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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • Dataflow in Controllers & Layouts in Zend Framework

    - by favo
    I use a basic setup which uses a layout.phtml for the HTML Layout and view scripts for the content part. I want to control some variables in the layout in my controllers, i.e. the title of my site. How can I access my layout to output variables from within the controller? Thanks for your feedback!

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  • How to setup GIMP add-ons

    - by Juza
    I'm trying to setup androidicon.py file after I downloaded it from internet, but I can not find the menu item Android Icon batch mode and Android Icon even though I reboot it. What I did as follows: Download it from http://registry.gimp.org/node/25274 Control+click on androidicon.py.txt link and save it as file "androidicon.py". Copy it to plug-in folder Reboot GIMP Confirm the menu "Android Icon batch mode" and "Android Icon" wasn't shown. Could you tell me how to fix this?

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  • BlackBerry - TouchEvent on multiple managers

    - by rupesh
    Hi all i am new to blackberry application development here is my question i am using two verticalfieldmanager "layout" and "manager" in my application. layout has three custom button field and layout is inside manager. i am not able to implement touch event , here is my code: public class MenuScreen extends MainScreen { public MenuScreen() { super(Screen.DEFAULT_CLOSE); Bitmap menuBackgroundImage = Bitmap .getBitmapResource("com/greetings/Images/MenuBackground.jpg"); final VerticalFieldManager layout = new VerticalFieldManager() { public boolean touchEvent(TouchEvent message) { int x = message.getGlobalX(1); int y = message.getGlobalY(1); if (getExtent().contains(x, y)) { int fieldI = getFieldAtLocation(x, y); Field field = getField(fieldI); field.setFocus(); return super.touchEvent(message); } return false; } }; ButtonField categories = new ButtonField("Categories") { public void run() { Dialog.alert("one"); } public boolean touchEvent(TouchEvent message) { int x = message.getX(1); int y = message.getY(1); int w = getWidth(); int h = getHeight(); if (x >= 0 && x <= w && y >= 0 && y <= h) { switch (message.getEvent()) { case TouchEvent.DOWN: setFocus(); return true; case TouchEvent.UNCLICK: run(); return true; } } return false; } }; ButtonField help = new ButtonField("Help") { public void run() { Dialog.alert("help"); } public boolean touchEvent(TouchEvent message) { int x = message.getX(1); int y = message.getY(1); int w = getWidth(); int h = getHeight(); if (x >= 0 && x <= w && y >= 0 && y <= h) { switch (message.getEvent()) { case TouchEvent.DOWN: setFocus(); return true; case TouchEvent.UNCLICK: run(); return true; } } return false; } }; ButtonField developer = new ButtonField("Developer") { public void run() { Dialog.alert("Developer"); } public boolean touchEvent(TouchEvent message) { int x = message.getX(1); int y = message.getY(1); int w = getWidth(); int h = getHeight(); if (x >= 0 && x <= w && y >= 0 && y <= h) { switch (message.getEvent()) { case TouchEvent.DOWN: setFocus(); return true; case TouchEvent.UNCLICK: run(); return true; } } return false; } }; layout.add(categories); layout.add(help); layout.add(developer); VerticalFieldManager manager = new VerticalFieldManager() { protected void sublayout(int width, int height) { width = Display.getWidth(); height = Display.getHeight(); super.sublayout(width, height); setPositionChild(layout, width - 245, height - 350); setExtent(width, height); } }; manager.setBackground(BackgroundFactory .createBitmapBackground(menuBackgroundImage)); manager.add(layout); add(manager); } }

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  • How to layout dll or com when develop windows application with .net?

    - by ziang
    Is there any resources that how to create windows application especially for how to design the dll to wrap the api call or the similar? It seems that people don't compile the entire project into a single exe for release and what is the best practice to architect the windows application component based on MVC pattern? Is there any resources or any good book on this topic? Thanks!

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  • Why does my DHTML menu have huge layout issues in IE7?

    - by webfac
    This one's got me stumped. Usually with a little CSS juggling here and there I am able to solve most IE7 CSS bugs, but not this one! Head on over to the example page and view it in IE7, you will soon see that when mousing over the (vertical) drop down menu on the left of the page, it opens the sub menu WAY over to the right. I have pulled every last hair out! If it helps, the menu was made with 'Sothink DHTML Menu 9' As always, all replies are much appreciated.

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  • Zend_Nav in zend framework issue getting menu to show up

    - by Kalle Johansson
    Hi ! First time of here, so please bare with me. I have to following problem, using zend framework, specifically zend_nav to create a reusable menu to be passed in via the layout/layout.phtml page. These are the code fragments in their respective files. first of in application/configs/navigation.xml, <configdata> <nav> <label>Home</label> <controller>index</controller> <action>index</action> <pages> <add> <label>Add</label> <controller>post</controller> <action>add</action> </add> <login> <label>Admin</label> <controller>login</controller> <action>login</action> </login> </pages> </nav> </configdata> this is then passed into an object in the Bootstrap.php file(only showing that specific method) protected function __initNavigation(){ $this->bootstrap('layout'); $layout = $this->getResource('layout'); $view = $layout->getView(); $config = new Zend_Config_Xml(APPLICATION .'/config/navigation.xml', 'nav'); $container = new Zend_Navigation($config); $view->navigation($container); } and then finally in the view layout.phtml, the object should return the menu <!-- application/layouts/scripts/layout.phtml --> <?php echo $this->doctype() ?> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Zend Blog !</title> <?php echo $this->headLink()->appendStylesheet('/css/global.css')?> </head> <body> <div id="header"> <div id="header-logo"> <b>Blog Me !</b> </div> </div> <div id="menu"> <?php echo $this->navigation()->menu() ?> </div> <div id="content"> <?php echo $this->layout()->content ?> </div> </body> </html> The menu does however not show up when i start up my app in the browser, any ideas as to might have gone wrong, is humbly received. Thanks in advance Kalle Johansson

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  • How do I fix problem with layout of tables and text in LaTeX?

    - by laspal
    Hi, my problem is that my full tables and text are coming about 15 cm away from left side, so my text has very little space on right side, about 3 cm. How can I change my text and tables to start from 5 cm away from left and 5 cm before right side? \documentclass[a4paper]{article} \usepackage{graphics} \usepackage{color} \usepackage{hyperref} \usepackage{multirow} \usepackage{longtable} \usepackage{fullpage} \usepackage[pdftex]{graphicx} \usepackage{fancyhdr} \oddsidemargin 0cm \evensidemargin 0cm \pagestyle{fancy} \renewcommand{\headrulewidth}{0.0pt} \lfoot{%(full_name)s/%(emp_id)s/\thepage} \cfoot{} \topmargin -2.5cm \parindent 0cm \textheight 27.5cm \parskip 3mm \begin{document} \fontencoding{\encodingdefault} \renewcommand{\familydefault}{\sfdefault} \fontshape{\shapedefault} \selectfont Thanks

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  • How can I create specialized builders for semantic layout in rails?

    - by Paul Alexander
    This is how I'd like to write markup in say index.html.erb <%= page_for "Super Cool Page" do |p| %> <%= p.header do %> Ruby is Cool <% end %> <%= p.body do %> Witty discourse on Ruby. <% end %> <% if page.has_sidebar? %> <%= p.sidebar do %> <ul><li>Option 1</li></ul> <% end %> <% end %> <% end %> Which would output <div class="page"> <header><h1>Super Cool Page</h1></header> <section> Witty discourse on Ruby. </section> </div> and when page.has_sidebar? is true <div class="page"> <header><h1>Super Cool Page</h1></header> <asside><ul><li>Option 1</li></ul></asside> <section> Witty discourse on Ruby. </section> </div> I've taken a look at the FormHelper class in rails for guidance, but it seems like I'd have to duplicate a lot of work which I'm trying to avoid. I'm really just trying to figure out where to hang the classes/modules/methods in the framework and whit kind of object |p| should be. My first inclination was to create a PageBuilder class that implements header, body and sidebar methods. But I got stuck on the rendering pipeline to get everything output just right. Is there a gem that already provides this type of semantic generation? If not I'd love any insight on how to set this up.

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  • Equivalent to Android's Toast or Mac OSX Growl in Java Swing?

    - by I82Much
    Hi all, Looking for a means of displaying transient, non-modal dialogs in a Swing application. In other words, I'd like to pop up a semi-transparent box with some text in it that can be immediately dismissed, or will fade away in a set amount of time. Is there a library to do this? I don't want to reinvent the wheel if it already exists. Growl screenshot: Android Toast screenshot:

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  • Automatically grow document view of NSScrollView using auto layout?

    - by Monolo
    Is there a simple way to get an NSScrollView to adapt to its document view changing size when using autolayout (the Lion feature)? I have tried to call both setNeedsUpdateConstraints: and setNeedsLayout: on the document view, the clip view and the scroll view, without any results. fittingSize of the document view reports the correct size. An NSPopover in conjunction with an NSViewController handles this nicely, with the popover growing and shrinking as needed, and I was hoping to get a similar simple and robust behaviour with the scroll view. I have checked the documentation for scroll views, but they don't seem to be updated to use autolayout. Edited to clarify: The problem I experience is that the document view, which holds subviews, is not re-sized when the subviews change their size, even if they call invalidateIntrinsicContentSize. The contents of the document view are hence clipped to the original size of the document view as they grow. The document view is created in a nib and set as the scroll view's document view in an awakeFromBib method. What I hoped to obtain was that the document view frame would automatically be adjusted to when its fittingSize changes, and the scrollbars updated accordingly. NSPopover does something similar - provided that the subviews of the content controller's view have the constraints set right and various content hugging values are high enough (higher than the hidden popover window's hight constraint priority, for one).

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  • WPF/MVVM: Reshaping/Binding data on a DataGrid to a PivotGrid layout ?

    - by msfanboy
    Hello, I do not want to use 3rd party controls because I would have to buy a suite for justing using one control... So is there any chance I can arrange 3 entities: Subject, Grade and Pupil in that way on a simple DataGrid to show Pivot data like: ...........Math....Sports.... M.Kramer...A.......C......... B.Jonson...D.......A......... Does the binding for example work on the RowHeader with properties of a custom object/entity ? And would sorting destroy the whole relations between the entities ? You ever tried to do something like that?

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  • What is better in WPF for UI layout, using one Grid, or nested Grids.

    - by Matthijs Wessels
    I am making a UI in WPF, I have a bunch of functional areas and I use a Grid to organize it. Now the Grid that I want is not uniform, as in, some functional area will span multiple cells in the Grid. I was wondering what the best practise is in solving this. Should I create one grid and then for each functional area set it to span multiple cells, or should I split it up into multiple nested Grids. In this image, the leftmost panel (panels separated by the gray bar) is what I want. The middle panel shows one grid where the blue lines are overlapped by a functional area. The rightmost panel shows how I could do it with nested grids. You can see the green grid has one horizontal split. In the bottom cell is the yellow Grid with a vertical split. In side the left cell is the red Grid with again a horizontal split. I was just wondering what is best practise, the middle or the right panel.

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  • How to change the number of columns in a table dynamically but still keep the table layout intact?

    - by gurupriyan.e
    I have a 'n' column table , the first column is a drop down box , on selecting the options from the drop down, the other columns change. For eg: first drop down might need to display a text box and a button , the second drop down 3 text boxes and a button and so on. There is only one row in the table. What is the best solution to achieve this. with Sincere thanks,

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  • Ignore carriage returns in scanf before data.... to keep layout of console based graphics with conio

    - by volting
    I have the misfortune of having use conio.h in vc++ 6 for a college assignment, My problem is that my graphic setup is in the center of the screen... e.g. gotoxy( getcols()/2, getrows()/2); printf("Enter something"); scanf( "%d", &something ); now if someone accidentally hits enter before they enter the "something", then the cursor gets reset to the left of the screen on the next line. Iv tried flushing the keyboard and bios buffers with fflush(stdin) and getchar(), which like I expected didn't work! Any help/ideas would be appreciated, Thanks, V

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  • Is there a way to dynamically define how an image appear in a page or in certain layout?

    - by Starx
    For so many time, I have encountered problems with managing image having abnormally long height or width. If I fixed their height and widht, they will appear streched? If I fixed their width, and if the height of the image is very long then also it will mess up the overall website. If I fixed their height, and if the width of the image is very long then also it will mess up the overall website. The images I save in the local drive are saved maintaining the ratio? Let say user decides to upload image 1(height)*32(width). When he uploads this image, the script is made to resize the user uploaded image to height:1000px(just an example) So the resulting image in 1000px(height)*32000(widht), you see now the image is abnormally large. Now while displaying this image in a box of 1000px * 1000px, what is the best way to display this image?

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  • Cross-browser method for hiding page elements until all content is loaded to prevent layout from appearing broken during load?

    - by Ryan
    I have an issue where due to some elements loading faster than others, the page looks broken for a few seconds at the start. An example is the CSS Pie behavior that allows me to do curved corners in IE, it appears before it becomes curved which looks bad. What would be ideal would be it somehow knowing when everything is loaded and then appear all at once, possibly including some kind of elegant visual way of not making the user feel impatient... any ideas or common tricks for doing this?

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  • Where could I get the information about the in-memory layout info of .NET Object Model?

    - by smwikipedia
    I want to know the in-memory representation of .NET constructs such as "interface", "class", "struct", etc. There's an excellent book for C++ object model - <Inside the C++ Object Model by Stanley. Lippman, I want a similar book for .NET and C#. Could someone provide some hints about books and articles? I have read about the "Drill Into .NET Framework Internals to See How the CLR Creates Runtime Objects" Anything more? If this info is not publicly avaialble. Shared source one like Mono or Shared Source CLI could be an option. Many thanks.

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  • Is there a way to detect Layout or Display changes in WPF?

    Hello! I am trying to check how fast the Frame control can display a FixedPage object when it is assigned to Frame.Content property. I plan to check the tick count before and after the assignment to the Content property. Example: int starttime = Environment.TickCount; frame1.Content = fixedpage; int endtime = Environment.TickCount; The problem is that the assignment to the Content property might be asynchronous and returns immediately therefore i get a zero amount of time. The rendering of the FixedPage however visually has a lag time from assignment of the Content property up to the point where the FixedPage appears on screen. The Frame.ContentChanged() event is no good either because it gets triggered even before the FixedPage appears on screen so it's not accurate. I'm thinking of detecting the change on the window or control's display instead in order to get the time when the FixedPage is actually displayed on screen. Is there a way to do this in WPF? Thanks!

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  • Can you explicitly set a structure layout/alignment in C++ as you can in C#?

    - by Gary Willoughby
    In C# you have nice alignment attributes such as this: [StructLayout(LayoutKind.Explicit)] public struct Message { [FieldOffset(0)] public int a; [FieldOffset(4)] public short b; [FieldOffset(6)] public int c; [FieldOffset(22)] //Leave some empty space just for the heck of it. public DateTime dt; } Which gives you fine control on how you need your structure to be layed out in memory. Is there such a thing in standard C++?

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