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  • How can I disable mouse click event system wide using C#?

    - by mazzzzz
    Hey guys, I have a laptop with a very sensitive touch pad, and wanted to code a small program that could block the mouse input when I was typing a paper or something. I didn't think it would be hard to do, considering everything I've seen on low-level hooks, but I was wrong (astounding, right?). I looked at a few examples, but the examples I've seen either block both keyboard and mouse, or just hide the mouse. Any help with this would be great.

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  • Simple logger, how to ?

    - by Andrei Ciobanu
    Hello, I want to write a default Logger for my application. Currently I am using the default Java API Class Logger . I was wondering if it's possible to format my logs to look somthing like this: [level] [dd:MM:YYYY] [hh:mm:ss] message The logger should also be able to print the messages into the System.out and into a file ? Where should I look for this functionality ? Can you please give me some code snippets ?

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  • How to make nginx only respond to one domain?

    - by larryzhao
    I am pretty new to nginx, I host my rails application on nginx+passenger. I want my website to be accessible to only one domain. So I set my nginx conf like the following: server { listen 80; server_name mydomain.com www.mydomain.com; root /var/deploy/myapp/current/public; passenger_enabled on; location ~* \.(js|css|png|jpg|jpeg|gif|ico)$ { expires 1y; add_header Cache-Control public; } } I specify the server_name directive, but still, it answers anything which points to this IP and I could see that in the access.log that it answers to other domain names. Is there anything I am doing wrong?

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  • An inaccessible class. VS2010.

    - by Mishgun_
    I realy dont know what the problem is with VS2010. I created a class, and when I'm trying create an exemplar of the class I get an error: "Error xxx is inaccessible due to its protection level. Example: public class Person { Person(string name, int age) { this.name = name; this.age = age; } public string name; public int age; } class Program { static void Main(string[] args) { Person ps = new Person("Jack", 19); } }

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  • Is it possible to plot a single density over a discrete variable?

    - by mattrepl
    The x-axis is time broken up into time intervals. There is an interval column in the data frame that specifies the time for each row. Plotting a histogram or line using geom_histogram and geom_freqpoly works great, but I'd like to use geom_density to get a filled area. Perhaps there is a better way to achieve this. Right now, if I use geom_density, curves are created for each discrete factor level instead of smoothing over all of them.

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • Need help upgrading MacBookPro3,1 RAM to 4GB.

    - by Fantomas
    My questions are: 1) Where to buy it and what to buy? I have heard that this RAM is generic enough and it does not have to come from Apple. 2) Can I reuse my existing stick(s)? Would I have a single 2GB module, or 2 x 1GB modules? 3) If I have 2GB already, is it a good idea to have one old stick and one new one? Which one is better placed at the top and which one at the bottom? Let me know what questions you have. My computer's info: Hardware Overview: Model Name: MacBook Pro Model Identifier: MacBookPro3,1 Processor Name: Intel Core 2 Duo Processor Speed: 2.4 GHz Number Of Processors: 1 Total Number Of Cores: 2 L2 Cache: 4 MB Memory: 2 GB Bus Speed: 800 MHz Boot ROM Version: MBP31.0070.B07 SMC Version (system): 1.16f11

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  • XCache permission issue

    - by Guilhem Soulas
    I successfully installed XCache on a Linux server where WHM/cPanel is installed too. However when I go to the admin interface it shows me only the cache for the owner of the folder (= a cPanel account). So I copied the admin interface on another cPanel account of the same server and I'm surprised about the memory allocation because it seems to use the memory I set in php.ini for EACH user. So if set the memory size to 64M and I have 10 users, doesn't it mean that XCache can take up to 640M? It's not the behaviour I want because I can't control the memory in that case! I would like to set 64M only for the entire server.

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  • display custome tile for missing tiles in google maps app

    - by Beans
    I am working with google maps in flash, and i would like to know how to serve up my own image tile for the "we have no imagery at this zoom level..." error. I dont want to serve up an entire map of images - just for the times when google has no image does the tile layer base dispatch an event? (i couldnt find any in the api) is there a method that can be overridden by extending the tilelayerbase class any help appreciated

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  • I need help understanding how this jQuery filter function works, line-by-line, if possible

    - by user717236
    Here is the HTML: <div> <h3>text</h3> </div> <div> <h3>moretext</h3> </div> <div> <h3>123</h3> </div>?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? Here is the JS: var rv1_wlength = $("div").filter(function() { return $(this).find("h3").filter(function () { return $(this).text() != "123"; }).length; }); var rv1_wolength = $("div").filter(function() { return $(this).find("h3").filter(function () { return $(this).text() != "123"; }); }); var rv2 = $("div").find("h3").filter(function() { return $(this).text() != "123"; }); alert(rv1_wlength.text()); // text // moretext alert(rv1_wolength.text()); // text // moretext // 123 alert(rv2.text());? // textmoretext I don't understand why the first two methods print the elements on each line, whereas the second method concatenates them. "rv2" is a jQuery object. Then, what are the first two (rv1_wlength and rv1_wolength)? Furthermore, I don't understand why the inclusion of the length property makes all the difference in filtering the elements. The second method does nothing, since it returns all the elements. The first method, with the only change being the addition of the length property, correctly filters the elements. I would very much like a line-by-line explanation. I would sincerely appreciate any feedback. Thank you.

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  • How to open new subwindow from another subwindow in vaadin?

    - by Kumar
    Hi, I want to open one subwindow from another subwindow.That is, i m having one popup subwindow in that window i placed one button.If we click that button another popup subwindow should open. When i am trying this i m getting error that "java.lang.IllegalArgumentException: You can only add windows inside application-level windows." Can anyone tell me how to solve this in vaadin.

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  • In Varnish, is it normal for the number of freed bytes to be 60% of those allocated?

    - by user331397
    I have an installation of Varnish 3.02 on an Amazon EC2 Medium Linux instance in front of two relatively low-traffic websites. After an uptime of 2 hours, there are 3400 objects in the cache. Using varnishstat, I checked the variables SMA.s0.c_bytes and SMA.s0.c_freed, which I assume correspond to the total number of bytes allocated since startup and the number freed, respectively. No objects should have had time to expire during these two hours, but still about 60% of the memory allocated since startup (330MB out of 560MB) has already been freed. Do you know if this is normal? If not, do you know what kind of configuration could be wrong?

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  • Ubuntu Linux: Process swap memory and memory usage

    - by David Halter
    My Ubuntu eats more memory than the task manager is showing: sudo ps -e --format rss | awk 'BEGIN{c=0} {c+=$1} END{print c/1024}' 1043.84 free -m total used free shared buffers cached Mem: 3860 1878 1982 0 20 679 -/+ buffers/cache: 1178 2681 Swap: 2729 1035 1693 That's strange. Can someone explain this difference? But what is more important: I'd like to know how much memory a process is really using. I don't want to know the virtual memory size, but rather the resident memory plus swap of a process. I have also tried to output the format param "sz" of 'ps', but the sum of this is to high (5450 MB) (param 'size' gives 8323.45 MB). Are there any other options? I really want to use this, to determine which programs/processes are eating to much memory (and swap), to kill them, because hibernate might not be working if the swap partition is to little.

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  • Broadcastreceiver to obtain ServiceState information

    - by Andrew
    Hi, Does anyone know of a way to obtain the phone service state (IN_SERVICE, OUT_OF_SERVICE, EMERGENCY_ONLY, POWER_OFF) in android. I was hoping there would be a broadcastreciever to identify the changes, but I can't find anything. I know there's a listener but I'm not sure how I would use that from my app as it runs as a service using a WakefulIntentService (by thecommonsguy). With something like battery level (ie BATTERY_LOW, BATTERY_OKAY) it's quite easy, but I just can't work out a similar things for phone service changes.

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  • Execute a function to affect different template class instances

    - by Samer Afach
    I have a complicated problem, and I need help. I have a base case, class ParamBase { string paramValue; //... } and a bunch of class templates with different template parameters. template <typename T> class Param : public ParamBase { T value; //... } Now, each instance of Param has different template parameter, double, int, string... etc. To make it easier, I have a vector to their base class pointers that contains all the instances that have been created: vector<ParamBase*> allParamsObjects; The question is: How can I run a single function (global or member or anything, your choice), that converts all of those different instances' strings paramValue with different templates arguments and save the conversion result to the appropriate type in Param::value. This has to be run over all objects that are saved in the vector allParamsObjects. So if the template argument of the first Param is double, paramValue has to be converted to double and saved in value; and if the second Param's argument is int, then the paramValue of the second has to be converted to int and saved in value... etc. I feel it's almost impossible... Any help would be highly appreciated :-)

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  • ASP .NET Added Event Handlers to buttons on Page_Load. Event handlers do not fire the first click, b

    - by John
    Background: I am customizing an existing ASP .NET / C# application. It has it's own little "framework" and conventions for developers to follow when extending/customizing its functionality. I am currently extending some of it's administrative functionality, to which the framework provides a contract to enforce implementation of the GetAdministrationInterface() method, which returns System.Web.UI.Control. This method is called during the Page_Load() method of the page hosting the GUI interface. Problem: I have three buttons in my GUI, each of which have been assigned an Event Handler. My administration GUI loads up perfectly fine, but clicking any of the buttons doesn't do what I expect them to do. However, when I click them a second time, the buttons work. I placed breakpoints at the the beginning of each event handler method and stepped through my code. On the first click, none of the event handlers are triggered. On the second click, they are triggered. Any ideas? Example of Button Definition Button btn = new Button(); btn.Text = "Click Me Locked Screen"; bth.Click += new EventHandler(Btn_Click); Example of Event Handler Method Definition void Btn_Click(object sender, EventArgs e) { // Do Something }

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  • How to start/stop/restart jQuery animation

    - by Emin
    I have the following function that when I call displays a message to the user for a certain amount of time (5 secs in my case). During this "period" if I call the function again to display another message, practically it should hide, then re-appear with the new message for another 5 seconds. What happens with my code below, I call the function to display the message. Then, lets say on the 4th second, I call it again to display another message, the new message is displayed for 1 second. I need to somehow -reset- the time but can't figure out how. Tried stopping the animation, checking if the element was visible and hiding it if it was, and many other things. I believe the solution is a simple chaining issue but can't get it right. So any help would be appreciated! function display_message(msgType, message) { var elem = $('#ur_messagebox'); switch (msgType) { case 'confirm': elem.addClass('msg_confirm'); break; case 'error': elem.addClass('msg_error'); break; } elem.html(message); elem.show().delay(5000).fadeOut(1000); } thanks in advance...

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  • Bind9 forwarding zone not working

    - by JMW
    i've setup a forwarding zone on a RHEL6 Bind server like this: zone "office.local" IN { type forward; forward only; forwarders { 192.168.0.2; 192.168.0.3; }; }; when i try to query using dig @127.0.0.1 monitorsms.office.local i see the following message in the syslog: client 127.0.0.1#39376: query: monitorsms.office.local IN A + (127.0.0.1) validating @0x7ff7640357d0: monitorsms.office.local A: bad cache hit (monitorsms.office.local/DS) google tells me, that there is an issue with DNSSEC, but both servers do not have DNSSEC configured and thus do not send any DNSSEC records. What's wrong with my configuration?

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  • Java applet loading images from external jars

    - by Mathias
    I have a jar on a server, and users should be able to develop extensions for it. Therefore the jars main class should be extended and some resources should be added to a second user created jar which will be loaded from another server or locally. Now I have problems accessing the resources (images) from the user loaded jars. Heres is the structure: My Server: game.jar containing game.class images.class ... image1.png (...) Local: user.jar containing: user.class extends game userimage.png The extension is loaded via Greasemonkey, it modifies the "archive" attribute to "/home/username/user.jar, game.jar" and the "code" attribute to "user.class". The user should be able to overwrite already defined images. If the image does not exist in game.jar, it is loaded correctly from user.jar. But the images loaded early in the game are always loaded from the game.jar, others seem to be overwritten correctly by the user. Is there a way to make sure they are always loaded in the correct order? This might be because of some caching mechanism. Because Greasemonkey removes the game from the page, changes the archive and code and reinsert it, the game is loaded without a mod for a brief second. In that time, images are loaded as expected from game jar, but those are the ones not being overwritable by the user. But how to avoid it? Another thing: If I overwrite the "run" method in user.class, the game is unable to load any image at all. Not from the user.jar and not from the game.jar. Java doesn't find the image, as the URL object "getClass().getResource(imagename)" returns with null. I tried to overwrite the image.class, but that doesn't fix the problem, unless I overwrite every class from game.class involved into calling the image.class

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  • keybd_event is not working right =(

    - by user302131
    I can't get this to work right. This should press left for 1 second then wait 10 seconds, then right 1 second, etc.: keybd_event(0x25, 0xCB, 0, 0); // press left cout << "Ldown\n"; // so i know it worked Sleep(1000); // hold it for 1sec keybd_event(0x25, 0xCB, KEYEVENTF_KEYUP, 0);// let go of the key cout << "Lup\n"; // so i know i let go Sleep(10000); // Sleep for 10secs keybd_event(0x27, 0xCD, 0, 0); // press right cout << "Rdown\n"; // so i know i pressed right Sleep(1000); // sleep 1sec keybd_event(0x27, 0xCD, KEYEVENTF_KEYUP, 0);// let go of the key cout << "Rdown\n"; // so i know i let go. This is in a loop but it wont do anything :( Unless I close the program before the key is let go, then it will just keep the key down until I press the key again. I know you can use only one key code if you want but I need to use both. So what am I missing?

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  • Can I force the auto-generated Linq-to-SQL classes to use an OUTER JOIN?

    - by Gary McGill
    Let's say I have an Order table which has a FirstSalesPersonId field and a SecondSalesPersonId field. Both of these are foreign keys that reference the SalesPerson table. For any given order, either one or two salespersons may be credited with the order. In other words, FirstSalesPersonId can never be NULL, but SecondSalesPersonId can be NULL. When I drop my Order and SalesPerson tables onto the "Linq to SQL Classes" design surface, the class builder spots the two FK relationships from the Order table to the SalesPerson table, and so the generated Order class has a SalesPerson field and a SalesPerson1 field (which I can rename to SalesPerson1 and SalesPerson2 to avoid confusion). Because I always want to have the salesperson data available whenever I process an order, I am using DataLoadOptions.LoadWith to specify that the two salesperson fields are populated when the order instance is populated, as follows: dataLoadOptions.LoadWith<Order>(o => o.SalesPerson1); dataLoadOptions.LoadWith<Order>(o => o.SalesPerson2); The problem I'm having is that Linq to SQL is using something like the following SQL to load an order: SELECT ... FROM Order O INNER JOIN SalesPerson SP1 ON SP1.salesPersonId = O.firstSalesPersonId INNER JOIN SalesPerson SP2 ON SP2.salesPersonId = O.secondSalesPersonId This would make sense if there were always two salesperson records, but because there is sometimes no second salesperson (secondSalesPersonId is NULL), the INNER JOIN causes the query to return no records in that case. What I effectively want here is to change the second INNER JOIN into a LEFT OUTER JOIN. Is there a way to do that through the UI for the class generator? If not, how else can I achieve this? (Note that because I'm using the generated classes almost exclusively, I'd rather not have something tacked on the side for this one case if I can avoid it).

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  • How to prevent ADO.NET from altering double values when it reads from Excel files

    - by Khnle
    I have the following rows in my Excel input file: Column1 Column2 0-5 3.040 6 2.957 7 2.876 and the following code which uses ADO.NET to read it: string fileName = "input.xls"; var connectionString = string.Format("Provider=Microsoft.Jet.OLEDB.4.0; data source={0}; Extended Properties=Excel 8.0;", fileName); var dbConnection = new OleDbConnection(connectionString); dbConnection.Open(); try { var dbCommand = new OleDbCommand("SELECT * FROM [Sheet1$]", dbConnection); var dbReader = dbCommand.ExecuteReader (); while (dbReader.Read()) { string col1 = dbReader.GetValue(0).ToString(); string col2 = dbReader.GetValue(1).ToString(); } } finally { dbConnection.Close(); } The results are very disturbing. Here's why: The values of each column in the first time through the loop: col1 is empty (blank) col2 is 3.04016411633586 Second time: col1 is 6 col2 is 2.95722928448829 Third time: col1 is 7 col2 is 2.8763272933077 The first problem happens with col1 in the first iteration. I expect 0-5. The second problem happens at every iteration with col2 where ADO.NET obviously alters the values as it reads them. How to stop this mal-behavior?

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