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  • Do you know a date picker to quickly pick one day of the current week?

    - by Murmelschlurmel
    Most date pickers allow you to pick the date from a tine calendar or enter the date by hand. For example http://jqueryui.com/demos/datepicker/ This requires - two clicks (one to display the calendar and one to select the correct date) - good eyesight (usually the pop-up calendar is very small) - and good hand-eye coordination to pick the correct date in the tiny calendar with your mouse. That's no problem for power users, but a hassle for older people and computer beginners. I found a website with a different approach. It seems like their users mostly select dates of the current week. So they listed all the days of the week in a bar together with the weekday. The current day is marked in another color. There is a tiny calender icon on the right hand that opens up a regular date picker. That gives you access to all regular date picker functionality. Here is a screenshot: http://mite.yo.lk/assets/img/tour/de/zeiten-erfassen.png Do you know of any jquery plugin which has a similar feature? If not, do you any other plugin or widget which would help me speed up development ? Thank you!

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  • Gradient algororithm produces little white dots

    - by user146780
    I'm working on an algorithm to generate point to point linear gradients. I have a rough, proof of concept implementation done: GLuint OGLENGINEFUNCTIONS::CreateGradient( std::vector<ARGBCOLORF> &input,POINTFLOAT start, POINTFLOAT end, int width, int height,bool radial ) { std::vector<POINT> pol; std::vector<GLubyte> pdata(width * height * 4); std::vector<POINTFLOAT> linearpts; std::vector<float> lookup; float distance = GetDistance(start,end); RoundNumber(distance); POINTFLOAT temp; float incr = 1 / (distance + 1); for(int l = 0; l < 100; l ++) { POINTFLOAT outA; POINTFLOAT OutB; float dirlen; float perplen; POINTFLOAT dir; POINTFLOAT ndir; POINTFLOAT perp; POINTFLOAT nperp; POINTFLOAT perpoffset; POINTFLOAT diroffset; dir.x = end.x - start.x; dir.y = end.y - start.y; dirlen = sqrt((dir.x * dir.x) + (dir.y * dir.y)); ndir.x = static_cast<float>(dir.x * 1.0 / dirlen); ndir.y = static_cast<float>(dir.y * 1.0 / dirlen); perp.x = dir.y; perp.y = -dir.x; perplen = sqrt((perp.x * perp.x) + (perp.y * perp.y)); nperp.x = static_cast<float>(perp.x * 1.0 / perplen); nperp.y = static_cast<float>(perp.y * 1.0 / perplen); perpoffset.x = static_cast<float>(nperp.x * l * 0.5); perpoffset.y = static_cast<float>(nperp.y * l * 0.5); diroffset.x = static_cast<float>(ndir.x * 0 * 0.5); diroffset.y = static_cast<float>(ndir.y * 0 * 0.5); outA.x = end.x + perpoffset.x + diroffset.x; outA.y = end.y + perpoffset.y + diroffset.y; OutB.x = start.x + perpoffset.x - diroffset.x; OutB.y = start.y + perpoffset.y - diroffset.y; for (float i = 0; i < 1; i += incr) { temp = GetLinearBezier(i,outA,OutB); RoundNumber(temp.x); RoundNumber(temp.y); linearpts.push_back(temp); lookup.push_back(i); } for (unsigned int j = 0; j < linearpts.size(); j++) { if(linearpts[j].x < width && linearpts[j].x >= 0 && linearpts[j].y < height && linearpts[j].y >=0) { pdata[linearpts[j].x * 4 * width + linearpts[j].y * 4 + 0] = (GLubyte) j; pdata[linearpts[j].x * 4 * width + linearpts[j].y * 4 + 1] = (GLubyte) j; pdata[linearpts[j].x * 4 * width + linearpts[j].y * 4 + 2] = (GLubyte) j; pdata[linearpts[j].x * 4 * width + linearpts[j].y * 4 + 3] = (GLubyte) 255; } } lookup.clear(); linearpts.clear(); } return CreateTexture(pdata,width,height); } It works as I would expect most of the time, but at certain angles it produces little white dots. I can't figure out what does this. This is what it looks like at most angles (good) http://img9.imageshack.us/img9/5922/goodgradient.png But once in a while it looks like this (bad): http://img155.imageshack.us/img155/760/badgradient.png What could be causing the white dots? Is there maybe also a better way to generate my gradients if no solution is possible for this? Thanks

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  • How can I stop a movie (from current frame) playing when I click on next frame - FLASH CS4?

    - by ladygeekgeek
    I have four movie clips (.f4v) in 4 frames in a movie with watch buttons.. This movie has them been imported into a main movie container that has next and previous buttons. However if i play a movie then hit next frame, the movie continues to play in the background. How can I shop this? The code below shows one of the actionscripts for a movie clip and then the main actionscript in the main movie. I am a flash newbie, so all help appreciated. Many thanks. stop(); watch1_btn.addEventListener(MouseEvent.CLICK, playMovie1); function playMovie1(event:MouseEvent):void { movie1_mc.play(); } // Button Listeners next_btn.addEventListener(MouseEvent.CLICK, nextSection); prev_btn.addEventListener(MouseEvent.CLICK, prevSection); function nextSection(event:MouseEvent):void { var thisLabel:String = pages_mc.currentLabel; // gets current frame label as string var thisLabelNum:String = thisLabel.replace("sct", ""); // cuts the leading letters off of the number var curNumber:Number = Number(thisLabelNum); // converts that string number to a real number if (curNumber < 5) { var nextNum:Number = curNumber + 1; // adds 1 to the number so we can go to next frame label pages_mc.gotoAndStop("sct" + nextNum); // This allows us to go to the next frame label } } /////////////////////////////////////////////////////////////////////////// function prevSection(event:MouseEvent):void { var thisLabel:String = pages_mc.currentLabel; // gets current frame label as string var thisLabelNum:String = thisLabel.replace("sct", ""); // cuts the leading letters off of the number var curNumber:Number = Number(thisLabelNum); // converts that string number to a real number var prevNum:Number = curNumber - 1; // subtracts 1 from the number so we can go to next frame label pages_mc.gotoAndStop("sct" + prevNum); // This allows us to go to the previous frame label }

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  • .next is undefined, jquery plugin problem

    - by ndelangen
    I'm trying to create my own plugin. But I'm having trouble getting things right. It appears when I'm trying to traverse inside .each things go wrong. I'm trying to go to the next item every 6 seconds by fading. jQuery(function($){ $.fn.rotator = function(options){ this.each(function() { var container = $(this); var images = container.children(); //Set the opacity of all images to 0 images.css({opacity: 0.0}); //Get the first image and display it (gets set to full opacity) $('div:first',this).css({opacity: 1.0}).addClass('show'); //Call the rotator function to run the slideshow, 6000 = change to next image after 6 seconds var obj = $(this); setInterval(nextimage(obj),6000); }); }; // rotate function function nextimage(obj) { var container = $(obj); var images = container.children(); //Get the current image var current = (images.hasClass('show')? images.hasClass('show') : images.first()); //Get next image, when it reaches the end, rotate it back to the first image var next = ((current.next().length) ? ((current.next().hasClass('show')) ? images.first() :current.next()) : images.first()); //Set the fade in effect for the next image, the show class has higher z-index next.css({opacity: 0.0}) .addClass('show') .animate({opacity: 1.0}, 1000); //Hide the current image current.animate({opacity: 0.0}, 1000) .removeClass('show'); }; }); $(document).ready(function(){ $("#bg").rotator({ }) }); The error I get is: current.next is not a function Line 35 Line 35 = var next = ((current.next().length) ? ((current.next().hasClass('show')) ? images.first() :current.next()) : images.first()); Can someone tell me what I'm doing wrong?

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  • How do I get the path of the current executed file in python?

    - by Sorin Sbarnea
    This may seam a newbie question but it is not. It looks that common approaches are not always working: Currently I know only two options but none of them looks to work an all cases. sys.argv[0] This means using path = os.path.abspath(os.path.dirname(sys.argv[0])) but this does not work if you are running from another python script from another directory, and this can really happen in real life. __file__ this means that path = os.path.abspath(os.path.dirname(__file__)) but I found that this doesn't work: py2exe that doesn't have a __file__ attribute but there is an workaround. when you run from IDLE with execute() there is no __file__ attribute OS X 10.6 where I get NameError: global name '__file__' is not defined Related questions with incomplete answers: http://stackoverflow.com/questions/1296501/python-find-path-to-file-being-run http://stackoverflow.com/questions/1483827/python-path-to-current-file-depends-on-how-i-execute-the-program http://stackoverflow.com/questions/2259503/how-to-know-the-path-of-the-running-script-in-python http://stackoverflow.com/questions/509742/python-chdir-to-dir-the-py-script-is-in

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  • How do I change my current directory from a python script?

    - by misterloogs
    I'm trying to implement my own version of the 'cd' command that presents the user with a list of hard-coded directories to choose from, and the user has to enter a number corresponding to an entry in the list. The program, named my_cd.py for now, should then effectively 'cd' the user to the chosen directory. Example of how this should work: /some/directory $ my_cd.py 1) ~ 2) /bin/ 3) /usr Enter menu selection, or q to quit: 2 /bin $ Currently, I'm trying to 'cd' using os.chdir('dir'). However, this doesn't work, probably because my_cd.py is kicked off in its own child process. I tried wrapping the call to my_cd.py in a sourced bash script named my_cd.sh: #! /bin/bash function my_cd() { /path/to/my_cd.py } /some/directory $ . my_cd.sh $ my_cd ... shows list of dirs, but doesn't 'cd' in the interactive shell Any ideas on how I can get this to work? Is it possible to change my interactive shell's current directory from a python script?

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  • change images by clicking left and right

    - by Qin
    I want to display an image in the center of the page, then 2 buttons, left, and right, when I click on left, the image changes to previous one, and move to next image by clicking right. And my question is, the code doesn't work..=.=, very obvious, can anybody tell me where the mistakes are? <table id="frontpage"> <tr> <td><input type="button" id="left" value="left"/></td> <td><img id="image" alt="Image" src="./image/guildwars2/gw2_fight.jpg"/></td> <td><input type="button" id="right" value="right"/></td> </tr> </table> $(document).ready(function(){ var image=new Array(); var current=0; image[0]=new Image(); image[0].src="./image/guildwars2/gw2_fight.jpg"; image[1]=new Image(); image[1].src="./image/diablo3/d3.jpg"; image[2]=new Image(); image[2].src="./image/dota2/catOnWater.jpg"; $("#left").click(function(){ if(current-1<0){ current=image.length-1; $("#image").attr("src")=image[current].src; } else{ --current; $("#image").attr("src")=image[current].src; } }); $("#right").click(function(){ if(current+1>image.length-1){ current=0; $("#image").attr("src")=image[current].src; } else{ ++current; $("#image").attr("src")=image[current].src; } }); })

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  • Target a link if that link links to the current page?

    - by Des
    this may be a stupid question as I can't seem to find an answer :P Is there a way with javascript/jQuery to Target all links on a page ONLY if they link to the current page? Say i've got a static sidebar on ALL pages, for intents and purposes: <ul id="sidebar"> <li><a href="/one">One</a></li> <li><a href="/two">Two</a></li> <li><a href="/three">Three</a></li> </ul> Notice the code for ALL of them is the same. Let's say I'm on "www.domain.com/two" - Is there a way to target <li><a href="#">Two</a></li> because it's linking to the current page? ***ANSWERED***** The guy deleted his answer - but I used it to create this - var linksToCurrentPage = $('a[href="' + window.location.href + '"]'); if (linksToCurrentPage) { $('a').addClass('currently-active'); }; which worked :)

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  • How can I filter using the current value of a text box in a jQuery selector?

    - by spudly
    I have a validation script that checks for data-* attributes to determine which fields are required. If an element has the 'data-required-if' attribute (which has a jQuery selector as it's value), it checks to see if any elements are found that match that selector. If any are found, the field is required. It does something similar to the following: $('[data-required-if]').each(function () { var selector = $(this).attr('data-required-if'), required = false; if ( !$(selector).length ) { required = true; // do something if this element is empty } }); This works great, but there's a problem. When you use the attribute selector to filter based on the current value of a text field, it really filters on the initial value of the text field. <input type='text' id='myinput' value='initial text' /> <input type='text' id='dependent_input' value='' data-required-if="#myinput[value='']" /> // Step 1: type "foobar" in #myinput // Step 2: run these lines of code: <script> $('#myinput').val() //=> returns "foobar" $('#myinput[value="foobar"]').length //=> returns 0 </script> I understand why it's doing that. jQuery probably uses getAttribute() in the background. Is there any other way to filter based on the current value of an input box using purely jQuery selectors?

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  • IIS 7.0 404 Custom Error Page and web.config

    - by Colin
    I am having trouble with a custom 404 error page. I have a domain running a .NET proj with it's own error handling. I have a web.config running for the domain which contains: <customErrors mode="RemoteOnly"> <error statusCode="500" redirect="/Error"/> <error statusCode="404" redirect="/404"/> </customErrors> On a sub dir of that domain I am ignoring all routes there by doing routes.IgnoreRoute("Assets/{*pathInfo}"); in the .NET proj and I want to put a custom 404 error page on that and any sub dir's of Assets. The sub dir contains static content like images, css, js etc etc. So in the Error Pages section of IIS I put a redirect to an absolute URL. The web.config for that dir looks like the following: <system.webServer> <httpErrors> <remove statusCode="404" subStatusCode="-1" /> <error statusCode="404" prefixLanguageFilePath="" path="http://mydomain.com/404" responseMode="Redirect" /> </httpErrors> </system.webServer> But I navigate to an unknown URL under that dir and yet I still see the default IIS 404 page. I am also seeing an alert in IIS that reads: You have configured detailed error messages to be returned for both local and remote requests. When this option is selected, custom error configuration is not used. Does this have anything to do with the customErrors mode="RemoteOnly" in the site web.config? I have tried to overwrite the customErrors in the sub dir web.config but nothing changes. Any help would be appreciated. Thanks.

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  • IIS 7.0 404 Custom Error Page and web.config

    - by Colin
    I am having trouble with a custom 404 error page. I have a domain running a .NET proj with it's own error handling. I have a web.config running for the domain which contains: <customErrors mode="RemoteOnly"> <error statusCode="500" redirect="/Error"/> <error statusCode="404" redirect="/404"/> </customErrors> On a sub dir of that domain I am ignoring all routes there by doing routes.IgnoreRoute("Assets/{*pathInfo}"); in the .NET proj and I want to put a custom 404 error page on that and any sub dir's of Assets. The sub dir contains static content like images, css, js etc etc. So in the Error Pages section of IIS I put a redirect to an absolute URL. The web.config for that dir looks like the following: <system.webServer> <httpErrors> <remove statusCode="404" subStatusCode="-1" /> <error statusCode="404" prefixLanguageFilePath="" path="http://mydomain.com/404" responseMode="Redirect" /> </httpErrors> </system.webServer> But I navigate to an unknown URL under that dir and yet I still see the default IIS 404 page. I am also seeing an alert in IIS that reads: You have configured detailed error messages to be returned for both local and remote requests. When this option is selected, custom error configuration is not used. Does this have anything to do with the customErrors mode="RemoteOnly" in the site web.config? I have tried to overwrite the customErrors in the sub dir web.config but nothing changes. Any help would be appreciated. Thanks.

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  • Can SSH into remote server but can't SCP?

    - by ArtfulDodger2012
    I can SSH into remote server just fine using private key authentication with prompt for passphrase. However I'm getting permission denied when I try to SCP a file using the same passphrase. Here's my output: $ scp -v [file] [user]@[remoteserver.com]:/home/[my dir] Executing: program /usr/bin/ssh host [remoteserver.com], user [user], command scp -v -t /home/[my dir] OpenSSH_5.3p1 Debian-3ubuntu7, OpenSSL 0.9.8k 25 Mar 2009 debug1: Reading configuration data /home/[my dir].ssh/config debug1: Applying options for [remoteserver.com] debug1: Reading configuration data /etc/ssh/ssh_config debug1: Applying options for * debug1: Connecting to [remoteserver.com] [[remoteserver.com]] port 22. debug1: Connection established. debug1: identity file /home/[user]/.ssh/aws_corp type -1 debug1: Remote protocol version 2.0, remote software version OpenSSH_5.3p1 Debian-3ubuntu7 debug1: match: OpenSSH_5.3p1 Debian-3ubuntu7 pat OpenSSH* debug1: Enabling compatibility mode for protocol 2.0 debug1: Local version string SSH-2.0-OpenSSH_5.3p1 Debian-3ubuntu7 debug1: SSH2_MSG_KEXINIT sent debug1: SSH2_MSG_KEXINIT received debug1: kex: server->client aes128-ctr hmac-md5 none debug1: kex: client->server aes128-ctr hmac-md5 none debug1: SSH2_MSG_KEX_DH_GEX_REQUEST(1024<1024<8192) sent debug1: expecting SSH2_MSG_KEX_DH_GEX_GROUP debug1: SSH2_MSG_KEX_DH_GEX_INIT sent debug1: expecting SSH2_MSG_KEX_DH_GEX_REPLY debug1: Host '[remoteserver.com]' is known and matches the RSA host key. debug1: Found key in /home/[my dir]/.ssh/known_hosts:12 debug1: ssh_rsa_verify: signature correct debug1: SSH2_MSG_NEWKEYS sent debug1: expecting SSH2_MSG_NEWKEYS debug1: SSH2_MSG_NEWKEYS received debug1: SSH2_MSG_SERVICE_REQUEST sent debug1: SSH2_MSG_SERVICE_ACCEPT received debug1: Authentications that can continue: publickey debug1: Next authentication method: publickey debug1: Trying private key: /home/[my dir]/.ssh/aws_corp debug1: PEM_read_PrivateKey failed debug1: read PEM private key done: type <unknown> Enter passphrase for key '/home/[my dir]/.ssh/aws_corp': debug1: read PEM private key done: type RSA Connection closed by [remote server] lost connection I've searched for answers but can't find quite the same problem or am just being thick. Either way any help is much appreciated. Cheers!

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  • Trying to delete a directory stored on a Windows server, from on a Mac, containing files created on the Mac, getting "Directory not empty"

    - by AdamG
    I am trying to delete a directory stored on a Windows 2008 R2 server, mounted on a Mac as network home (10.8.5). The directory was created by Safari and stores temporary internet files. I need to be able to delete this folder on logout from a Mac bash script. The Terminal on Mac shows the directory as empty: 36W-FacRm-02:History lwickham$ cd /home/lwickham/Library/Caches/Metadata/Safari/History 36W-FacRm-02:History lwickham$ ls -al total 0 drwx------ 1 lwickham CGPS\Domain Users 264 Nov 8 09:24 . drwx------ 1 lwickham CGPS\Domain Users 264 Nov 8 09:28 .. However, on the Windows server it has a single 0kb file that doesn't start with a "." but yet is invisible to the Mac. E:\FacultyHome2\lwickham\Library\Caches\Metadata\Safari\History>dir Volume in drive E is FacultyUsers2 Volume Serial Number is 8C17-4EF3 Directory of E:\FacultyHome2\lwickham\Library\Caches\Metadata\Safari\History 11/08/2013 09:24 AM <DIR> . 11/08/2013 09:24 AM <DIR> .. 11/07/2013 04:28 PM 0 http?%2F%2Fwww.google.com%2Furl?sa=t&rct= j&q=&esrc=s&source=web&cd=6&ved=0CFsQFjAF&url=http%253A%252F%252Fwww.usbanklocat ions.com%252Fhsbc-bank-usa-96th-street-branch.html&ei=5vR7UtmXEPjfsATe0YCIBA&usg =AFQjCNF9ypKbpYbXRng00FY3W8Y6cF1Tiw&bvm=bv.56146854,d. 1 File(s) 0 bytes 2 Dir(s) 514,231,967,744 bytes free 9ypKbpYbXRng00FY3W8Y6cF1Tiw&bvm=bv.56146854,d.1 File(s) 0 bytes2 Dir(s) 514,231,967,744 bytes free All my attempts to delete the dir from the Mac have failed: 36W-FacRm-02:History lwickham$ rm -fr /home/lwickham/Library/Caches/Metadata/Safari/History/* 36W-FacRm-02:History lwickham$ rm -frd /home/lwickham/Library/Caches/ rm: /home/lwickham/Library/Caches//Metadata/Safari/History: Directory not empty rm: /home/lwickham/Library/Caches//Metadata/Safari: Directory not empty rm: /home/lwickham/Library/Caches//Metadata: Directory not empty rm: /home/lwickham/Library/Caches/: Directory not empty

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  • Problems Allocating Objects of Derived Class Where Base Class has Abstract Virtual Functions

    - by user1743901
    I am trying to get this Zombie/Human agent based simulation running, but I am having problems with these derived classes (Human and Zombie) who have parent class "Creature". I have 3 virtual functions declared in "Creature" and all three of these are re-declared AND DEFINED in both "Human" and "Zombie". But for some reason when I have my program call "new" to allocate memory for objects of type Human or Zombie, it complains about the virtual functions being abstract. Here's the code: definitions.h #ifndef definitions_h #define definitions_h class Creature; class Item; class Coords; class Grid { public: Creature*** cboard; Item*** iboard; int WIDTH; int HEIGHT; Grid(int WIDTHVALUE, int HEIGHTVALUE); void FillGrid(); //initializes grid object with humans and zombies void Refresh(); //calls Creature::Die(),Move(),Attack(),Breed() on every square void UpdateBuffer(char** buffer); bool isEmpty(int startx, int starty, int dir); char CreatureType(int xcoord, int ycoord); char CreatureType(int startx, int starty, int dir); }; class Random { public: int* rptr; void Print(); Random(int MIN, int MAX, int LEN); ~Random(); private: bool alreadyused(int checkthis, int len, int* rptr); bool isClean(); int len; }; class Coords { public: int x; int y; int MaxX; int MaxY; Coords() {x=0; y=0; MaxX=0; MaxY=0;} Coords(int X, int Y, int WIDTH, int HEIGHT) {x=X; y=Y; MaxX=WIDTH; MaxY=HEIGHT; } void MoveRight(); void MoveLeft(); void MoveUp(); void MoveDown(); void MoveUpRight(); void MoveUpLeft(); void MoveDownRight(); void MoveDownLeft(); void MoveDir(int dir); void setx(int X) {x=X;} void sety(int Y) {y=Y;} }; class Creature { public: bool alive; Coords Location; char displayletter; Creature() {Location.x=0; Location.y=0;} Creature(int i, int j) {Location.setx(i); Location.sety(j);} virtual void Attack() =0; virtual void AttackCreature(Grid G, int attackdirection) =0; virtual void Breed() =0; void Die(); void Move(Grid G); int DecideSquare(Grid G); void MoveTo(Grid G, int dir); }; class Human : public Creature { public: bool armed; //if armed, chances of winning fight increased for next fight bool vaccinated; //if vaccinated, no chance of getting infected int bitecount; //if a human is bitten, bite count is set to a random number int breedcount; //if a human goes x steps without combat, will breed if next to a human int starvecount; //if a human does not eat in x steps, will die Human() {displayletter='H';} Human(int i, int j) {displayletter='H';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed(Grid G); //will breed after x steps and next to human int DecideAttack(Grid G); }; class Zombie : public Creature { public: Zombie() {displayletter='Z';} Zombie(int i, int j) {displayletter='Z';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed() {} //does nothing int DecideAttack(Grid G); void AttackCreature(Grid G, int attackdirection); }; class Item { }; #endif definitions.cpp #include <cstdlib> #include "definitions.h" Random::Random(int MIN, int MAX, int LEN) //constructor { len=LEN; rptr=new int[LEN]; //allocate array of given length for (int i=0; i<LEN; i++) { int random; do { random = rand() % (MAX-MIN+1) + MIN; } while (alreadyused(random,LEN,rptr)); rptr[i]=random; } } bool Random::alreadyused(int checkthis, int len, int* rptr) { for (int i=0; i<len; i++) { if (rptr[i]==checkthis) return 1; } return 0; } Random::~Random() { delete rptr; } Grid::Grid(int WIDTHVALUE, int HEIGHTVALUE) { WIDTH = WIDTHVALUE; HEIGHT = HEIGHTVALUE; //builds 2d array of creature pointers cboard = new Creature**[WIDTH]; for(int i=0; i<WIDTH; i++) { cboard[i] = new Creature*[HEIGHT]; } //builds 2d array of item pointers iboard = new Item**[WIDTH]; for (int i=0; i<WIDTH; i++) { iboard[i] = new Item*[HEIGHT]; } } void Grid::FillGrid() { /* For each creature pointer in grid, randomly selects whether to initalize as zombie, human, or empty square. This methodology can be changed to initialize different creature types with different probabilities */ int random; for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { Random X(1,100,1); //create a single random integer from [1,100] at X.rptr random=*(X.rptr); if (random < 20) cboard[i][j] = new Human(i,j); else if (random < 40) cboard[i][j] = new Zombie(i,j); else cboard[i][j] = NULL; } } //at this point every creature pointer should be pointing to either //a zombie, human, or NULL with varying probabilities } void Grid::UpdateBuffer(char** buffer) { for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { if (cboard[i][j]) buffer[i][j]=cboard[i][j]->displayletter; else buffer[i][j]=' '; } } } bool Grid::isEmpty(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; } return 1; } char Grid::CreatureType(int xcoord, int ycoord) { if (cboard[xcoord][ycoord]) //if there is a creature at location xcoord,ycoord return (cboard[xcoord][ycoord]->displayletter); else //if pointer at location xcoord,ycoord is null, return null char return '\0'; } char Grid::CreatureType(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); } //if function hasn't returned by now, square being looked at is pointer to null return '\0'; //return null char } void Coords::MoveRight() {(x==MaxX)? (x=0):(x++);} void Coords::MoveLeft() {(x==0)? (x=MaxX):(x--);} void Coords::MoveUp() {(y==0)? (y=MaxY):(y--);} void Coords::MoveDown() {(y==MaxY)? (y=0):(y++);} void Coords::MoveUpRight() {MoveUp(); MoveRight();} void Coords::MoveUpLeft() {MoveUp(); MoveLeft();} void Coords::MoveDownRight() {MoveDown(); MoveRight();} void Coords::MoveDownLeft() {MoveDown(); MoveLeft();} void Coords::MoveDir(int dir) { switch(dir) { case 1: MoveUp(); break; case 2: MoveUpRight(); break; case 3: MoveRight(); break; case 4: MoveDownRight(); break; case 5: MoveDown(); break; case 6: MoveDownLeft(); break; case 7: MoveLeft(); break; case 8: MoveUpLeft(); break; case 0: break; } } void Creature::Move(Grid G) { int movedir=DecideSquare(G); MoveTo(G,movedir); } int Creature::DecideSquare(Grid G) { Random X(1,8,8); //X.rptr now points to 8 unique random integers from [1,8] for (int i=0; i<8; i++) { int dir=X.rptr[i]; if (G.isEmpty(Location.x,Location.y,dir)) return dir; } return 0; } void Creature::MoveTo(Grid G, int dir) { Coords OldLocation=Location; Location.MoveDir(dir); G.cboard[Location.x][Location.y]=this; //point new location to this creature G.cboard[OldLocation.x][OldLocation.y]=NULL; //point old location to NULL } void Creature::Die() { if (!alive) { delete this; this=NULL; } } void Human::Breed(Grid G) { if (!breedcount) { Coords BreedLocation=Location; Random X(1,8,8); for (int i=0; i<8; i++) { BreedLocation.MoveDir(X.rptr[i]); if (!G.cboard[BreedLocation.x][BreedLocation.y]) { G.cboard[BreedLocation.x][BreedLocation.y])=new Human(BreedLocation.x,BreedLocation.y); return; } } } } int Human::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': break; case 'Z': return attackdir; case '\0': break; default: break; } } return 0; //no zombies! } int AttackRoll(int para1, int para2) { //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten Random X(1,100,1); int roll= *(X.rptr); if (roll < para1) return 1; else if (roll < para2) return 2; else return 3; } void Human::AttackCreature(Grid G, int attackdirection) { Coords AttackLocation=Location; AttackLocation.MoveDir(attackdirection); int para1=33; int para2=33; if (vaccinated) para2=101; //makes attackroll > para 2 impossible, never gets infected if (armed) para1-=16; //reduces chance of zombie winning fight int roll=AttackRoll(para1,para2); //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten switch(roll) { case 1: alive=0; //human (this) dies return; case 2: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; return; //zombie dies case 3: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; //zombie dies Random X(3,7,1); //human is bitten bitecount=*(X.rptr); return; } } int Zombie::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': return attackdir; case 'Z': break; case '\0': break; default: break; } } return 0; //no zombies! } void Zombie::AttackCreature(Grid G, int attackdirection) { int reversedirection; if (attackdirection < 9 && attackdirection>0) { (attackdirection<5)? (reversedirection=attackdirection+4):(reversedirection=attackdirection-4); } else reversedirection=0; //this should never happen //when a zombie attacks a human, the Human::AttackZombie() function is called //in the "reverse" direction, utilizing that function that has already been written Coords ZombieLocation=Location; Coords HumanLocation=Location; HumanLocation.MoveDir(attackdirection); if (G.cboard[HumanLocation.x][HumanLocation.y]) //if there is a human there, which there should be G.cboard[HumanLocation.x][HumanLocation.y]->AttackCreature(G,reversedirection); } void Zombie::Attack(Grid G) { int attackdirection=DecideAttack(G); AttackCreature(G,attackdirection); } main.cpp #include <cstdlib> #include <iostream> #include "definitions.h" using namespace std; int main(int argc, char *argv[]) { Grid G(500,500); system("PAUSE"); return EXIT_SUCCESS; }

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  • Using Event Driven Programming in games, when is it beneficial?

    - by Arthur Wulf White
    I am learning ActionScript 3 and I see the Event flow adheres to the W3C recommendations. From what I learned events can only be captured by the dispatcher unless, the listener capturing the event is a DisplayObject on stage and a parent of the object firing the event. You can capture the events in the capture(before) or bubbling(after) phase depending on Listner and Event setup you use. Does this system lend itself well for game programming? When is this system useful? Could you give an example of a case where using events is a lot better than going without them? Are they somehow better for performance in games? Please do not mention events you must use to get a game running, like Event.ENTER_FRAME Or events that are required to get input from the user like, KeyboardEvent.KEY_DOWN and MouseEvent.CLICK. I am asking if there is any use in firing events that have nothing to do with user input, frame rendering and the likes(that are necessary). I am referring to cases where objects are communicating. Is this used to avoid storing a collection of objects that are on the stage? Thanks Here is some code I wrote as an example of event behavior in ActionScript 3, enjoy. package regression { import flash.display.Shape; import flash.display.Sprite; import flash.events.Event; import flash.events.EventDispatcher; import flash.events.KeyboardEvent; import flash.events.MouseEvent; import flash.events.EventPhase; /** * ... * @author ... */ public class Check_event_listening_1 extends Sprite { public const EVENT_DANCE : String = "dance"; public const EVENT_PLAY : String = "play"; public const EVENT_YELL : String = "yell"; private var baby : Shape = new Shape(); private var mom : Sprite = new Sprite(); private var stranger : EventDispatcher = new EventDispatcher(); public function Check_event_listening_1() { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { trace("test begun"); addChild(mom); mom.addChild(baby); stage.addEventListener(EVENT_YELL, onEvent); this.addEventListener(EVENT_YELL, onEvent); mom.addEventListener(EVENT_YELL, onEvent); baby.addEventListener(EVENT_YELL, onEvent); stranger.addEventListener(EVENT_YELL, onEvent); trace("\nTest1 - Stranger yells with no bubbling"); stranger.dispatchEvent(new Event(EVENT_YELL, false)); trace("\nTest2 - Stranger yells with bubbling"); stranger.dispatchEvent(new Event(EVENT_YELL, true)); stage.addEventListener(EVENT_PLAY, onEvent); this.addEventListener(EVENT_PLAY, onEvent); mom.addEventListener(EVENT_PLAY, onEvent); baby.addEventListener(EVENT_PLAY, onEvent); stranger.addEventListener(EVENT_PLAY, onEvent); trace("\nTest3 - baby plays with no bubbling"); baby.dispatchEvent(new Event(EVENT_PLAY, false)); trace("\nTest4 - baby plays with bubbling"); baby.dispatchEvent(new Event(EVENT_PLAY, true)); trace("\nTest5 - baby plays with bubbling but is not a child of mom"); mom.removeChild(baby); baby.dispatchEvent(new Event(EVENT_PLAY, true)); mom.addChild(baby); stage.addEventListener(EVENT_DANCE, onEvent, true); this.addEventListener(EVENT_DANCE, onEvent, true); mom.addEventListener(EVENT_DANCE, onEvent, true); baby.addEventListener(EVENT_DANCE, onEvent); trace("\nTest6 - Mom dances without bubbling - everyone is listening during capture phase(not target and bubble phase)"); mom.dispatchEvent(new Event(EVENT_DANCE, false)); trace("\nTest7 - Mom dances with bubbling - everyone is listening during capture phase(not target and bubble phase)"); mom.dispatchEvent(new Event(EVENT_DANCE, true)); } private function onEvent(e : Event):void { trace("Event was captured"); trace("\nTYPE : ", e.type, "\nTARGET : ", objToName(e.target), "\nCURRENT TARGET : ", objToName(e.currentTarget), "\nPHASE : ", phaseToString(e.eventPhase)); } private function phaseToString(phase : int):String { switch(phase) { case EventPhase.AT_TARGET : return "TARGET"; case EventPhase.BUBBLING_PHASE : return "BUBBLING"; case EventPhase.CAPTURING_PHASE : return "CAPTURE"; default: return "UNKNOWN"; } } private function objToName(obj : Object):String { if (obj == stage) return "STAGE"; else if (obj == this) return "MAIN"; else if (obj == mom) return "Mom"; else if (obj == baby) return "Baby"; else if (obj == stranger) return "Stranger"; else return "Unknown" } } } /*result : test begun Test1 - Stranger yells with no bubbling Event was captured TYPE : yell TARGET : Stranger CURRENT TARGET : Stranger PHASE : TARGET Test2 - Stranger yells with bubbling Event was captured TYPE : yell TARGET : Stranger CURRENT TARGET : Stranger PHASE : TARGET Test3 - baby plays with no bubbling Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Test4 - baby plays with bubbling Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Mom PHASE : BUBBLING Event was captured TYPE : play TARGET : Baby CURRENT TARGET : MAIN PHASE : BUBBLING Event was captured TYPE : play TARGET : Baby CURRENT TARGET : STAGE PHASE : BUBBLING Test5 - baby plays with bubbling but is not a child of mom Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Test6 - Mom dances without bubbling - everyone is listening during capture phase(not target and bubble phase) Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : STAGE PHASE : CAPTURE Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : MAIN PHASE : CAPTURE Test7 - Mom dances with bubbling - everyone is listening during capture phase(not target and bubble phase) Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : STAGE PHASE : CAPTURE Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : MAIN PHASE : CAPTURE */

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  • Suggestions for lightweight, thread-safe scheduler

    - by nirvanai
    I am trying to write a round-robin scheduler for lightweight threads (fibers). It must scale to handle as many concurrently-scheduled fibers as possible. I also need to be able to schedule fibers from threads other than the one the run loop is on, and preferably unschedule them from arbitrary threads as well (though I could live with only being able to unschedule them from the run loop). My current idea is to have a circular doubly-linked list, where each fiber is a node and the scheduler holds a reference to the current node. This is what I have so far: using Interlocked = System.Threading.Interlocked; public class Thread { internal Future current_fiber; public void RunLoop () { while (true) { var fiber = current_fiber; if (fiber == null) { // block the thread until a fiber is scheduled continue; } if (fiber.Fulfilled) fiber.Unschedule (); else fiber.Resume (); //if (current_fiber == fiber) current_fiber = fiber.next; Interlocked.CompareExchange<Future> (ref current_fiber, fiber.next, fiber); } } } public abstract class Future { public bool Fulfilled { get; protected set; } internal Future previous, next; // this must be thread-safe // it inserts this node before thread.current_fiber // (getting the exact position doesn't matter, as long as the // chosen nodes haven't been unscheduled) public void Schedule (Thread thread) { next = this; // maintain circularity, even if this is the only node previous = this; try_again: var current = Interlocked.CompareExchange<Future> (ref thread.current_fiber, this, null); if (current == null) return; var target = current.previous; while (target == null) { // current was unscheduled; negotiate for new current_fiber var potential = current.next; var actual = Interlocked.CompareExchange<Future> (ref thread.current_fiber, potential, current); current = (actual == current? potential : actual); if (current == null) goto try_again; target = current.previous; } // I would lock "current" and "target" at this point. // How can I do this w/o risk of deadlock? next = current; previous = target; target.next = this; current.previous = this; } // this would ideally be thread-safe public void Unschedule () { var prev = previous; if (prev == null) { // already unscheduled return; } previous = null; if (next == this) { next = null; return; } // Again, I would lock "prev" and "next" here // How can I do this w/o risk of deadlock? prev.next = next; next.previous = prev; } public abstract void Resume (); } As you can see, my sticking point is that I cannot ensure the order of locking, so I can't lock more than one node without risking deadlock. Or can I? I don't want to have a global lock on the Thread object, since the amount of lock contention would be extreme. Plus, I don't especially care about insertion position, so if I lock each node separately then Schedule() could use something like Monitor.TryEnter and just keep walking the list until it finds an unlocked node. Overall, I'm not invested in any particular implementation, as long as it meets the requirements I've mentioned. Any ideas would be greatly appreciated. Thanks! P.S- For the curious, this is for an open source project I'm starting at http://github.com/nirvanai/Cirrus

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  • Only IE Browser gives org.springframework.web.multipart.MultipartException: The current request is not a multipart request

    - by Vicky
    I am trying to upload a file using jquery fileupload.js, spring. Code to upload files works fine for Mozilla and chrome browser. But getting following error *only for IE browser* org.springframework.web.multipart.MultipartException: The current request is not a multipart request. at org.springframework.web.method.annotation.RequestParamMethodArgumentResolver.assertIsMultipartRequest(RequestParamMethodArgumentResolver.java:183) at org.springframework.web.method.annotation.RequestParamMethodArgumentResolver.resolveName(RequestParamMethodArgumentResolver.java:149) at org.springframework.web.method.annotation.AbstractNamedValueMethodArgumentResolver.resolveArgument(AbstractNamedValueMethodArgumentResolver.java:82) at org.springframework.web.method.support.HandlerMethodArgumentResolverComposite.resolveArgument(HandlerMethodArgumentResolverComposite.java:74)

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  • C# how to get current encoding type used by C# to write/read configuration for config file?

    - by 5YrsLaterDBA
    I am doing connection string encryption. we use our own encryption key with AES algorithm to do this. during the process, we need to convert string to byte array and then convert byte array back to string. I found the encoding play an important role on those conversions. So I need to know the encoding C# is using to get above conversion right. Any idea how to get current encoding programmably? thanks,

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  • Keep the current Jquery accordion pane open after asp.net postback?

    - by Xaisoft
    I have a jquery accordion on an asp.net aspx weppage. Inside the panes, I have asp.net buttons. When I click on the button, the pane I was in, closes and reloads the page, defaulting to the first pane. I don't mind the reload, but is there a way to keep the current pane open after the reload. Right now, I am just calling accordion() on a div with the id of accordion.

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  • Snow Leopard sqlite3-ruby install problem

    - by JZ
    UPDATE 3/20/10 I'm running Mac OSX Snow Leopard, this problem is caused by a recent train wreck in which I updated ruby without RVM. I've attempted to properly install/run RVM, however I can't get it to work. I am unable to install the sqlite3-ruby gem. I get the following ERROR: Error installing sqlite3-ruby: ERROR: Failed to build gem native extension. How do I fix this? justin-zollarss-mac-pro:~ justinz$ rails -v Rails 2.3.5 justin-zollarss-mac-pro:~ justinz$ ruby -v ruby 1.8.7 (2008-08-11 patchlevel 72) [i686-darwin10.2.0] justin-zollarss-mac-pro:~ justinz$ gem -v 1.3.5 justin-zollarss-mac-pro:~ justinz$ which gem /usr/local/bin/gem justin-zollarss-mac-pro:~ justinz$ whereis gem /usr/bin/gem justin-zollarss-mac-pro:~ justinz$ which ruby /usr/local/bin/ruby justin-zollarss-mac-pro:~ justinz$ whereis ruby /usr/bin/ruby justin-zollarss-mac-pro:~ justinz$ which rails /usr/local/bin/rails justin-zollarss-mac-pro:~ justinz$ whereis rails /usr/bin/rails justin-zollarss-mac-pro:~ justinz$ gem list *** LOCAL GEMS *** actionmailer (2.3.5) actionpack (2.3.5) activerecord (2.3.5) activeresource (2.3.5) activesupport (2.3.5) builder (2.1.2) bundler (0.9.11) columnize (0.3.1) erubis (2.6.5) fastercsv (1.5.1) ffi (0.6.3) gbarcode (0.98.16) i18n (0.3.5) linecache (0.43) mail (2.1.3) memcache-client (1.8.0) prawn (0.8.4) prawn-core (0.8.4) prawn-layout (0.8.4) prawn-security (0.8.4) rack (1.1.0, 1.0.1) rack-mount (0.6.1) rack-test (0.5.3) rails (2.3.5) rake (0.8.7) ruby-debug (0.10.3) ruby-debug-base (0.10.3) rubygems-update (1.3.6) sqlite3 (0.0.8) text-format (1.0.0) thor (0.13.4) tzinfo (0.3.17) justin-zollarss-mac-pro:~ justinz$ sudo gem install sqlite3-ruby Password: Building native extensions. This could take a while... ERROR: Error installing sqlite3-ruby: ERROR: Failed to build gem native extension. /usr/local/bin/ruby extconf.rb checking for fdatasync() in -lrt... no checking for sqlite3.h... yes checking for sqlite3_open() in -lsqlite3... 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 --without-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=/usr/local/bin/ruby --with-sqlite3-dir --without-sqlite3-dir --with-sqlite3-include --without-sqlite3-include=${sqlite3-dir}/include --with-sqlite3-lib --without-sqlite3-lib=${sqlite3-dir}/lib --with-rtlib --without-rtlib --with-sqlite3lib --without-sqlite3lib Gem files will remain installed in /usr/local/lib/ruby/gems/1.8/gems/sqlite3-ruby-1.2.5 for inspection. Results logged to /usr/local/lib/ruby/gems/1.8/gems/sqlite3-ruby-1.2.5/ext/sqlite3_api/gem_make.out

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  • Replacing UISplitViewController. New version isn't added for current orientation, frame size

    - by Justin Williams
    My application has two different modes I am switching between by replacing the two views in a UISplitViewController. This involves instantiating the new views and a new UISplitViewController. I then set the new detail view as the UISplitViewController's delegate. I'm running into an issue where when I replace the view controllers and splitview controller, they are not properly sized or added for the current orientation. For instance, if I have my iPad in UIDeviceOrientationPortraitUpsideDown the view will be upside down when I call addSubview, but will rotate to the proper orientation after a second. In another instance, if I have the device in landscape mode and swap the views, the detail view controller is not fully stretched to the size of the view. If I rotate the device to portrait and back to landscape, its resized properly. The code I'm using to create the new split view and view controllers is as follows. - (void)showNotes { teiphoneAppDelegate *appDelegate = (teiphoneAppDelegate *)[[UIApplication sharedApplication] delegate]; [appDelegate.splitViewController.view removeFromSuperview]; OMSavedScrapsController *notesViewController = [[OMSavedScrapsController alloc] initWithNibName:@"SavedScraps" bundle:nil]; UINavigationController *navController = [[UINavigationController alloc] initWithRootViewController:notesViewController]; ComposeViewController *noteDetailViewController = [[ComposeViewController alloc] initWithNibName:@"ComposeView-iPad" bundle:nil]; UISplitViewController *newSplitVC = [[UISplitViewController alloc] init]; newSplitVC.viewControllers = [NSArray arrayWithObjects:navController, noteDetailViewController, nil]; newSplitVC.delegate = noteDetailViewController; appDelegate.splitViewController = newSplitVC; // Fade in the new split view appDelegate.splitViewController.view.alpha = 0.0f; [appDelegate.window addSubview:appDelegate.splitViewController.view]; [appDelegate.window makeKeyAndVisible]; [UIView beginAnimations:nil context:appDelegate.window]; [UIView setAnimationDuration: 0.5f]; [UIView setAnimationCurve: UIViewAnimationCurveEaseInOut]; appDelegate.splitViewController.view.alpha = 1.0f; [UIView commitAnimations]; [notesViewController release]; [navController release]; [noteDetailViewController release]; [newSplitVC release]; } Any suggestions for how to get the new splitview to add for the device's current orientation and frame?

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  • Failing to install activerecord-jdbcmysql-adapter gem

    - by Phil Sturgeon
    I am trying to follow the basic "Create a blog in 20 minutes" Rails screencast but have hit a stumbling block already. When I try to rake db:migrate I get errors about the gem activerecord-jdbcmysql-adapter not being installed. When I try to install it, I am told it doesn't exist. If I try to simply gem install mysql I get all sorts of madness appearing. I am running this on Mac OS X 10.6.2 and my installation was all done through gem. My basic setup works (Hello world!). Here is the error log: $ rake db:migrate (in /Users/xxxx/Sites/blog) rake aborted! Please install the jdbcmysql adapter: gem install activerecord-jdbcmysql-adapter (no such file to load -- active_record/connection_adapters/jdbcmysql_adapter) (See full trace by running task with --trace) $ sudo gem install activerecord-jdbcmysql-adapter ERROR: could not find gem activerecord-jdbcmysql-adapter locally or in a repository $ sudo gem install mysql Password: Building native extensions. This could take a while... ERROR: Error installing mysql: ERROR: Failed to build gem native extension. /opt/local/bin/ruby extconf.rb 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 --without-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=/opt/local/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 /opt/local/lib/ruby/gems/1.8/gems/mysql-2.8.1 for inspection. Results logged to /opt/local/lib/ruby/gems/1.8/gems/mysql-2.8.1/ext/mysql_api/gem_make.out

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