } @end

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  • two views ontouchlistener same area how to?

    - by user553465
    I have a two ImageView. 1.ImageView zomeImageMoveable : should zome in,out and moveable. 2.ImageView zomeImageFixed : show zome this is guide line. i want this two views work same touch. { FrameLayout myFrmae = new FrameLayout(this.getContext()); myFrame.addView(zomeImageMoveable); myFrame.addView(zomeImageFixed); } Case 1. below two ImageView have each listener ,but works only one. Case 2. FrameLayout add OnTouchListener and forward. but it doesn't work myFrame.setOnTouchListener(new OnTouchListener() { @Override public boolean onTouch(View v, MotionEvent event) { zomeImageMoveable.onTouchEvent(event); zomeImageFixed.onTouchEvent(event); return false; } }); how do i have to do? thanks for reading.

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  • 3D Ball Physics Theory: collision response on ground and against walls?

    - by David
    I'm really struggling to get a strong grasp on how I should be handling collision response in a game engine I'm building around a 3D ball physics concept. Think Monkey Ball as an example of the type of gameplay. I am currently using sphere-to-sphere broad phase, then AABB to OBB testing (the final test I am using right now is one that checks if one of the 8 OBB points crosses the planes of the object it is testing against). This seems to work pretty well, and I am getting back: Plane that object is colliding against (with a point on the plane, the plane's normal, and the exact point of intersection. I've tried what feels like dozens of different high-level strategies for handling these collisions, without any real success. I think my biggest problem is understanding how to handle collisions against walls in the x-y axes (left/right, front/back), which I want to have elasticity, and the ground (z-axis) where I want an elastic reaction if the ball drops down, but then for it to eventually normalize and be kept "on the ground" (not go into the ground, but also not continue bouncing). Without kluging something together, I'm positive there is a good way to handle this, my theories just aren't getting me all the way there. For physics modeling and movement, I am trying to use a Euler based setup with each object maintaining a position (and destination position prior to collision detection), a velocity (which is added onto the position to determine the destination position), and an acceleration (which I use to store any player input being put on the ball, as well as gravity in the z coord). Starting from when I detect a collision, what is a good way to approach the response to get the expected behavior in all cases? Thanks in advance to anyone taking the time to assist... I am grateful for any pointers, and happy to post any additional info or code if it is useful. UPDATE Based on Steve H's and eBusiness' responses below, I have adapted my collision response to what makes a lot more sense now. It was close to right before, but I didn't have all the right pieces together at the right time! I have one problem left to solve, and that is what is causing the floor collision to hit every frame. Here's the collision response code I have now for the ball, then I'll describe the last bit I'm still struggling to understand. // if we are moving in the direction of the plane (against the normal)... if (m_velocity.dot(intersection.plane.normal) <= 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Clamp z-velocity to zero if we are within a certain threshold // -- NOTE: this was an experimental idea I had to solve the "jitter" bug I'll describe below float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position + intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); The above snippet is run after a collision is detected on the ball (collider) with a collidee (floor in this case). With a dampening force of 1.8f, the ball's reflected "upward" velocity will eventually be overcome by gravity, so the ball will essentially be stuck on the floor. THIS is the problem I have now... the collision code is running every frame (since the ball's z-velocity is constantly pushing it a collision with the floor below it). The ball is not technically stuck, I can move it around still, but the movement is really goofy because the velocity and position keep getting affected adversely by the above snippet. I was experimenting with an idea to clamp the z-velocity to zero if it was "close to zero", but this didn't do what I think... probably because the very next frame the ball gets a new gravity acceleration applied to its velocity regardless (which I think is good, right?). Collisions with walls are as they used to be and work very well. It's just this last bit of "stickiness" to deal with. The camera is constantly jittering up and down by extremely small fractions too when the ball is "at rest". I'll keep playing with it... I like puzzles like this, especially when I think I'm close. Any final ideas on what I could be doing wrong here? UPDATE 2 Good news - I discovered I should be subtracting the intersection.diff from the m_position (position prior to collision). The intersection.diff is my calculation of the difference in the vector of position to destPosition from the intersection point to the position. In this case, adding it was causing my ball to always go "up" just a little bit, causing the jitter. By subtracting it, and moving that clamper for the velocity.z when close to zero to being above the dot product (and changing the test from <= 0 to < 0), I now have the following: // Clamp z-velocity to zero if we are within a certain threshold float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // if we are moving in the direction of the plane (against the normal)... float dotprod = m_velocity.dot(intersection.plane.normal); if (dotprod < 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration? // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position - intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); UpdateWorldMatrix(m_destWorldMatrix, m_destOBB, m_destPosition, false); This is MUCH better. No jitter, and the ball now "rests" at the floor, while still bouncing off the floor and walls. The ONLY thing left is that the ball is now virtually "stuck". He can move but at a much slower rate, likely because the else of my dot product test is only letting the ball move at a rate multiplied against the tRemaining... I think this is a better solution than I had previously, but still somehow not the right idea. BTW, I'm trying to journal my progress through this problem for anyone else with a similar situation - hopefully it will serve as some help, as many similar posts have for me over the years.

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  • Flash AS3 - Display an error if the XML if incorrect

    - by ongoingworlds
    Hi, I'm creating a flash application which loads in some XML which is generated dynamically from the CMS. I want to display an error in case the XML file isn't formatted correctly. When I test this with incorrectly formatted XML, it will just get to the line myXML = XML(myLoader.data); and then just bomb out. How can I catch the error, display a message to the user, but the flash program to continue as normal. var myXMLURL:URLRequest = new URLRequest(XMLfile); var myLoader:URLLoader = new URLLoader(myXMLURL); myLoader.addEventListener(Event.COMPLETE, xmlLoaded); myLoader.addEventListener(IOErrorEvent.IO_ERROR, xmlFailed); var myXML:XML; //--when the xml is loaded, do this function xmlLoaded(e:Event):void { myXML = XML(myLoader.data); trace("XML = "+myXML); } //--if the xml fails to load, do this function xmlFailed(event:IOErrorEvent):void { errorMsg.text = "The XML file cannot be found" }

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  • Can mouseenter be made to not fire in IE on DOMready?

    - by mrclay
    jQuery emulates IE's mouseenter event on non-IE browsers. In IE, however, mouseenter is being triggered when the page loads (maybe due to jQuery's use of doScroll in the $.ready implementation), even if the mouse is not moved at all. This doesn't happen in other browsers and definitely doesn't follow Microsoft's own spec, which says (emphasis mine): The event fires only if the mouse pointer is outside the boundaries of the object and the user moves the mouse pointer inside the boundaries of the object. If the mouse pointer is currently inside the boundaries of the object, for the event to fire, the user must move the mouse pointer outside the boundaries of the object and then back inside the boundaries of the object. This only becomes an issue of usability if hover (or the hoverIntent plugin) is applied to a navigational item to display a drop down or "mega-menu": In IE, mouseenter will fire immediately after $.ready, obscuring the content with the menu. I've put together a demonstration of both the mouseenter inconsistency and the usability issue it creates.

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  • How to apply custom BidirectionalGraph from QuickGraph to GraphLayout from Graph#?

    - by Dmitry
    Whats wrong? using QuickGraph; using GraphSharp; public class State { public string Name { get; set; } public override string ToString() { return Name; } } public class Event { public string Name; public override string ToString() { return Name; } } BidirectionalGraph<State, TaggedEdge<State, Event>> x = new BidirectionalGraph<State, TaggedEdge<State, Event>>(); GraphLayout graphLayout = new GraphLayout(); graphLayout.Graph = x; Error: Cannot implicitly convert type 'QuickGraph.BidirectionalGraph' to 'QuickGraph.IBidirectionalGraph'. An explicit conversion exists (are you missing a cast?) If I put the cast, then application gets fault error on start without any information Whats wrong?

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  • Building Asp.net Page code behind correctly

    - by Hagai
    Hi everyone, I need some guidelines about building the code behind of my pages correctly. I mean, I'm building in asp.net for a year now, and mostly using the Page_Load event. (and ofcourse "event handling" the events triggered by the user's actions). I know about the page life cycle and the order of events that happens when a page is requested etc.. . Is it normal that, generally, in a data-driven page, for example, I'm not using any of the "pre_render", "page_unload", "pre_init" etc.. event handlers? or am I missing something here? any guidelines would help me a lot, including links or whatever you think that would instruct me well. thanks.

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  • Help with a Join in Rails 3

    - by Adam Albrecht
    I have the following models: class Event < ActiveRecord::Base has_many :action_items end class ActionItem < ActiveRecord::Base belongs_to :event belongs_to :action_item_type end class ActionItemType < ActiveRecord::Base has_many :action_items end And what I want to do is, for a given event, find all the action items that have an action item type with a name of "foo" (for example). So I think the SQL would go something like this: SELECT * FROM action_items a INNER JOIN action_item_types t ON a.action_item_type_id = t.id WHERE a.event_id = 1 AND t.name = "foo" Can anybody help me translate this into a nice active record query? (Rails 3 - Arel) Thanks!

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  • Preloader stalling flash movie in IE

    - by rogersoli
    This is only a problem in IE. the following actionscript is for a simple preloader for a movie i'm working on. It works fine in Firefox but the movie stops on the first frame when opened with Internet Explorer. Has anyone had this problem before? stop(); addEventListener(Event.ENTER_FRAME,checkLoad); function checkLoad(e:Event):void { var pcent:Number=this.loaderInfo.bytesLoaded /this.loaderInfo.bytesTotal*100; bar_mc.scaleX=pcent/100; loader_txt.text=int(pcent)+"%"; if (pcent==100) { removeEventListener(Event.ENTER_FRAME,checkLoad); this.gotoAndPlay(2); } }

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  • AS3 TextField - unwanted carriage return when setting value to ""

    - by jevinkones
    I have an input TextField and have a KeyboardEvent.KEY_DOWN even listener on the stage to listen for the Keyboard.ENTER event. The event listener adds the entered text to an array or whatever, and then clears the TextField. The problem is that when the Enter key event fires and the TextField value is set to "", it leaves a carriage return in the TextField and the cursor positioned on the second line. WTF? I've been coding AS2 and AS3 for a LONG time and have never ran into this before. Am I losing my mind? Please help, people! :-) Example: var myTextArray:Array = new Array(); stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyDown); function onKeyDown(e:KeyboardEvent):void{ if(e.keyCode == Keyboard.ENTER){ if(_inputText.text != null){ myTextArray.push(_inputText.text); } _inputText.text = ""; } }

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  • Repeater ItemDataBound Complete Trigger

    - by OliverS
    Hi I have a Repeater and I am doing various things during the ItemDataBound event. My Repeater is in a control. What I am noticing is that the things that are supposed to happen in the ItemDataBound event happen after the Page_Load of the page hosting the control. Is there a way to use some sort of ItemDataBoundComplete trigger so I can do other things on my page after the events of the ItemDataBound have taken place? Thanks, please let me know if I have not been clear. [Edit] I have controls that are being bound to the ItemDataBound and they are not available until after the Page_Load for the page hosting the control. [Solution] (In my case): In my page I used the following: Control.Page.LoadComplete += new EventHandler(Control_LoadComplete); Then I performed what I had to do in that event.

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  • Unbinding inline onClick not working in jQuery?

    - by Polaris878
    Okay so, I'm wondering how to unbind an inline onclick event in jQuery. You'd think .unbind() would work, however it doesn't. To test this for yourself, play around with the following HTML and JavaScript: function UnbindTest() { $("#unbindTest").unbind('click'); } function BindTest() { $("#unbindTest").bind('click', function() { alert("bound!"); }); } <button type="button" onclick="javascript:UnbindTest();">Unbind Test</button> <button type="button" onclick="javascript:BindTest();">Bind Test</button> <button type="button" onclick="javascript:alert('unbind me!');" id="unbindTest">Unbind Button</button> As you can see, unbinding does not unbind the inline onclick event... however it does unbind the click event added with bind(). So, I'm wondering if there is a way to unbind inline onclick events short of doing the following: $("#unbindTest").get(0).onclick = ""; Thanks

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  • C++: How to build an events / messaging system without void pointers?

    - by Jarx
    I'd like to have a dynamic messaging system in my C++ project, one where there is a fixed list of existing events, events can be triggered anywhere during runtime, and where you can subscribe callback functions to certain events. There should be an option for arguments passed around in those events. For example, one event might not need any arguments (EVENT_EXIT), and some may need multiple ones (EVENT_PLAYER_CHAT: Player object pointer, String with message) The first option for making this possible is allowing to pass a void pointer as argument to the event manager when triggering an event, and receiving it in the callback function. Although: I was told that void pointers are unsafe and I shouldn't use them. How can I keep (semi) dynamic argument types and counts for my events whilst not using void pointers?

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  • Java->Scala Remove Iterator<T>-Element from a JavaConversions-wrapped Iterable

    - by ifischer
    I have to translate the following code from Java to Scala: for (Iterator<ExceptionQueuedEvent> i = getUnhandledExceptionQueuedEvents().iterator(); i.hasNext();) { ExceptionQueuedEvent event = i.next(); try { //do something } finally { i.remove(); } } I'm using the JavaConversions library to wrap the Iterable. But as i'm not using the original Iterator, i don't know how to remove the current element correctly from the collection the same way as i did in Java: import scala.collection.JavaConversions._ (...) for (val event <- events) { try { //do something } finally { //how can i remove the current event from events? } } Can someone help me? I guess it's easy, but i'm still kinda new to Scala and don't understand what's going on when Scala wraps something of Java.

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  • Allowing threads from python after calling a blocking i/o code in a python extension generated using

    - by SS
    I have written a python extension wrapping an existing C++ library live555 (wrapping RTSP client interface to be specific) in SWIG. The extension works when it is operated in a single thread, but as soon as I call the event loop function of the library, python interpreter never gets the control back. So if I create a scheduled task using threading.Timer right before calling the event loop, that task never gets executed once event loop starts. To fix this issue, I added Py_BEGIN_ALLOW_THREADS and Py_END_ALLOW_THREADS macros manually in the SWIG auto generated wrapper cxx file around every doEventLoop() function call. But now, I want to do the same (i.e. allow threads) when SWIG generates the code itself and not to change any code manually. Has anyone done something similar in SWIG? P.S. - I would also consider switching to any other framework (like SIP) to get this working. I selected SWIG over any other technology is because writing SWIG interface was really very easy and I just had to include the existing header files.

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  • Help with pyHook error.

    - by Shady
    Hey, I'm trying to make a global hotkey with pyhook in python that is supposed to work only with the alt key pressed. here is the source: import pyHook import pythoncom hm = pyHook.HookManager() def OnKeyboardEvent(event): if event.Alt == 32 and event.KeyID == 49: print 'HERE WILL BE THE CODE' hm.KeyDown = OnKeyboardEvent hm.HookKeyboard() pythoncom.PumpMessages() but when I execute, only works with the second press of the second key (number 1 = 49)... and give this error: http://img580.imageshack.us/img580/1858/errord.png How can I solve it? For work at the first pressed time.

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