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  • android layout-land and screen-rotation handling

    - by davs
    I have layouts for portrait mode (in folder layout) and for landscape one (in the folder layout-land). This screen is located under one of the tabs, so I had to handle screen rotating (after screen has been rotated, no default screen restart occurs). I would like to update view from 'layout-land' when screen rotates to landscape mode and from 'layout' when screen rotates to portrait one. How can I do this?

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  • GROUP BY and SUM distinct date across 2 tables

    - by kenitech
    I'm not sure if this is possible in one mysql query so I might just combine the results via php. I have 2 tables: 'users' and 'billing' I'm trying to group summed activity for every date that is available in these two tables. 'users' is not historical data but 'billing' contains a record for each transaction. In this example I am showing a user's status which I'd like to sum for created date and deposit amounts that I would also like to sum by created date. I realize there is a bit of a disconnect between the data but I'd like to some all of it together and display it as seen below. This will show me an overview of all of the users by when they were created and what the current statuses are next to total transactions. I've tried UNION as well as LEFT JOIN but I can't seem to get either to work. Union example is pretty close but doesn't combine the dates into one row. ( SELECT created, SUM(status) as totalActive, NULL as totalDeposit FROM users GROUP BY created ) UNION ( SELECT created, NULL as totalActive, SUM(transactionAmount) as totalDeposit FROM billing GROUP BY created ) I've also tried using a date lookup table and joining on the dates but the SUM values are being added multiple times. note: I don't care about the userIds at all but have it in here for the example. users table (where status of '1' denotes "active") (one record for each user) created | userId | status 2010-03-01 | 10 | 0 2010-03-01 | 11 | 1 2010-03-01 | 12 | 1 2010-03-10 | 13 | 0 2010-03-12 | 14 | 1 2010-03-12 | 15 | 1 2010-03-13 | 16 | 0 2010-03-15 | 17 | 1 billing table (record created for every instance of a billing "transaction" created | userId | transactionAmount 2010-03-01 | 10 | 50 2010-03-01 | 18 | 50 2010-03-01 | 19 | 100 2010-03-10 | 89 | 55 2010-03-15 | 16 | 50 2010-03-15 | 12 | 90 2010-03-22 | 99 | 150 desired result: created | sumStatusActive | sumStatusInactive | sumTransactions 2010-03-01 | 2 | 1 | 200 2010-03-10 | 0 | 1 | 55 2010-03-12 | 2 | 0 | 0 2010-03-13 | 0 | 0 | 0 2010-03-15 | 1 | 0 | 140 2010-03-22 | 0 | 0 | 150 Table dump: CREATE TABLE IF NOT EXISTS `users` ( `created` date NOT NULL, `userId` int(11) NOT NULL, `status` smallint(6) NOT NULL ) ENGINE=MyISAM DEFAULT CHARSET=latin1; INSERT INTO `users` (`created`, `userId`, `status`) VALUES ('2010-03-01', 10, 0), ('2010-03-01', 11, 1), ('2010-03-01', 12, 1), ('2010-03-10', 13, 0), ('2010-03-12', 14, 1), ('2010-03-12', 15, 1), ('2010-03-13', 16, 0), ('2010-03-15', 17, 1); CREATE TABLE IF NOT EXISTS `billing` ( `created` date NOT NULL, `userId` int(11) NOT NULL, `transactionAmount` int(11) NOT NULL ) ENGINE=MyISAM DEFAULT CHARSET=latin1; INSERT INTO `billing` (`created`, `userId`, `transactionAmount`) VALUES ('2010-03-01', 10, 50), ('2010-03-01', 18, 50), ('2010-03-01', 19, 100), ('2010-03-10', 89, 55), ('2010-03-15', 16, 50), ('2010-03-15', 12, 90), ('2010-03-22', 99, 150);

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  • How to make every Class Method call a specified method before execution?

    - by norm
    I want to make my Python Class behave in such a way that when any Class method is called a default method is executed first without explicitly specifying this in the called Class. An example may help :) Class animals: def _internalMethod(): self.respires = True def cat(): self._internalMethod() self.name = 'cat' def dog(): self._internalMethod() self.name = 'dog' I want _internalMethod() to be called automatically when any method is called from an instance of animals, rather than stating it explicitly in the def of each method. Is there an elegant way to do this? Cheers,

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  • Android Icon Duplicates in Application Dock

    - by datguywhowanders
    For some odd reason, my project is generating two icons, same name, launches the same project, in the app drawer. I can't figure out what is causing this. Does anyone have any suggestions? Link to screenshot The M in the white circle is my default icon. If you view the screenshot, you'll see it appears twice. I've checked the applications area, and it is only installed once.

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  • Java generics - getting the type..

    - by peter
    Hi! I'm a c# guy giving Java a try .. so how would I do the following in java. in C# public T create_an_instance_of<T>(){ T instance = default (T); // here's usually some factory to create the implementation instance = some_factory.build<T>(); // or even.. instance = some_factory.build(typeOf(T) ); return instance; }

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  • Ubuntu 9.10 Server (minimal virtual machine) partitioning

    - by John
    I am setting up a generic Ubuntu server and am trying to figure out the (best) way to partition the machine. Again, this is just a generic one: The default drive is 20GB. Some guides show: Separate /home, /usr, /var and /tmp partitions Another one suggested something like this: / 4GB /boot 512MB /tmp 1GB /home 5GB /usr 5GB /var 5GB What is the best way to accomplish this?

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  • System.Windows.Forms.WebBrowser : Force X86?

    - by heap
    This object always uses the default on the system, so on an x64 machine, it will use an x64 Internet Explorer object. Is there any way I can force it to use the x86 IE? The web page element the browser accesses does not work on x64 and is out of my control.

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  • How to push_back without operator=() for const members?

    - by WilliamKF
    How to push_back() to a C++ std::vector without using operator=() for which the default definition violates having const members? struct Item { Item(int value) : _value(value) { } const int _value; } vector<Item> items; items.push_back(Item(3)); I'd like to keep the _value const since it should not change after the object is constructed, so the question is how do I initialize my vector with elements without invoking operator=()?

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  • Correct place to load an extension in WordPress

    - by Quassnoi
    My hosting provider does not have curl extension enabled by default, however, I can load it using dl(). What would be the correct place in WordPress to load the extension so that it could use curl for wp_remote_* functions? I'd like it to survive the possible upgrades of WordPress code.

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  • unset in Varnish - syntax error

    - by Dude
    I'm trying to hide the "Server" header returned by Apache on every request, from Varnish. Using in sub vcl_fetch: unset obj.http.Server; on Varnish start I get: Expected action, 'if' or '}' (/etc/varnish/default.vcl Line 43 Pos 9) unset obj.http.Server; --------#####----------------- Any ideas?

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  • Why this jquery plugin not working with 1.4.2

    - by metal-gear-solid
    http://plugins.jquery.com/project/semantictabs What is the means of this Status - Recommended for 1.0.x I'm using this plugin code as it is http://plugins.jquery.com/files/jquery.semantictabs.js_4.txt then this ( I'm also using prototype.js onsite) jQuery.noConflict(); jQuery(document).ready(function(){ $("#mytabset").semantictabs({ panel:'.mypanelclass', //-- Selector of individual panel body head:'headelement', //-- Selector of element containing panel header, i.e. h3 active:':first' //-- Which panel to activate by default }); });

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

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

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  • Disable mobile textbox popup while taping on a textbox

    - by Vishal Suthar
    I have used Kendo UI Multiselect control and it is working fine. But I have one issue now that if I tap on a textbox for selecting different values then the default mobile textbox popup window come up which I want to prevent. I tried Readonly="true" but that will simply disable the function and not able to select any values from that. So I want to prevent this input window when I click on a textbox.

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