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  • Java CountDownLatch used to wait for JFrame to dispose

    - by Brian
    I have referenced this previous question as well as other sources, but cannot get CountDownLatch to work correctly. Background: mainFrame creates new Frame called dataEntryFrame. When dataEntryFrame "Submit" button is clicked, record added to database and dataEntryFrame disposed. At this point, mainFrame should clear and reload a jList that shows all records. Issue: When dataEntryFrame loads, java freezes, dataEntryFrame components never load. I cannot get past this part... then, in the DataEntryFrame, CountDownLatch should only decrements after the submit button is clicked, successfully adds a record to a database table, and disposes itself. Or when the user clicks cancel... Code: From MainFrame CountDownLatch dataEntryDone = new CountDownLatch(1); DataEntryFrame f = new DataEntryFrame(dataEntryDone); Thread newThread = new Thread(f); newThread.start(); dataEntryDone.await(); Code: From DataEntryFrame public void run(){ initComponents(); loadOtherData(); this.setVisible(true); } void submit(){ addRecord(); this.dispose() dataEntryDone.countDown(); }

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  • ExtJs getting the FormPanel that is created dynmaically from button click.

    - by sharad
    I have Extjs ViewPort panel, that contain center panel, that contain tablpanel, in which I have added gridpanel in one tab, on this I have put 'Add Person' button in tbar of , that will add a new tab of a FormPanel, in its Reset button, I am not able to access Form to reset it. Do any body have faced same issue... please help how to get it working. Ext.onReady( function(){ // Ext.get(document.body, true).toggleClass('xtheme-gray'); var myBorderPanel = new Ext.Viewport({ title: 'Software Releases', // renderTo: document.body, renderTo: Ext.getBody(), layout: 'border', id: 'main', items: [ { title: 'Center Region', region: 'center', // center region is required, no width/height specified tbar: [ { text: 'Add person', // only when user have write priovilege. handler: function() { var tabpanel = Ext.getCmp('main').findById('tabs'); var wtab = tabpanel.add({ // // var addrelease_win = new Ext.Window({ url: 'reledit-submit.json', id: 'addform0', // height: 300, width: 400, layout: 'form', frame: true, title: 'Add New Release', closable: true, items: [ { xtype: 'textfield', fieldLabel: 'Name' } buttons: [{ text: 'Save', scope: wtab, handler: function() { wtab.getForm().submit({ success: function(f,a) { Ext.Msg.alert('Success', 'It worked'); }, failure: function(f,a){ Ext.msg.alert('Warnning', 'Error'); } }); } },{ text: 'Reset', scope: wtab, handler: function() { // Ext.getCmp('addform0').getForm().reset(); // tabpanel.getActiveTab.reset(); // Ext.getCmp('main').findById('addform').getForm().reset(); // this.getForm().reset(); // this.getForm().reset(); // Ext.Msg.alert('sdfsd', 'asdfsd ' + Ext.getCmp('addform0').getValue() + ' sdfsd'); this.findById('addform0').getForm().reset(); // Ext.Msg.alert('sdfsd', 'asdfsd '); } }] }); // addrelease_win.show(); tabpanel.activate(tabpanel.items.length - 1); } } ], xtype: 'tabpanel', id: 'tabs', activeTab: 0, items: [{ title: 'Data', xtype: 'editorgrid', store: store, stripeRows: true, // autoExpandColumn: 'title', columns: [ {header: "Name" , dataIndex: "name" , width: 50, sortable: true}, {header: "DOB", dataIndex: "dob" , sortable: true} ], }) }], margins: '5 5 0 0' } ] }); }

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  • ipad full screen (1024x768) animation with around 1800 frames fps problem

    - by Muhammad Farhan
    Hi there. what i am trying to do is to play a full screen(1024x768) animation on ipad with an fps of around 20. i have got a scene with 1800 full screen frames. till now i have tried a lot of approaches but have encountered a lot of problems. my first approach was to get the texture using the following function t = [[CCTexture2D alloc] initWithImage:[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:[NSString stringWithFormat:@"(%d)",startIndex] ofType:type]]]; give it to sprite by using setTexture method and then release the texture then create a new texture with next frame and repeat the procedure but by using this approach i only get an FPS of about 7. my second approach was to preload about 10 textures in texturecache save them in an array and give them to sprite using setTexture and on the back end i am replacing the old textures with the new texture in a thread but the problem i face is that creating new texture and adding to array takes some time and when the settexture method is called the sprite displays the old texture because the new one is not loaded yet but after some time new texture get loaded. Is there any way i can run a full screen animation on ipad at around 20 fps plesae help me out. Thanks Farhan

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  • ERROR: Failed to build gem native extension (mysql2 on rails 3.2.3)

    - by Ryan Arneson
    I'm trying to install the mysql2 gem with Rails 3.2.3 and it's failing: ? bundle install Fetching gem metadata from https://rubygems.org/......... Using rake (0.9.2.2) Using i18n (0.6.0) Using multi_json (1.2.0) Using activesupport (3.2.3) Using builder (3.0.0) Using activemodel (3.2.3) Using erubis (2.7.0) Using journey (1.0.3) Using rack (1.4.1) Using rack-cache (1.2) Using rack-test (0.6.1) Using hike (1.2.1) Using tilt (1.3.3) Using sprockets (2.1.2) Using actionpack (3.2.3) Using mime-types (1.18) Using polyglot (0.3.3) Using treetop (1.4.10) Using mail (2.4.4) Using actionmailer (3.2.3) Using arel (3.0.2) Using tzinfo (0.3.32) Using activerecord (3.2.3) Using activeresource (3.2.3) Using bundler (1.1.3) Using coffee-script-source (1.2.0) Using execjs (1.3.0) Using coffee-script (2.2.0) Using rack-ssl (1.3.2) Using json (1.6.6) Using rdoc (3.12) Using thor (0.14.6) Using railties (3.2.3) Using coffee-rails (3.2.2) Using jquery-rails (2.0.2) Installing mysql2 (0.3.11) with native extensions Gem::Installer::ExtensionBuildError: ERROR: Failed to build gem native extension. /Users/rarneson/.rvm/rubies/ruby-1.9.3-p125/bin/ruby extconf.rb checking for rb_thread_blocking_region()... yes checking for rb_wait_for_single_fd()... yes checking for mysql_query() in -lmysqlclient... no checking for main() in -lm... yes checking for mysql_query() in -lmysqlclient... no checking for main() in -lz... yes checking for mysql_query() in -lmysqlclient... no checking for main() in -lsocket... no checking for mysql_query() in -lmysqlclient... no checking for main() in -lnsl... no checking for mysql_query() in -lmysqlclient... no checking for main() in -lmygcc... no checking for mysql_query() in -lmysqlclient... no *** extconf.rb failed *** Could not create Makefile due to some reason, probably lack of necessary libraries and/or headers. Check the mkmf.log file for more details. You may need configuration options. Provided configuration options: --with-opt-dir --with-opt-include --without-opt-include=${opt-dir}/include --with-opt-lib --without-opt-lib=${opt-dir}/lib --with-make-prog --without-make-prog --srcdir=. --curdir --ruby=/Users/rarneson/.rvm/rubies/ruby-1.9.3-p125/bin/ruby --with-mysql-config --without-mysql-config --with-mysql-dir --without-mysql-dir --with-mysql-include --without-mysql-include=${mysql-dir}/include --with-mysql-lib --without-mysql-lib=${mysql-dir}/lib --with-mysqlclientlib --without-mysqlclientlib --with-mlib --without-mlib --with-mysqlclientlib --without-mysqlclientlib --with-zlib --without-zlib --with-mysqlclientlib --without-mysqlclientlib --with-socketlib --without-socketlib --with-mysqlclientlib --without-mysqlclientlib --with-nsllib --without-nsllib --with-mysqlclientlib --without-mysqlclientlib --with-mygcclib --without-mygcclib --with-mysqlclientlib --without-mysqlclientlib Gem files will remain installed in /Users/rarneson/.rvm/gems/ruby-1.9.3-p125/gems/mysql2-0.3.11 for inspection. Results logged to /Users/rarneson/.rvm/gems/ruby-1.9.3-p125/gems/mysql2-0.3.11/ext/mysql2/gem_make.out An error occured while installing mysql2 (0.3.11), and Bundler cannot continue. Make sure that `gem install mysql2 -v '0.3.11'` succeeds before bundling. I'm running bundle install and this is in my Gemfile: gem 'mysql2', '~> 0.3.11' I've currently got MySQL running through MAMP. I'm not sure if this is a bad idea and I should run a vanilla MySQl but it seems my current problem is just getting the gem installed. I've seen quite a few of these problems here on stackoverflow but all seem a bit different or have really complicated solutions. Is there something I'm missing? Something simple? Something stupid? I can provide additional info from the out file if necessary. I've read that some people use SQLite for dev and test then MySQL in prod but that sounds like a pretty horrible idea.

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  • uniimageview not updating after views tranistion

    - by Fabio Ricci
    Hi I have one main view where I display an image, in the method viewDidLoad: ballRect = CGRectMake(posBallX, 144, 32.0f, 32.0f); theBall = [[UIImageView alloc] initWithFrame:ballRect]; [theBall setImage:[UIImage imageNamed:@"ball.png"]]; [self.view addSubview:theBall]; [laPalla release]; Obviously, the value of posBallX is defined and then update via a custom method call many times in the same class. theBall.frame = CGRectMake(posBallX, 144, 32, 32); Everything works, but when I go to another view with [self presentModalViewController:viewTwo animated:YES]; and come back with [self presentModalViewController:viewOne animated:YES]; the image is displayed correctly after the method viewDidLoad is called (I retrieve the values with NSUserDefaults) but no more in the second method. In the NSLog I can even see the new posBallX updating correctly, but the Image is simply no more shown... The same happens with a Label as well, which should print the value of posBallX. So, things are just not working if I come back to the viewOne from the viewTwo... Any idea??????? Thanks so much!

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  • wxGraphicsContext dreadfully slow on Windows

    - by Jonatan
    I've implemented a plotter using wxGraphicsContext. The development was done using wxGTK, and the graphics was very fast. Then I switched to Windows (XP) using wxWidgets 2.9.0. And the same code is extremely slow. It takes about 350 ms to render a frame. Since the user is able to drag the plotter with the mouse to navigate it feels very sluggish with such a slow update rate. I've tried to implement some parts using wxDC and benchmarked the difference. With wxDC the code runs just about 100 times faster. As far as I know both Cairo and GDI+ are implemented in software at this point, so there's no real reason Cairo should be so much faster than GDI+. Am I doing something wrong? Or is the GDI+ implementation just not up on par with Cairo? One small note: I'm rendering to a wxBitmap now, with the wxGraphicsContext created from a wxMemoryDC. This is to avoid flicker on XP, since double buffering doesn't work there.

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  • COCOS2D - Animation Stops During Move

    - by maiko
    Hey guys! I am trying to run a "Walk" style animation on my main game sprite. The animations work fine, and my sprite is hooked up to my joystick all fine and dandy. However, I think where I setup the call for my walk animations are wrong. Because everytime the sprite is moving, the animation stops. I know putting the animation in such a weak if statement is probably bad, but please tell me how I could get my sprite to animate properly while it is being moved by the joystick. The sprite faces the right direction, so I can tell the action's first frame is being called, however, it doesn't animate until I stop touching my joystick. Here is How I call the action: //WALK LEFT if (joypadCap.position.x <= 69 /*&& joypadCap.position.y < && joypadCap.position.y 40 */ ) { [tjSprite runAction:walkLeft]; }; //WALK RIGHT if ( joypadCap.position.x = 71 /* && joypadCap.position.y < 100 && joypadCap.position.y 40 */) { [tjSprite runAction:walkRight]; }; THIS: is the how the joystick controls the character: CGPoint newLocation = ccp(tjSprite.position.x - distance/8 * cosf(touchAngle), tjSprite.position.y - distance/8 * sinf(touchAngle)); tjSprite.position = newLocation; Please help. Any alternative ways to call the characters walk animation would be greatly appreciated!

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  • The rules to connect a web service trough the SSL and Certificates

    - by blgnklc
    There is a web service running on tomcat on a server. It is built on Java Servlet. It is listening others to call itself on a SSL enabled http port. so its web service adreess looks like: https://172.29.12.12/axis/services/XYZClient?wsdl On the other hand I want to connect the web service above from a windows application which is built on .NET frame work. Finally, when I want to connect the web service from my computer; I get some specific erros; Firstly I get; Proxy authentication error; then I added some new line to my code; Dim cr As System.Net.NetworkCredential = New System.Net.NetworkCredential("xname", "xsurname", "xdomainname") Dim myProxy As New WebProxy("http://mar.xxxyyy.com", True) myProxy.Credentials = cr Secondly, after this modifications It says that bad request. I did not get over this error. Moreover I did try to connect the web server on the same computer. I copied my executable program to the computer where the web service runs. The error was like; The underlying connection was closed: Could not establish trust relationship for SSL/TLS secure channel PS: When I try to connect to web service by using Internet Explorer; I see firstly some warnings about accepting an unknown certificate and I click take me to web service an I get there clearly. I want to know what are the basic elements to connect a web service, could you please tell me the requirements that I have to use on my windows project. regards bk

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  • Why does my MPMoviePlayerController disappear when I press play?

    - by Digital Robot
    I have a MPMoviePlayerController in a view, something like myMovie = [[MPMoviePlayerController alloc] initWithContentURL:URLfilme]; if (myMovie) { [myMovie setRepeatMode:MPMovieRepeatModeNone]; [myMovie setShouldAutoplay: NO]; [myMovie setScalingMode:MPMovieScalingModeAspectFit]; myMovie.view.frame = vFilme.bounds; [vFilme addSubview:[myMovie view]]; } The movie appears fine, I can scrub it, but when I press play, boooom, it vanishes. I have tried to retain myMovie but nothing changed. I have tried to play a video fullscreen and even using MPMoviePlayerViewController and is still disappears once I tap on play. Even the video player sample by Apple is not working. Is this a bug or what? EDIT Things are getting more interesting. If instead of playing the video manually by tapping on the play button I insert two timers, one to play the video and another one to pause it after 3 seconds, what I see is this: when the play is fired the video disappears and when the pause is fired the video reappears but when it does it has no controls. It is totally frozen, but the app continues to run normally. It is not anything related to video encoding, because I have tried with different videos, including one shot on the iPhone 4 and another shot on 3GS.

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  • Why compiling in Flash IDE I cannot access stage in a Sprite constructor before addChild while if I

    - by yuri
    I've created this simple class (omissing package directive and imports) public class Viewer extends Sprite { public function Viewer():void { trace(stage); } } then in Flash IDE I import in first frame this AS: import Viewer var viewer = new Viewer(); stage.addChild(viewer); trace(viewer.stage); and this works as I expected: the first trace called in constructor say stage is "null" because I haven't yet add viewer to a DisplayObjectContainer. The second one output the stage object. So I created a project using AXDT eclipse plugin, I've recreated and compiled only the first class (trashed the AS init script used in Flash IDE because is not needed) and on the first trace ... wow ... the stage is filled with the stage Object. I seems to me that the compiler used by AXDT (Flex4 SDK open source) add the class... before construct it (!?).. to a DisplayObjectContainer already attached to a Stage. I want to understand how can reproduce this behaviour using compiler in Flash IDE so I can directrly access Stage in construction.

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  • Getting Depth Value on Kinect SDK 1.6

    - by AlexanderPD
    this is my first try on Kinect and Kinect SDK so I'm having a lot of "newbie issues" :) my goal is to point my mouse on the Kinect standard video output and get the depth value. I already have both normal video and depth video outputs by using the 2 "Color Basic-WPF" and "Depth Basic-WPF" samples, and handling mouse events or position is not a problem. In fact i already did all and i already got a depth value, but this value is always HIGHLY imprecise. It jumps from 500 to 4000 by just moving to the next pixel in a plane surface. So.. I'm pretty sure I'm reading the depth value in the wrong way. This is how i read it: short debugValue = depthPixels[x*y].Depth; debug.Text = "X = "+x+", Y = "+y+", value = "+debugValue.ToString(); i know it's pretty out of context, this little piece of code is inside the same SensorDepthFrameReady function in "Depth Basic-WPF"! "x" and "y" are the mouse coordinates and depthPixels is DepthImagePixel[] type, a temporary array filled with the "depthFrame.CopyDepthImagePixelDataTo(this.depthPixels);" instruction. Depth frame is filled here: DepthImageFrame depthFrame = e.OpenDepthImageFrame() the "e" comes from here: private void SensorDepthFrameReady(object sender, DepthImageFrameReadyEventArgs e) and this last one is called here: this.sensor.DepthFrameReady += this.SensorDepthFrameReady; how i must handle that depth value i get? I know the value must be between 800 and 4000 but i get values between about 500 and about 8000. i already google a lot (here on SO too) and i still can't understand if the depth value is 11 or 13 bit. The sdk examples uses shrink this value to 8 bit and this is making even more confusion in my head :(

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  • accessing a method from a button within a class?

    - by flo
    #import "GameObject.h" #import "Definitions.h" @implementation GameObject @synthesize owner; @synthesize state; @synthesize mirrored; @synthesize button; @synthesize switcher; - (id) init { if ( self = [super init] ) { [self setOwner: EmptyField]; button = [UIButton buttonWithType:UIButtonTypeCustom]; [self setSwitcher: FALSE]; } return self; } - (UIButton*) display{ button.frame = CGRectMake(0, 0, GO_Width, GO_Height); [button setBackgroundImage:[UIImage imageNamed:BlueStone] forState:UIControlStateNormal]; [button addTarget:self action:@selector(buttonPressed:) forControlEvents:UIControlEventTouchUpInside]; return button; } -(void)buttonPressed:(id) sender { //... } } - (void) dealloc { [super dealloc]; } @end Hi! i would like to know if the above is possible somehow within a class (in my case it is called GameObject) or if i HAVE to have the button call a methode in the viewcontroller... the above results with the app crashing. i would call display within a loop on the viewcontroller and id like to change some of the GameObjects instance variables within buttonPressed. Also id like to change some other stuff by calling some other methods from within buttonPressed but i think that will be the lesser of my problems ;) also id like to know how i can pass some variables to the buttonPressed method... cant find it anywhere :( help on this one would be much appreciated ;) thanks flo

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  • R selecting duplicate rows

    - by Matt
    Okay, I'm fairly new to R and I've tried to search the documentation for what I need to do but here is the problem. I have a data.frame called heeds.data in the following form (some columns omitted for simplicity) eval.num, eval.count, ... fitness, fitness.mean, green.h.0, green.v.0, offset.0, green.h.1, green.v.1,...green.h.7, green.v.7, offset.7... And I have selected a row meeting the following criteria: best.fitness <- min(heeds.data$fitness.mean[heeds.data$eval.count = 10]) best.row <- heeds.data[heeds.data$fitness.mean == best.fitness] Now, what I want are all of the other rows with that have columns green.h.0 to offset.7 (a contiguous section of columns) equal to the best.row Basically I'm looking for rows that have some of the conditions the same as the "best" row. I thought I could just do this, heeds.best <- heeds.data$fitness[ heeds.data$green.h.0 == best.row$green.h.0 & ... ] But with 24 columns it seems like a stupid method. Looking for something a bit simpler with less manual typing. Thanks!

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  • UISlider won't display

    - by user290295
    I have been having a lot of difficulty adding custom track images to a UISlider. Whenever I do this, whether to a nib created UISlider or a hand programmed UISlider the slider refuses to display. Also, I even commented the track image code out below and the UISlider still refuses to display. There are other nib created sliders in the controlView that display and function fine. if (![self loadView:keyboardControlView intoSuperview:controlView withNib:@"KeyboardControl"]) { NSLog(@"Could not load controlView from nib into synthControlView"); } // nibSlider is an outlet to a UISlider in the above loaded nib file CGRect sliderFrame = nibSlider.frame; float sliderMinimum = nibSlider.minimumValue; float sliderMaximum = nibSlider.maximumValue; float sliderValue = nibSlider.value; // remove from superview, implicitly releasing UISlider [nibSlider removeFromSuperview]; // reuse pointer to allocate new UISlider using rect obtained from nib nibSlider = [[UISlider alloc] initWithFrame:sliderFrame]; nibSlider.backgroundColor = [UIColor clearColor]; nibSlider.minimumValue = sliderMinimum; nibSlider.maximumValue = sliderMaximum; nibSlider.continuous = YES; nibSlider.value = sliderValue; //[nibSlider setMinimumTrackImage:[[UIImage imageNamed:@"violetslider.png"] //stretchableImageWithLeftCapWidth:5.0 topCapHeight:0.0] forState:UIControlStateNormal]; // //[nibSlider setMaximumTrackImage:[[UIImage imageNamed:@"violetslider.png"] // stretchableImageWithLeftCapWidth:5.0 topCapHeight:0.0] forState:UIControlStateNormal]; [nibSlider addTarget:delegate action:@selector(sliderUpdate:) forControlEvents:UIControlEventValueChanged]; [controlView addSubview:nibSlider]; // do not release here as slider will need to remain cached. push onto a release stack. [nibSlider setNeedsDisplay];

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  • 2D Platformer Collision Problems With Both Axes

    - by AusGat
    I'm working on a little 2D platformer/fighting game with C++ and SDL, and I'm having quite a bit of trouble with the collision detection. The levels are made up of an array of tiles, and I use a for loop to go through each one (I know it may not be the best way to do it, and I may need help with that too). For each side of the character, I move it one pixel in that direction and check for a collision (I also check to see if the character is moving in that direction). If there is a collision, I set the velocity to 0 and move the player to the edge of the tile. My problem is that if I check for horizontal collisions first, and the player moves vertically at more than one pixel per frame, it handles the horizontal collision and moves the character to the side of the tile even if the tile is below (or above) the character. If I handle vertical collision first, it does the same, except it does it for the horizontal axis. How can I handle collisions on both axes without having those problems? Is there any better way to handle collision than how I'm doing it?

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  • css layout - break down

    - by Luke
    So I am trying to get the effect of having two frames inside a 750px wide frame. .news {width: 750px;} .news1 {width:550px;} .news2 {width:200px;} Very simple css at this stage. The html/php: <div class="news"> <div class="format"><a href='newspiece.php?news=<?echo $id?>'><?echo "$subject\n";?></a></div> <div class="news1"> <? echo "<div class='content'>"; echo nl2br($comment); echo "<a href='newspiece.php?news=$id'>..[read more]..</a>\n"; echo "</div>"; ?> <h5><? echo "Posted by <a href=\"userprofile.php?user=$posted\">$posted</a> on $final_date\n";?></h5> <? echo "<br />\n";?> </div> <div class="news2"> <img src="images/news/<? echo $id?>.jpg" /> </div> </div>] THe problem I am getting is that the image that should be on the right is going underneath. So in effect, news1 is above news2, rather than side by side. Any ideas?

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  • UITableViewIndex Grows to Incorrect Bounds Unexpectedly

    - by chadburggraf
    I have a standard UITableView + UISearchDisplayController + UITableViewIndex setup. Everything works like a champ. Except, under very specific conditions, the index grows too long to display on the screen. Specifically, after ending a search and re-displaying the unfiltered, indexed table, the index sometimes grows too long. More specifically, this doesn't happen if I search then cancel. It only happens if I search, then push a view controller from the search table, then pop that view controller back to the still-searching table, then cancel the search, then re-search and then cancel that final search. After the end of the final search the index is too long. In portrait, the table view is reporting a height of 416 and the index a height of 404 under normal conditions. If I log from searchDisplayControllerDidEndSearch when the index is sized incorrectly, it is reporting a height of 620. I've tried everything from setLayout on the table and the index to manually re-sizing the frame. Nothing works (the manual re-size causes the correct height to be logged, but it doesn't change the display on screen). I was about to try re-sizing after a delay in case the cancel animation was interfering, but then I realized what an absurd situation I'm in and thought seeking help might be wise...

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  • IRC-Bot in Ruby: PRIVMSG sends only last word of string

    - by Marius Schuller
    I'm on learning ruby and I took a already done IRC-Bot from the web which just connects to a given serven and not much more. Then I added some features (in my case I try to implement a voting where to eat lunch). Now these work fine so far but I don't know if the ruby script does something wrong or there is something wrong with the IRC-server. On the one I tested the Bot it worked well, giving an output like this: 09:14 < Wayne> !EssNA 09:14 < EssNABot> [-=EssNA-Vote=-] 09:14 < EssNABot> Options are: 09:14 < EssNABot> McDonalds. 0 09:14 < EssNABot> Currywurst 0 09:14 < EssNABot> Hendl..... 0 09:14 < EssNABot> Salatbar.. 0 09:14 < EssNABot> Griechr... 0 09:14 < EssNABot> Metzger... 0 09:14 < EssNABot> Merowinger 0 09:14 < EssNABot> Lidl...... 0 09:14 < EssNABot> Voting time is 600 seconds. The bot itself sees that like this: --> PRIVMSG #test [-=EssNA-Vote=-] --> PRIVMSG #test Options are: --> PRIVMSG #test McDonalds. 0 --> PRIVMSG #test Currywurst 0 --> PRIVMSG #test Hendl..... 0 --> PRIVMSG #test Salatbar.. 0 --> PRIVMSG #test Griechr... 0 --> PRIVMSG #test Metzger... 0 --> PRIVMSG #test Merowinger 0 --> PRIVMSG #test Lidl...... 0 --> PRIVMSG #test Voting time is 600 seconds. But on the irc which it should run on if its done the output users will see looks like this: 09:14 < Wayne> !EssNA 09:14 < EssNABot> [-=EssNA-Vote=-] 09:14 < EssNABot> are: 09:14 < EssNABot> 0 09:14 < EssNABot> 0 09:14 < EssNABot> 0 09:14 < EssNABot> 0 09:14 < EssNABot> 0 09:14 < EssNABot> 0 09:14 < EssNABot> 0 09:14 < EssNABot> 0 09:14 < EssNABot> seconds. The output the bot gives is the same as on the server on which the output for users works. Seems to me that the problem is the IRC-server, maybe someone can point me in the right direction? Yours, Marius

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  • Strings exported from a module have extra line breaks

    - by Jesse Millikan
    In a DrScheme project, I'm using a MrEd editor-canvas% with text% and inserting a string from a literal in a Scheme file. This results in an extra blank line in the editor for each line of text I'm trying to insert. I've tracked this down to the apparent fact that string literals from outside modules are getting extra line breaks. Here's a full example. The editor is irrelevant at this point, but it displays the result. ; test-literals.ss (module test-literals scheme (provide (all-defined-out)) (define exported-string "From another module with some more line breaks. ")) ; editor-test.ss (module editor-test scheme (require mred "test-literals.ss") (define w (instantiate frame% ("Editor Test" #f) )) (define c (instantiate editor-canvas% (w) (line-count 12) (min-width 400))) (define editor (instantiate text% ())) (send c set-editor editor) (send w show #t) (send editor erase) (send editor insert "Some text with some line breaks. ") (send editor insert exported-string)) And the result in the editor is Some text with some line breaks. From another module with some more line breaks.

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  • What happens when value types are created?

    - by Bob
    I'm developing a game using XNA and C# and was attempting to avoid calling new struct() type code each frame as I thought it would freak the GC out. "But wait," I said to myself, "struct is a value type. The GC shouldn't get called then, right?" Well, that's why I'm asking here. I only have a very vague idea of what happens to value types. If I create a new struct within a function call, is the struct being created on the stack? Will it simply get pushed and popped and performance not take a hit? Further, would there be some memory limit or performance implications if, say, I need to create many instances in a single call? Take, for instance, this code: spriteBatch.Draw(tex, new Rectangle(x, y, width, height), Color.White); Rectangle in this case is a struct. What happens when that new Rectangle is created? What are the implications of having to repeat that line many times (say, thousands of times)? Is this Rectangle created, a copy sent to the Draw method, and then discarded (meaning no memory getting eaten up the more Draw is called in that manner in the same function)? P.S. I know this may be pre-mature optimization, but I'm mostly curious and wish to have a better understanding of what is happening.

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  • Access Flash Symbol Via Code from an .as Class

    - by David
    Hi, I've got a movie clip symbol in my .fla file that I need to reference in an .as file which is in a subfolder in the project. I select the symbol in the library and edit its properties. Its name is bubble; I Export for ActionScript and Export in frame 1. I give it a class name of Bubble. Now I need to go to my .as class, called SomeClass.as There, I need to reference the symbol, because I want to move it from within related code in that .as file. But if I try bubble.x I get an error. If I try var myBubble:Bubble = new Bubble(); I get 'Access of undefined property myBubble'. I was told that I might try 'importing the document class' but how do you import a class which is in the root directory of your app from within a class that's in a subfolder? (Don't know if this would provide the solution anyway)... Tanks.

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  • Performing calculations by subsets of data in R

    - by Vivi
    I want to perform calculations for each company number in the column PERMNO of my data frame, the summary of which can be seen here: > summary(companydataRETS) PERMNO RET Min. :10000 Min. :-0.971698 1st Qu.:32716 1st Qu.:-0.011905 Median :61735 Median : 0.000000 Mean :56788 Mean : 0.000799 3rd Qu.:80280 3rd Qu.: 0.010989 Max. :93436 Max. :19.000000 My solution so far was to create a variable with all possible company numbers compns <- companydataRETS[!duplicated(companydataRETS[,"PERMNO"]),"PERMNO"] And then use a foreach loop using parallel computing which calls my function get.rho() which in turn perform the desired calculations rhos <- foreach (i=1:length(compns), .combine=rbind) %dopar% get.rho(subset(companydataRETS[,"RET"],companydataRETS$PERMNO == compns[i])) I tested it for a subset of my data and it all works. The problem is that I have 72 million observations, and even after leaving the computer working overnight, it still didn't finish. I am new in R, so I imagine my code structure can be improved upon and there is a better (quicker, less computationally intensive) way to perform this same task (perhaps using apply or with, both of which I don't understand). Any suggestions?

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  • Formvalidator from the iframe.

    - by basit74
    Hello I have a following formvalidatior function in my document. function formValidator(formid) { var form = cic.$(formid); if(!form) return (''); var errors = []; var len = form.elements.length; for(var elementIdx = 0; elementIdx < len; elementIdx++) { var element = form.elements[elementIdx]; if(!element && !element.getAttribute('validationtype')) return (''); switch (element.getAttribute('validationtype')) { case 'text' : if(cic.getValue(element).strip() == "") errors.push(element.getAttribute('validationmsg')); break; case 'email' : if(!cic.isEmail(cic.getValue(element))) errors.push(element.getAttribute('validationmsg')); break; case 'numeric' : if(isNaN(cic.getValue(element).replace(',', '.'))) errors.push(element.getAttribute('validationmsg')); break; case 'confirm' : if(cic.getValue(cic.$(element.getAttribute('sourcefield'))) !== cic.getValue(element)) errors.push(element.getAttribute('validationmsg')); break; } } return (errors.length > 0) ? '<li>' + errors.uniq().join("<li>") : ''; } It works fine, now I have an Iframe in my document, and that I frame contains the form to validate. What will be the best practice to change this function in such a way that it can validate document forms and iframe from simeltaniously. Thanks

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  • UIButton receives touches at the wrong position after CABasicAnimaton applied

    - by Dmitry
    I need to add an animation to UIButton - simple moving animation. When I do this, the button moves, but the click area of that button remains at old position: UIButton *slideButton = [UIButton buttonWithType:UIButtonTypeRoundedRect]; [slideButton addTarget:self action:@selector(clicked:) forControlEvents:UIControlEventTouchUpInside]; [slideButton setFrame:CGRectMake(50, 50, 50, 50)]; [self.view addSubview:slideButton]; CABasicAnimation *slideAnimation = [CABasicAnimation animationWithKeyPath:@"position"]; [slideAnimation setRemovedOnCompletion:NO]; [slideAnimation setDuration:1]; [slideAnimation setFillMode:kCAFillModeBoth]; [slideAnimation setAutoreverses:NO]; slideAnimation.fromValue = [NSValue valueWithCGPoint:CGPointMake(50, 50)]; slideAnimation.toValue = [NSValue valueWithCGPoint:CGPointMake(100, 100)]; [slideButton.layer addAnimation:slideAnimation forKey:@"slide"]; I already saw an answer to change the frame of the button at the end of the animation (like here UIButton receives touchEvents at the wrong position after a CABasicAnimaton) But it's not my case because I should give possibility to user to click on the button while it's moving... Also, I can't use another approaches (like NSTimer) as a replacement for CABasicAnimation because I will have a complex path to move the object... Thanks for Your help!

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  • R - removing rows and replacing values using conditions from multiple columns

    - by lecodesportif
    I want to filter out all values of var3 < 5 while keeping at least one occurrence of each value of var1. > foo <- data.frame(var1= c(1, 1, 2, 3, 3, 4, 4, 5), var2=c(9, 5, 13, 9, 12, 11, 13, 9), var3=c(6, 8, 3, 6, 4, 7, 2, 9)) > foo var1 var2 var3 1 1 9 6 2 1 5 8 3 2 13 3 4 3 9 6 5 3 12 4 6 4 11 7 7 4 13 2 8 5 9 9 subset(foo, (foo$var3>=5)) would remove row 3, 5 and 7 and I would have lost var1==2. I want to remove the row if there is another value of var1 that fulfills the condition foo$var3 = 5. See row 5. I want to keep the row, assiging NA to var2 and var3 if all occurrences of a value var1 do not fulfill the condition foo$var3 = 5. This is the result I expect: var1 var2 var3 1 1 9 6 2 1 5 8 3 2 NA NA 4 3 9 6 6 4 11 7 8 5 9 9 This is the closest I got: > foo$var3[ foo$var3 < 5 ] = NA > foo$var2[ is.na(foo$var3) ] = NA > foo var1 var2 var3 1 1 9 6 2 1 5 8 3 2 NA NA 4 3 9 6 5 3 NA NA 6 4 11 7 7 4 NA NA 8 5 9 9 So I guess I just need to know how to conditionally remove the row.

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