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  • Sending Email from Lotus Notes using Excel and having Attachment & HTML body

    - by Anthony
    Right I'm trying to send an Email form an excel spreadsheet though lotus notes, it has an attachment and the body needs to be in HTML. I've got some code that from all I've read should allow me to do this however it doesn't. Without the HTML body the attachment will send, when I impliment a HTML body the Email still sends but the attachment dissapears, I've tried rearanging the order of the code cutting out bits that might not be needed but all is invain. (You need to reference Lotus Domino Objects to run this code. strEmail is the email addresses strAttach is the string location of the attachment strSubject is the subject text strBody is the body text ) Sub Send_Lotus_Email(strEmail, strAttach, strSubject, strBody) Dim noSession As Object, noDatabase As Object, noDocument As Object Dim obAttachment As Object, EmbedObject As Object Const EMBED_ATTACHMENT As Long = 1454 Set noSession = CreateObject("Notes.NotesSession") Set noDatabase = noSession.GETDATABASE("", "") 'If Lotus Notes is not open then open the mail-part of it. If noDatabase.IsOpen = False Then noDatabase.OPENMAIL 'Create the e-mail and the attachment. Set noDocument = noDatabase.CreateDocument Set obAttachment = noDocument.CreateRichTextItem("strAttach") Set EmbedObject = obAttachment.EmbedObject(EMBED_ATTACHMENT, "", strAttach) 'Add values to the created e-mail main properties. With noDocument .Form = "Memo" .SendTo = strEmail '.Body = strBody ' Where to send the body if HTML body isn't used. .Subject = strSubject .SaveMessageOnSend = True End With noSession.ConvertMIME = False Set Body = noDocument.CreateMIMEEntity("Body") ' MIMEEntity to support HTML Set stream = noSession.CreateStream Call stream.WriteText(strBody) ' Write the body text to the stream Call Body.SetContentFromText(stream, "text/html;charset=iso-8859-1", ENC_IDENTITY_8BIT) noSession.ConvertMIME = True 'Send the e-mail. With noDocument .PostedDate = Now() .Send 0, strEmail End With 'Release objects from the memory. Set EmbedObject = Nothing Set obAttachment = Nothing Set noDocument = Nothing Set noDatabase = Nothing Set noSession = Nothing End Sub If somone could point me in the right direction I'd be greatly appreciated. Edit: I've done a little more investigating and I've found an oddity, if i look at the sent folder the emails all have the paperclip icon of having an attachment even though when you go into the email even in the sent the HTML ones don't show an attachment.

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  • SQL Script to Assign All Items to ALL Sites with Dynamics GP

    - by Ryan McBee
    v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} When setting up new items within Microsoft Dynamics GP, you will often run into the error message below which reads “This site is not assigned to the selected item.  Do you want to assign this site?”  The fix is quite simple given that you simply click the Add button below which opens up the Item Quantities Maintenance window which you will hit the save button and proceed with the entry of your Sales Order or Purchase Order.   If you have a lot of new items into GP and have just one Site ID setup, the best approach to assigning your items to a particular site is by going to the Site Maintenance Window which is located in Cards>>Inventory>>Site.  Once you are in the window below, you can click the Assign button to assign Items to the Site selected.     However, if you have you a lot of Sites and Items created, this can be quite a cumbersome and time consuming process.  For that, I have created the following SQL Script below that Assigns all Items to all Site ID’s within Microsoft Dynamics GP 2010.    declare @item varchar(100)       , @loc varchar(100)       , @ItemExist int         DECLARE TablePositionCursor CURSOR FOR         SELECT itemnmbr from IV00101 i         OPEN TablePositionCursor       FETCH NEXT FROM TablePositionCursor INTO @item       WHILE (@@fetch_status <> -1)             BEGIN                         DECLARE TablePositionCursor2 CURSOR FOR                         select locncode from IV40700                   OPEN TablePositionCursor2                   FETCH NEXT FROM TablePositionCursor2 INTO  @loc                   WHILE (@@fetch_status <> -1)                         BEGIN                           SELECT @ItemExist = isnull(count(*), 0) FROM IV00102 where ITEMNMBR = @item and LOCNCODE = @loc                                                 if @ItemExist  = 0                               BEGIN                                      insert into iv00102 values(                                     @item                                     ,@loc                                     ,''                                     ,2                                     ,''                                     ,0                                     ,0                                     ,0                                     ,0                                     ,'01/01/1900'                                     ,''                                     ,'01/01/1900'                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,'01/01/1900'                                     ,'01/01/1900'                                     ,'01/01/1900'                                     ,'01/01/1900'                                     ,0                                     ,''                                     ,''                                     ,''                                     ,1                                     ,0                                     ,0                                     ,1                                     ,0                                     ,0                                     ,1                                     ,2                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                     ,1                                     ,0                                     ,0                                     ,0                                     ,3                                     ,0                                     ,0                                     ,0                                     ,''                                     ,''                                     ,''                                     ,''                                     ,''                                     ,''                                     ,''                                     ,''                                     ,1                                     ,1                                     ,''                                     ,1                                     ,1                                     ,0                                     ,1                                     ,1                                     ,1                                     ,0                                     ,0                                     ,0                                     ,0                                     ,0                                       )                         END                               FETCH NEXT FROM TablePositionCursor2 INTO @loc                         END                   DEALLOCATE TablePositionCursor2                     FETCH NEXT FROM TablePositionCursor INTO  @item             END       DEALLOCATE TablePositionCursor     The script below works just for GP 2010 since the columns in the IV00102 have changed from version to version.  If you need it for prior versions, please email me and I will send it to you.   Disclaimer: I tested this on limited data, if you find an issue or have a suggestion for improvement, please let me know and I will post the update here for everyone.  This blog is provided "AS IS" with no warranties, and confers no rights.

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  • How to modify the HTML and BODY tags in an ASP.NET page without adding runat=server to the elements?

    - by jon333
    In an ASP.NET web forms project that is not quite ready to be upgraded from 2.0 to 4.0 , there is a change that needs to be made to allow modifications to the HTML and BODY tags on the pages without adding runat=server to the tags which results in the 2.0 styled "ugly ids" like "ctrl_100..." For example, how could we change these using JavaScript, a Response Filter (the regex to find these specific tags would really help on this one), or something else...from: <html xmlns="//www.w3.org/1999/xhtml"> <body> To: <html lang="jp=JP" xmlns="//www.w3.org/1999/xhtml" dir="rtl"> <body dir="rtl"> JavaScript seems like a possibility, but functions from the server-side could would determine the language and direction the page should have.

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  • Unity falling body pendulum behaviour

    - by user3447980
    I wonder if someone could provide some guidance. Im attempting to create a pendulum like behaviour in 2D space in Unity without using a hinge joint. Essentially I want to affect a falling body to act as though it were restrained at the radius of a point, and to be subject to gravity and friction etc. Ive tried many modifications of this code, and have come up with some cool 'strange-attractor' like behaviour but i cannot for the life of me create a realistic pendulum like action. This is what I have so far: startingposition = transform.position; //Get start position newposition = startingposition + velocity; //add old velocity newposition.y -= gravity * Time.deltaTime; //add gravity newposition = pivot + Vector2.ClampMagnitude(newposition-pivot,radius); //clamp body at radius??? velocity = newposition-startingposition; //Get new velocity transform.Translate (velocity * Time.deltaTime, Space.World); //apply to transform So im working out the new position based on the old velocity + gravity, then constraining it to a distance from a point, which is the element in the code i cannot get correct. Is this a logical way to go about it?

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  • The First Microsoft Dynamics NAV Builds on TFS 2010 Server

    - by ssmantha
    We are now successfully, able build Dynamics NAV solutions using the TFS Build workflow mechanisms. Lots of test builds were made, the builds can restore the NAV Database and start from a fresh solution, take latest of the NAV objects and then import it to Navision and call the compile method. The workflow is also able to generate FOB files as output which can be directly shipped to the customers. I think this is the First in the world implementation of the TFS build concepts in conjunction with NAV. I think this is a time to change the thinking caps and try to approach ERP development and include the practises of ALM into ERP Product Development.

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  • CRM2011 - "The given key was not present in the dictionary"

    - by DJZorrow
    I am what you call a "n00b" in CRM plugin development. I am trying to write a plugin for Microsoft's Dynamics CRM 2011 that will create a new activity entity when you create a new contact. I want this activity entity to be associated with the contact entity. This is my current code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xrm.Sdk; namespace ITPH_CRM_Deactivate_Account_SSP_Disable { public class SSPDisable_Plugin: IPlugin { public void Execute(IServiceProvider serviceProvider) { // Obtain the execution context from the service provider. IPluginExecutionContext context = (IPluginExecutionContext) serviceProvider.GetService(typeof(IPluginExecutionContext)); IOrganizationServiceFactory serviceFactory = (IOrganizationServiceFactory)serviceProvider.GetService(typeof(IOrganizationServiceFactory)); IOrganizationService service = serviceFactory.CreateOrganizationService(context.UserId); if (context.InputParameters.Contains("Target") && context.InputParameters["target"] is Entity) { Entity entity = context.InputParameters["Target"] as Entity; if (entity.LogicalName != "account") { return; } Entity followup = new Entity(); followup.LogicalName = "activitypointer"; followup.Attributes = new AttributeCollection(); followup.Attributes.Add("subject", "Created via Plugin."); followup.Attributes.Add("description", "This is generated by the magic of C# ..."); followup.Attributes.Add("scheduledstart", DateTime.Now.AddDays(3)); followup.Attributes.Add("actualend", DateTime.Now.AddDays(5)); if (context.OutputParameters.Contains("id")) { Guid regardingobjectid = new Guid(context.OutputParameters["id"].ToString()); string regardingobjectidType = "account"; followup["regardingobjectid"] = new EntityReference(regardingobjectidType, regardingobjectid); } service.Create(followup); } } } But when i try to run this code: I get an error when i try to create a new contact in the CRM environment. The error is: "The given key was not present in the dictionary" (Link *1). The error pops up right as i try to save the new contact. Link *1: http://puu.sh/4SXrW.png (Translated bold text: "Error on business process") Thanks for any help or suggestions :)

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  • unity4.3 rigidbody2d unexpected force behaviour

    - by Lilz Votca Love
    So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when colliding with them and slowly slides to the ground.All movement is handle through physics and no transform manipulations.here i did something similar to this in the FixedUpdate of my player. void FixedUpdate() { if(wall && Input.GetButtonDown("Jump")) { if(facingright)//player is facing the left side of the wall { rigidbody2D.Addforce(new vector2(-1f,2f)*jumpforce); /*Now the player should jump backwards following this directional vector and should follow a smooth curve which in this part works well*/ } else { rigidbody2D.Addforce(new vector2(1f,2f)*jumpforce); /*Now this is where everything gets complicated as you should have noticed this is the same directional vector only the opposite x axis value and the same amount of force is used but it behaves like the red curve in the picture below*/ } } } bad behaviour and vector in red .I tested the same thing(both addforce methods) for a simple jump and they exactly behave like mentionned above in the picture.so here is my problem.Jumping diagonally forward with rigidbody2d.addforce() do not have the same impact,do not follow the same curve as jumping the opposite direction with the same exact amount of force.if i could fix this or get past this i could implement a walljump system like a ninja jumping in zigzag between two opposite wall to climb them.Any ideas or alternatives?

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  • Warp GameObject Size When Entering/Leaving Area

    - by Julian
    Below I have an image describing the desired functionality I am going for. Let's say you control a square and when you move this square into a given area, any part of your rigidbody/model inside of the area will be magnified upon entering and shrunk upon leaving. So now you more or less are made up of two rectangles, one small and one large. What would be an elegant approach towards achieving this effect?

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  • Strange behavior of RigidBody with gravity and impulse applied

    - by Heisenbug
    I'm doing some experiments trying to figure out how physics works in Unity. I created a cube mesh with a BoxCollider and a RigidBody. The cuve is laying on a mesh plane with a BoxCollider. I'm trying to update the object position applying a force on its RigidBody. Inside script FixedUpdate function I'm doing the following: public void FixedUpdate() { if (leftButtonPressed()) this.rigidbody.AddForce( this.transform.forward * this.forceStrength, ForceMode.Impulse); } Despite the object is aligned with the world axis and the force is applied along Z axis, it performs a quite big rotation movement around its y axis. Since I didn't modify the center of mass and the BoxCollider position and dimension, all values should be fine. Removing gravity and letting the object flying without touching the plane, the problem doesn't show. So I suppose it's related to the friction between objects, but I can't understand exactly which is the problem. Why this? What's my mistake? How can I fix this, or what's the right way to do such a moving an object on a plane through a force impulse?

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  • Understanding Unity3d physics: where is the force applied?

    - by Heisenbug
    I'm trying to understand which is the right way to apply forces to a RigidBody. I noticed that there are AddForce and AddRelativeForce methods, one applied in world space coordinate system meanwhile the other in the local space. The thing that I do not understand is the following: usually in physics library (es. Bullet) we can specify the force vector and also the force application point. How can I do this in Unity? Is it possible to apply a force vector in a specific point relative to the given RigidBody coordinate system? Where does AddForce apply the force?

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  • Repelling a rigidbody in the direction an object is rotating

    - by ndg
    Working in Unity, I have a game object which I rotate each frame, like so: void Update() { transform.Rotate(new Vector3(0, 1, 0) * speed * Time.deltaTime); } However, I'm running into problems when it comes to applying a force to rigidbodies that collide with this game objects sphere collider. The effect I'm hoping to achieve is that objects which touch the collider are thrown in roughly the same direction as the object is rotating. To do this, I've tried the following: Vector3 force = ((transform.localRotation * Vector3.forward) * 2000) * Time.deltaTime; collision.gameObject.rigidbody.AddForce(force, ForceMode.Impulse); Unfortunately this doesn't always match the rotation of the object. To debug the issue, I wrote a simple OnDrawGizmos script, which (strangely) appears to draw the line correctly oriented to the rotation. void OnDrawGizmos() { Vector3 pos = transform.position + ((transform.localRotation * Vector3.forward) * 2); Debug.DrawLine(transform.position, pos, Color.red); } You can see the result of the OnDrawGizmos function below: What am I doing wrong?

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  • Split Body and Sprite

    - by Siddharth
    I want to split the body and sprite into multiple pieces as like following link suggest: http://www.raywenderlich.com/14302/how-to-make-a-game-like-fruit-ninja-with-box2d-and-cocos2d-part-1 I try to convert the cocos2d program into AndEngine and almost done but they use PRKit named external library that type of implementation I didn't find in AndEngine. So my basic requirement you know so please suggest me some suitable answer. My current working platform is AndEngine with Box2D.

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  • HTML Agility Pack - ReplaceNode doesn't change the InnerHTML of the Body

    - by morsanu
    Hi there, I have this The body: <body><p>Lorem ipsum dolor sit amet, consectetur adipiscing elit. Praesent leo leo, ultrices eu venenatis et, rutrum fringilla dolor.</p></body> The code: HtmlNode body = doc.DocumentNode.SelectSingleNode("//body"); Dictionary<HtmlNode, HtmlNode> toReplace = new Dictionary<HtmlNode, HtmlNode>(); // I do some logic here adding nodes to the toReplace dictionary. foreach (HtmlNode replaceNode in toReplace.Keys) { replaceNode.ParentNod.ReplaceChild(toReplace[replaceNode], replaceNode); } After i do this, the InnerHtml of the body node remains the same as from beginning, although the OutterHtml or the InnerText are showing the good result. Is there something wrong with my code? The result: // body.InnerHtml <p>Lorem ipsum dolor sit amet, consectetur adipiscing elit. Praesent leo leo, ultrices eu venenatis et, rutrum fringilla dolor.</p> // body.OutterHtml <body><p>Lorem ipsum dolor sit amet...</p></body>

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  • Box2dx: Cancel force on a body?

    - by Rosarch
    I'm doing pathfinding where I use force to push body to waypoints. However, once they get close enough to the waypoint, I want to cancel out the force. How can I do this? Do I need to maintain separately all the forces I've applied to the body in question? I'm using Box2dx (C#/XNA). Here is my attempt, but it doesn't work at all: internal PathProgressionStatus MoveAlongPath(PositionUpdater posUpdater) { Vector2 nextGoal = posUpdater.Goals.Peek(); Vector2 currPos = posUpdater.Model.Body.Position; float distanceToNextGoal = Vector2.Distance(currPos, nextGoal); bool isAtGoal = distanceToNextGoal < PROXIMITY_THRESHOLD; Vector2 forceToApply = new Vector2(); double angleToGoal = Math.Atan2(nextGoal.Y - currPos.Y, nextGoal.X - currPos.X); forceToApply.X = (float)Math.Cos(angleToGoal) * posUpdater.Speed; forceToApply.Y = (float)Math.Sin(angleToGoal) * posUpdater.Speed; float rotation = (float)(angleToGoal + Math.PI / 2); posUpdater.Model.Body.Rotation = rotation; if (!isAtGoal) { posUpdater.Model.Body.ApplyForce(forceToApply, posUpdater.Model.Body.Position); posUpdater.forcedTowardsGoal = true; } if (isAtGoal) { // how can the body be stopped? posUpdater.forcedTowardsGoal = false; //posUpdater.Model.Body.SetLinearVelocity(new Vector2(0, 0)); //posUpdater.Model.Body.ApplyForce(-forceToApply, posUpdater.Model.Body.GetPosition()); posUpdater.Goals.Dequeue(); if (posUpdater.Goals.Count == 0) { return PathProgressionStatus.COMPLETE; } } UPDATE If I do keep track of how much force I've applied, it fails to account for other forces that may act on it. I could use reflection and set _force to zero directly, but that feels dirty.

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  • Struts2 form elements UI too rigid

    - by jscoot
    Hello, i found a similar problem like this: http://stackoverflow.com/questions/2314296/struts2-form-elements but no answer is given until now. So here i post my difficulties with a vengeance. I am using Struts2 with version 2.1.6. When I leave the input elements such as <s:textfield>, <s:textarea>, etc. of a <s:form> with the default theme, the elements are rendered as: <tr> <td class="tdLabel"><label for="firstname" class="label">Firstname:</label></td> <td><input type="text" name="firstname" id="firstname"/></td> </tr> <tr> <td class="tdLabel"><label for="lastname" class="label">Lastname:</label></td> <td><input type="text" name="lastname" id="lastname"/></td> </tr> Now if i want to add something, say an html label, between the two elements, the result gets messed up as described in the related question above. Another problem is: for the <s:checkbox> item, it is just not possible to add an extra title. For example, this tag <s:checkbox id="defaultprinter" name="defaultprinter" key="lbl.defaultprinter"/> is rendered as: <tr> <td valign="top" align="right"></td> <td valign="top" align="left"> <input type="checkbox" name="defaultprinter" value="true" checked="checked" id="defaultprinter"/> <label for="defaultprinter" class="checkboxLabel">Default Printer</label> </td> </tr> By only setting the attributes of <s:checkbox>, i can't add any text to the first <td> shown above (here it is empty!). I don't know if the above rigid UI problems can be solved or there is any workarounds somewhere. Thanks in advance.

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  • Management Reporter Installation – Lessons Learned Part II - Dynamics GP

    - by Ryan McBee
    After feeling pretty good about my deployment skills of Management Reporter for Dynamics GP a few weeks ago, I ran into two additional lessons learned that I wanted to share. First, on another new deployment, I got the error shown below which says “An error occurred while creating the database.  View the installation log for additional information.”  This problem initially pointed me to KB 2406948 which did not provide resolution. After several hours of troubleshooting, I found there is an issue if the defaults database locations in SQL Server are set to the root of a drive. You will want to set the default to something like the following to get it installed; C:\Program Files\Microsoft SQL Server\MSSQL10.MSSQLSERVER\MSSQL\DATA.  My default database locations for the data and log files were indeed sitting on the H:\ and I:\ drives. To change this property in your SQL Server Instance you need to open SQL Server Management Studio, right click on the server, and choose properties and then database settings. When I initially got the error, I briefly considered creating the ManagementReporter database by hand, but experience tells me that would have created more headaches down the road. The second problem I ran into with this particular deployment of Management Reporter happened when I started the FRx conversion utility.  The errors reads “The ‘Microsoft.ACE.OLEDB.12.0’ provider is not registered on the local machine. I had a suspicion that this error was related to the fact FRx uses outdated technology and I happened to be on a new install of Server 2008 R2.  A knowledge base search quickly pointed me to KB 2102486. The resolution for this Management Reporter issue was to install the Microsoft Access Database Engine Redistributable, by following the site below. http://www.microsoft.com/downloads/details.aspx?familyid=C06B8369-60DD-4B64-A44B-84B371EDE16D&displaylang=en

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  • Rotate Body From Corner

    - by Siddharth
    I want to ask that how to rotate body from corner? movableBeam.getBeamBody().setTransform(movableBeam.getBeamBody().getPosition(), angle); The above line of code rotate the beam from center that I want rotate from one of the conner. Any member please help me. EDIT : float beamCenterX = movableBeam.getX() + movableBeam.getWidth() / 2f; float beamCenterY = movableBeam.getY() + movableBeam.getHeight() / 2f; float cornerOffsetX = movableBeam.getX() - beamCenterX; float cornerOffsetY = movableBeam.getY() - beamCenterY; float bodyAngle = (float) Math.atan2(cornerOffsetY, cornerOffsetX); float newAngle = imageAngle + bodyAngle; float newCornerOffsetX = (float) Math.cos(Math .toDegrees(newAngle)); float newCornerOffsetY = (float) Math.sin(Math .toDegrees(newAngle)); cornerOffsetX = movableBeam.getX() - movableBeam.getWidth() / 2f; cornerOffsetY = movableBeam.getY() - movableBeam.getHeight() / 2f; Vector2 postion = new Vector2( (newCornerOffsetX - cornerOffsetX + movableBeam.getX()) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT, (newCornerOffsetY - cornerOffsetY + movableBeam.getY()) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT); movableBeam.getBeamBody().setTransform(postion, newAngle);

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  • Base on User Drawing Create Polygon Body as well Image

    - by Siddharth
    In my game, I want to provide a user with drawing feature. By free hand drawing user create a polygon shape. So in my game implementation I have to create body for all found vertices and I have to generate image based on that polygon shape. So my problem is how to create image that match the user provided vertices. In cocos2d I listen that there is an implementation of something like Image Masking. But I don't understand how that thing I implement in andengnine. Please provide any guidance on how to create image same as user generated polygon shape.

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  • Letting the user draw a Polygon Body and Image

    - by Siddharth
    In my game, I want to provide the user with a drawing feature. By free hand drawing, the user creates a polygon shape. Then, in my game implementation, I have to create a body for the found vertices and generate an image based on that polygon shape. My problem is how to create an image that matches the user-provided vertices. I've heard that cocos2d has something called Image Masking. I don't understand how I could implement it in AndEngine. Could someone help?

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  • Why not use javascript handlers on the body element?

    - by disown
    As an answer to the question of 'How do you automatically set the focus to a textbox when a web page loads?', Espo suggests using <body onLoad="document.getElementById('<id>').focus();"> Ben Scheirman replies (without further explanation): Any javascript book will tell you not to put handlers on the body element like that Why would this be considered bad practice? In Espos answer, an 'override' problem is illustrated. Is this the only reason, or are there any other problems? Compatibility issues?

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  • How do I increase moving speed of body?

    - by Siddharth
    How to move ball speedily on the screen using box2d in libGDX? package com.badlogic.box2ddemo; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.math.Matrix4; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.physics.box2d.Body; import com.badlogic.gdx.physics.box2d.BodyDef; import com.badlogic.gdx.physics.box2d.BodyDef.BodyType; import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; import com.badlogic.gdx.physics.box2d.CircleShape; import com.badlogic.gdx.physics.box2d.Fixture; import com.badlogic.gdx.physics.box2d.FixtureDef; import com.badlogic.gdx.physics.box2d.PolygonShape; import com.badlogic.gdx.physics.box2d.World; public class Box2DDemo implements ApplicationListener { private SpriteBatch batch; private TextureRegion texture; private World world; private Body groundDownBody, groundUpBody, groundLeftBody, groundRightBody, ballBody; private BodyDef groundBodyDef1, groundBodyDef2, groundBodyDef3, groundBodyDef4, ballBodyDef; private PolygonShape groundDownPoly, groundUpPoly, groundLeftPoly, groundRightPoly; private CircleShape ballPoly; private Sprite sprite; private FixtureDef fixtureDef; private Vector2 ballPosition; private Box2DDebugRenderer renderer; Vector2 vector2; @Override public void create() { texture = new TextureRegion(new Texture( Gdx.files.internal("img/red_ring.png"))); sprite = new Sprite(texture); sprite.setOrigin(sprite.getWidth() / 2, sprite.getHeight() / 2); batch = new SpriteBatch(); world = new World(new Vector2(0.0f, 0.0f), false); groundBodyDef1 = new BodyDef(); groundBodyDef1.type = BodyType.StaticBody; groundBodyDef1.position.x = 0.0f; groundBodyDef1.position.y = 0.0f; groundDownBody = world.createBody(groundBodyDef1); groundBodyDef2 = new BodyDef(); groundBodyDef2.type = BodyType.StaticBody; groundBodyDef2.position.x = 0f; groundBodyDef2.position.y = Gdx.graphics.getHeight(); groundUpBody = world.createBody(groundBodyDef2); groundBodyDef3 = new BodyDef(); groundBodyDef3.type = BodyType.StaticBody; groundBodyDef3.position.x = 0f; groundBodyDef3.position.y = 0f; groundLeftBody = world.createBody(groundBodyDef3); groundBodyDef4 = new BodyDef(); groundBodyDef4.type = BodyType.StaticBody; groundBodyDef4.position.x = Gdx.graphics.getWidth(); groundBodyDef4.position.y = 0f; groundRightBody = world.createBody(groundBodyDef4); groundDownPoly = new PolygonShape(); groundDownPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.density = 0f; fixtureDef.restitution = 1f; fixtureDef.friction = 0f; fixtureDef.shape = groundDownPoly; fixtureDef.filter.groupIndex = 0; groundDownBody.createFixture(fixtureDef); groundUpPoly = new PolygonShape(); groundUpPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundUpPoly; fixtureDef.filter.groupIndex = 0; groundUpBody.createFixture(fixtureDef); groundLeftPoly = new PolygonShape(); groundLeftPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundLeftPoly; fixtureDef.filter.groupIndex = 0; groundLeftBody.createFixture(fixtureDef); groundRightPoly = new PolygonShape(); groundRightPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundRightPoly; fixtureDef.filter.groupIndex = 0; groundRightBody.createFixture(fixtureDef); ballPoly = new CircleShape(); ballPoly.setRadius(16f); fixtureDef = new FixtureDef(); fixtureDef.shape = ballPoly; fixtureDef.density = 1f; fixtureDef.friction = 1f; fixtureDef.restitution = 1f; ballBodyDef = new BodyDef(); ballBodyDef.type = BodyType.DynamicBody; ballBodyDef.position.x = (int) 200; ballBodyDef.position.y = (int) 200; ballBody = world.createBody(ballBodyDef); ballBody.setLinearVelocity(200f, 200f); // ballBody.applyLinearImpulse(new Vector2(250f, 250f), // ballBody.getLocalCenter()); ballBody.createFixture(fixtureDef); renderer = new Box2DDebugRenderer(true, false, false); } @Override public void dispose() { ballPoly.dispose(); groundLeftPoly.dispose(); groundUpPoly.dispose(); groundDownPoly.dispose(); groundRightPoly.dispose(); world.destroyBody(ballBody); world.dispose(); } @Override public void pause() { } @Override public void render() { world.step(1f/30f, 3, 3); Gdx.gl.glClearColor(1f, 1f, 1f, 1f); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); batch.begin(); vector2 = ballBody.getLinearVelocity(); System.out.println("X=" + vector2.x + " Y=" + vector2.y); ballPosition = ballBody.getPosition(); renderer.render(world,batch.getProjectionMatrix()); // int preX = (int) (vector2.x / Math.abs(vector2.x)); // int preY = (int) (vector2.y / Math.abs(vector2.y)); // // if (Math.abs(vector2.x) == 0.0f) // ballBody1.setLinearVelocity(1.4142137f, vector2.y); // else if (Math.abs(vector2.x) < 1.4142137f) // ballBody1.setLinearVelocity(preX * 5, vector2.y); // // if (Math.abs(vector2.y) == 0.0f) // ballBody1.setLinearVelocity(vector2.x, 1.4142137f); // else if (Math.abs(vector2.y) < 1.4142137f) // ballBody1.setLinearVelocity(vector2.x, preY * 5); batch.draw(sprite, (ballPosition.x - (texture.getRegionWidth() / 2)), (ballPosition.y - (texture.getRegionHeight() / 2))); batch.end(); } @Override public void resize(int arg0, int arg1) { } @Override public void resume() { } } I implement above code but I can not achieve higher moving speed of the ball

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  • Creating a single CRM plugin DLL to store in the CRM database

    - by Shaamaan
    Since the suggested way of storing plugins in MS CRM is via the CRM database, I figured it's about time to do something about the method I'm currently using, which is storing the DLLs on the disk. The trouble however is that I don't know how to embed all the other various bits that are needed by the DLL: the localization resource files (which are kept in another folder) and some referenced DLLs from the latest SDK (which had to be manually placed in the bin\assembly folder). At this point, I'm not even entirely sure this is possible. So far I've tried to solve the localization problem by changing the build action on the resource files to "Content" or "Resource" and tested this solution (still keeping the location on-disk, but without the added localization folder). This didn't work: when I purposely generated a validation error in one of the plugins, I got the default language message (English) despite having a different language selected in the CRM. I've faced a similar problem when trying to add some of the referenced DLL files (namely the new SDK DLLs: xrm.portal, xrm.portal.files and xrm.client). When I tried to store the plugin in the database (skipping for a moment the localization issue), I got a CRM error saying it cannot find the XRM.Client assembly or one of it's dependencies. I know I could use ILMerge to put the whole thing together, but I've got a gut feeling telling me this isn't really a good idea. Any hints or suggestions on this issue would be great.

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  • How can I set a field to null in a Pre-Update Plugin

    - by Juergen
    I developed a Pre-Update Plugin for the Case entity. In this plugin I want to set a string field to a new value. It works smoothly if the new value is not null. But if the new value si null, it is just ignored. This works: Incident caseTarget = ((Entity) localContext.PluginExecutionContext.InputParameters["Target"]).ToEntity<Incident>(); caseTarget.ProductSerialNumber = "new value"; After the execution of the plugin, the ProductSerialNumber field has value "new value". This doesn't work: Incident caseTarget = ((Entity) localContext.PluginExecutionContext.InputParameters["Target"]).ToEntity<Incident>(); caseTarget.ProductSerialNumber = null; After the execution of the plugin, the ProductSerialNumber field has still its old value. How can I set the target's field to null?

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