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  • VB.NET ASP.NET Web Application woes (VS 2008)

    - by typoknig
    Hi all, I am making my first web application with ASP.NET and I am having a rough time. I have previously created the application I am working on as a Windows Form application and it works great, but I am having problems with the HTML side of things in the web application. My issues are pretty minor, but very annoying. I have worked with websites before and CSS, but as far as I can tell I do not have direct access to a CSS when creating a web application in VS 2008. My biggest issue is the positioning of components that I have dragged onto the "Default.aspx" form. For instance, how am I supposed to float a panel next to another one if I don't have a CSS, or how am I to correctly position a label?

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  • MySQL Create tables without commiting current transaction

    - by user276648
    I'd like my program to be able to install plugins, and rollback all the changes made if an error occurs. So I create a transaction that keeps all the things that were added while installing the plugin. The problem is that the plugin may want to create tables, and doing so automatically commits the current transaction in MySQL. See Statements That Cause an Implicit Commit on MySQL web site. Any idea on how I could do it? I thought of using temporary tables as they are not automatically commited, unless they are using too much memory, but it looks like temporary tables cannot be rolled back anyway (and I haven't found a way to convert them to permanent tables). I just found out about "save points" (http://dev.mysql.com/doc/refman/5.1/en/savepoint.html), but I don't really understand how/when it should be used nor if it can help me achieve what I want.

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  • Select from table and function

    - by David Oneill
    I have a function that returns a table. The returned table contains (among other things) a store_id. I can get the store_id for a particular transaction_id and city_id as follows: select store_id from table(f_get_store(city_id, transaction_id)); I have another table that contains a list of transactions (which includes transaction_id and city_id). I want a query that returns store_id, city_id, transaction_id for every entry in the transaction table. My first guess was: select f_get_store(city_id, transaction_id), city_id, transaction_id from table; (simplified away the unimportant details) However, this yields an "ORA-00932: inconsistent datatypes" error. How do I need to structure this query? (I'm using Oracle)

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  • How to set form name and id using cakephp FormHelper class?

    - by chiggsy
    I'm trying to create a form using Cakephp's FormHelper class. The form needs to have a name and and an id. I fail to see an option for that however. Looking at the documentation for the Formhelper, I see a lot of things, but not a way to set name and option. It's not in the source for the Formhelper either. How are these values set? Cakephp v1.2 is the version of cake i'm running here EDIT: the form is being submitted to an external destination. It is not a form associated with any model in the app.

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  • My site's error log is filled with the errors related to ScriptResource.axd

    - by user367305
    My Site's error log is filled with these errors:- This is an invalid script resource request. Invalid viewstate. Invalid character in a Base-64 string. Invalid length for a Base-64 char array. All these errors are appearing at least 100 times a day. After doing some RnD on internet i have done following things:- 1- define machine key in my web config. 2- created robots.txt file and add ScriptResource.axd file in that. Can some one guide me what I am missing or doing wrong.

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  • How to recover after a merge failure in TFS 2008?

    - by steve_d
    We recently attempted a large, "cherry picked" merge. First we did a full merge from one child development branch into the parent Main branch, then did a full merge of the Main branch into another child development branch, then we attempted to do a cherry pick merge from the second Development branch back into merge. There were many checkins, including renames and deletes; and when it wasn't working the person who was doing it did a bunch of TFPT rollbacks. What options do we have to recover here? Things like baseless, force, etc merge? Roll back to a point in time and somehow, try again?

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  • jQuery Set Child CSS Attribute Problem

    - by Jascha
    I have a child element of a div named "bob" that's class is '.divTitle' <div id="bob"> <div class="divTitle"> <a href="#"> <h1>Title</h1> </a> </div> </div> I am trying to set the background color of "divTitle" to red but for the life of me can't get this to work. Right now I am trying two things... $('#bob').children('.divTitle')[0].css('background-color', '#0f0'); // assuming children is returning an array... and $('#bob').children('.divTitle').css('background-color', '#0f0'); neither with any success... can anyone tell me what I am missing here? Do I have to go deeper than ".children"?

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Can you use PHP libcurl to pull files from server A to server B?

    - by Majid
    Hi, cURL and libcurl let you do things you normally do with a browser, right? Like, as if you have a jini sit inside a server and fire up a browser and do stuff. Ok then. I need a script to sit on server B, and click on download links on a server A and download files (from server A to server B). I am new to curl, and not sure if all I need is to issue a simple get or something else. I know that Content-disposition header forces the browser to save the document. Does it have the same effect on libcurl too? If it does, I'll make my serving script on server A send that header, and then serve the file. Any advice is appreciated. Thanks

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  • iPhone: custom UITableViewCell with Interface Builder -> how to release cell objects?

    - by Stefan Klumpp
    The official documentation tells me I've to do these 3 things in order to manage the my memory for "nib objects" correctly. @property (nonatomic, retain) IBOutlet UIUserInterfaceElementClass *anOutlet; "You should then either synthesize the corresponding accessor methods, or implement them according to the declaration, and (in iPhone OS) release the corresponding variable in dealloc." - (void)viewDidUnload { self.anOutlet = nil; [super viewDidUnload]; } That makes sense for a normal view. However, how am I gonna do that for a UITableView with custom UITableViewCells loaded through a .nib-file? There the IBOutlets are in MyCustomCell.h (inherited from UITableViewCell), but that is not the place where I load the nib and apply it to the cell instances, because that happens in MyTableView.m So do I still release the IBOutlets in the dealloc of MyCustomCell.m or do I have to do something in MyTableView.m? Also MyCustomCell.m doesn't have a - (void)viewDidUnload {} where I can set my IBOutlets to nil, while my MyTableView.m does.

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  • How can I call model methods or properties from Django Admin?

    - by kg
    Is there a natural way to display model methods or properties in the Django admin site? In my case I have base statistics for a character that are part of the model, but other things such as status effects which affect the total calculation for that statistic: class Character(models.Model): base_dexterity = models.IntegerField(default=0) @property def dexterity(stat_name): total = self.base_dexterity total += sum(s.dexterity for s in self.status.all()]) return total It would be nice if I could display the total calculated statistic alongside the field to change the base statistic in the Change Character admin page, but it is not clear to me how to incorporate that information into the page.

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  • Shadow maps unable to properly project shadows in some situations?

    - by meds
    In the shadow map sample provided by Microsoft I've noticed an issue where shadows are not properly projected when thin geometry is projected at high angles, see here the shadows being projected, notice the poles from the lights are not projected: http://imgur.com/QwOBa.png And in this screenshot we see things from the lights perspective, not ethe poles are clearly visible: http://imgur.com/k2woZ.png So two questions really, is this an actual bug or a limitation with shadow mapping and if it's a bug how can I fix it? The source is directly from the Microsoft DirectX Sample Browser 'ShadowMap' sample from July 2004, the sample browser is the latest August 2009 one.

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  • source control when starting up a new project

    - by jaras
    when starting with a project and using source control i find it hard to separate the things people are working on so they don't either write duplicate code or think it should be named one thing and so on. this problem diminishes over time because the general foundation is in place and it's easier to separate the tasks so they don't overlap as much how do you manage working with source control in the beginning phase? EDIT: I can see that it don't really have anything to do with source control, but it gets more apparent when you have source control too. so the question becomes more along the lines of "how do you manage to separate the tasks so they don't overlap too much. I think it's really hard and i haven't really seen much about how to do it.

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  • UITableView via NSFetchedResultsControllerDelegate, select first record by default?

    - by deafgreatdane
    I have a UITableView that gets populated from CoreData via a controller that implements NSFetchedResultsControllerDelegate. How can I have it automatically select the first row (and fire the tableView:didSelectRowAtIndexPath message)? The tableview is used for a variety of predicate queries, so I'm suspicious of solutions that work on the UIViewController lifecycle (viewDidLoad, etc), but I'm new to the platform, so I'm open. I've tried a variety of things, but I'm not sure where in the call stack to put it. I've tried calling cell.selected = true inside tableView:cellForRowAtIndex: method, but that just ends up turning the cell black (and doesn't fire the selected callback method) A tagent question, with all the delegating and core data protocols, does it imply asynchronous data fetch (multiple threads)? Or is the NSFetchedResultsController calling all its related methods in the same thread? Maybe I'm just scared that if it is async, there would be race conditions that would be tough to troubleshoot later.

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  • Order hybrid mixed mysql search result in one query?

    - by Fredrik
    This problem is easy fixed clientside. But for performance I want to do it directly to the database. LIST a +------+-------+-------+ | name | score | cre | +------+-------+-------+ | Abe | 3 | 1 | | Zoe | 5 | 2 | | Mye | 1 | 3 | | Joe | 3 | 4 | Want to retrieve a joined hybrid result without duplications. Zoe (1st higest score) Joe (1st last submitted) Abe (2nd highest score) Mye (2nd last submitted) ... Clientside i take each search by itself and step though them. but on 100.000+ its getting awkward. To be able to use the LIMIT function would ease things up a lot! SELECT name FROM a ORDER BY score DESC, cre DESC; SELECT name FROM a ORDER BY cre DESC, score DESC;

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  • Sending elements of an array as arguments to a method call

    - by Bryce
    I have a method that accepts the splat operator: def hello(foo, *bar) #... do some stuff end I have an array with a variable length that I'd like to send into this hello method: arr1 = ['baz', 'stuff'] arr2 = ['ding', 'dong', 'dang'] I'd like to call the method with arr1 and arr2 as arguments to that method but I keep getting hung up in that *bar is being interpreted as an array instead of individual arguments. To make things more fun, I can't change the hello method at all. I'm looking for something similar to this SO question but in ruby.

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  • Ruby open-uri open method loses file extension opening images

    - by Jimmy
    I'm using ruby 1.9.2 along with Rails 3.1.4 and Paperclip 2.4.5. My issue is trying to save a paperclip attachment from a URI loses the file extension and saves the file without one resulting in issues with things like fancybox that require an extension. Some example code: uri = "http://featherfiles.aviary.com/2012-06-13/bbe5f0de1/0c5a672b88ea47ecb4631ac173e27430.png" open(uri) #=> #<File:/var/folders/zc/d69gxhzx10x_bvjrkqgyjgxr0000gn/T/open-uri20120613-27204-i6cldv> Because there is no extension on the temp file paperclip is saving the file without one resulting in issues. Has anyone run into this issue? I've seen multiple answers about using paperclip to store images from a URI but none seem to address the same problem we're running

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  • Visual Studio Editor, MEF in-Depth

    - by NewProgrammer
    I have been having difficulty simply writing a Visual Studio Editor Extension with MEF (Managed Extensiblity Framework). I thank those who answered my previous question, as they helped me know that I need to work with MEF. I've been trying to learn MEF for the Visual Studio Editor from MSDN's page, Extending the Editor, but it appears that I have a hard time understanding it. Can anyone provide strong resource or tutorials in addressing problem such as using the right ContentTypeDefintion (IGlyphFactory, TextMarkTag, etc...), and what is a ITagger. I need to understand these things, as most of the walkthrough only extending the text, such as only using the "spans" functionality, while I need to use "selection" methods and use MouseEventHandlers. Does anyone know an example similiar to my example, or references can tell me something about MEF's for VS editor in-depth?

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  • Convert mediawiki to LaTeX syntax

    - by Amit Kumar
    I need to convert mediawiki into LaTeX syntax. The formulas should stay the same, but I need to transform, for example = something = into \chapter{something}. Although this can be obtained with a bit of sed, things get a little dirty with the itemize environment, so I was wondering if a better solution can be produced. Anything that can be useful for this task ? This is the reverse of this question (graciously copied). Pandoc was the answer to that question, but probably not yet for this.

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  • How Do I "open folder in explorer" in Netbeans PHP

    - by Hippyjim
    I'm attempting the conversion from Eclipse PDT to Netbeans PHP, and so far I'm really impressed. What would make things perfect is being able to open up a file structure in the standard windows explorer. Say I want to copy in a data file I've just tweaked in another app, or downloaded from a remote server, I have to navigate manually to the folder structure that I already have open in the IDE. It's just about the only thing from Eclipse that I miss in Netbeans. Any suggestions how I can reproduce the functionality?

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  • I would like to build a Java Web Application. What's the quickest start?

    - by Vish
    I am a reasonably competent programmer, with about 11 years experience. I particularly like Ruby/Rails and ActionScript. And Java is not too hard. I'd like to develop a web application in Java in order to leverage things like BlazeDS and learn some new tricks with regard to JBoss and the whole Java App thing. But I'm having trouble - and confused - looking for a smooth start. I don't want to use Grails, thanks, I want to use Pure Java, with whatever Framework you can think of. Spring, Hibernate, lalala, it's cool. Where do I start?

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  • Zend Framework PartialLoop - questions

    - by Ian Warner
    Hi Ok dealing with Partial Loops I want to do several things Perhaps pass in extra variables - seen it done like this echo $this-partialLoop('Loop.phtml', array('data' = $data, 'var1' = foo)); But this does not seem to work - I can not extra the data using $this-var $this-data-var or $data-var not sure how to access the data in the loop Sutotals for columns - need a way of resetting variables or passing in a default value - linked to the above I suppose ie $subtotal += rowTotal; In the view that calls the partial I would like to get access to the subtotal values generated so I can display these in another table below. Any help appreciated the docs on partialLoop seems incomplete. Ian

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  • c# finalizer throwing exception?

    - by sjhuk
    Quote from MSDN: If Finalize or an override of Finalize throws an exception, the runtime ignores the exception, terminates that Finalize method, and continues the finalization process. Yet if I have: ~Person() { throw new Exception("meh"); } then it results in a runtime exception? p.s. I know that this should never happen, however I'm just curious around this behaviour. One of our clients had an empty try catch around all of their finalizers.. it didn't even log when things went wrong or reserect the object :/

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  • Should a given URI in a RESTful architecture always return the same response?

    - by keithjgrant
    This is kind of a follow-up question to this one. So is having a unique response for any given URI a core tenant of RESTful architecture? A lot of discussion here tends that direction, but I haven't seen it anywhere as a "hard and fast" rule. I understand the value of it (for caching, crawling, passing links, etc), but I also see things like the twitter API violate it (A request to http://api.twitter.com/1/statuses/friends_timeline.xml will vary based on the username given), and I understand there are times when it may be necessary--not to mention that a chronologically paged resource will also change as new elements are added. Should I strive for varied responses from the same URI to be eliminated altogether, or do I just accept that sometimes it isn't practical, and as long as I minimize its occurrence, I'll be in decent shape.

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  • NoSql Crash Course/Tutorial

    - by Chris Thompson
    Hi all, I've seen NoSQL pop up quite a bit on SO and I have a solid understanding of why you would use it (from here, Wikipedia, etc). This could be due to the lack of concrete and uniform definition of what it is (more of a paradigm than concrete implementation), but I'm struggling to wrap my head around how I would go about designing a system that would use it or how I would implement it in my system. I'm really stuck in a relational-db mindset thinking of things in terms of tables and joins... At any rate, does anybody know of a crash course/tutorial on a system that would use it (kind of a "hello world" for a NoSQL-based system) or a tutorial that takes an existing "Hello World" app based on SQL and converts it to NoSQL (not necessarily in code, but just a high-level explanation). I see this having one solid answer, but if you guys feel like it should be community wiki, I'll be happy to change it. Thanks! Chris

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