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  • Best practice while marking a bug as resolved with Bugzilla (versioning of product and components)

    - by Vincent B.
    I am wondering what is the best way to handle the situation of marking a bug as resolved and providing a version of component/product in which this fix can be found. Context For a project I am working on, we are using Bugzilla for issue tracking, and we have the following: A product "A" with a version number like vA.B.C.D, This product "A" have the following components: Component "C1" with a version number like vA.B.C.D, Component "C2" with a version number like vA.B.C.D, Component "C3" with a version number like vA.B.C.D. Internally we keep track of which component versions have been used to generate the product A version vA.B.C.D. Example: Product "A" version v1.0.0.0 has been produced from component "C1" v1.0.0.3, component "C2" v1.3.0.0 and component "C3" v2.1.3.5. And Product "A" version v1.0.1.0 has been produced from component "C1" v1.0.0.4, component "C2" v1.3.0.0 and component "C3" v2.1.3.5. Each component is a SVN repository. The person in charge of generating the product "A" have only access to the different components tags folder in SVN, and not the trunk of each component repository. Problem Now the problem is the following, when a bug is found in the product "A", and that the bug is related to Component "C1", the version of product "A" is chosen (e.g. v1.0.0.0), and this version allow the developer to know which version of component "C1" has the bug (here it will be v1.0.0.3). A bug report is created. Now let's say that the developer responsible for component "C1" corrects the bug, then when the bug seems to be fixed and after some test and validation, the developer generates a new tag for component "C1", with the version v1.0.0.4. At this time, the developer of component "C1" needs to update the bug report, but what is the best to do: Mark the bug as resolved/fixed and add a comment saying "This bug has been fixed in the tags v1.0.0.4 of C1 component" ? Keep the bug as assigned, add a comment saying "This bug has been fixed in the tags v1.0.0.4 of C1 component, update this bug status to resolved for the next version of the product that will be generated with the newest version (v1.0.0.4 of C1)" ? Another possible way to deal with this problem. Right now the problem is that when a product component CX is fixed, it is not sure in which future version of the product A it will be included, so it is for me not possible to say in which version of the product it will be solved, but it is possible to say in which version of the Component CX it has been solved. So when do we need to mark a bug as solved, when the product A version include the fixed version of CX, or only when CX component has been fixed ? Thanks for your personal feedback and ideas about this !

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  • how to make UIAlertView with custom font , height and width?

    - by shreya
    Hi All, I want to show pop up of question with it's options. Each question have 3 options. Currently the text is not fitting in the UIAlertView. My UIalertView is in landscape mode. my questions are, 1) How to change the font and font size of UIAlertView message and Button? 2) How to increase the height and width of UIAlertView? OR please suggest me any other way , by which I implement the same pop up. Thanks .

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  • jQuery: shorten string length to fit a set width.

    - by Marius
    Hello there, I have a table, and in each cell I want to place strings, but they are much wider than the cell width. To prevent line break, I would like to shorten the strings to fit the cell, and append '...' at end to indicate that the string is much longer. The table has about 40 rows and has to be done to each cell, so its important that its a quick. Should I use JS/jQuery for this? How would I do it? Thank you for your time. Kind regards, Marius

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  • How to get image height and width using java?

    - by Dick Song
    Is there any other way beside using imageIO.read to get image height and width? Because I encounter some issue that will lockup the thread. at com.sun.medialib.codec.jpeg.Decoder.njpeg_decode(Native Method) at com.sun.medialib.codec.jpeg.Decoder.decode(Decoder.java:87) at com.sun.media.imageioimpl.plugins.jpeg.CLibJPEGImageReader.decode(CLibJPEGImageReader.java:73) - locked <0xd96fb668> (a com.sun.media.imageioimpl.plugins.jpeg.CLibJPEGImageReader) at com.sun.media.imageioimpl.plugins.clib.CLibImageReader.getImage(CLibImageReader.java:320) - locked <0xd96fb668> (a com.sun.media.imageioimpl.plugins.jpeg.CLibJPEGImageReader) at com.sun.media.imageioimpl.plugins.clib.CLibImageReader.read(CLibImageReader.java:384) - locked <0xd96fb668> (a com.sun.media.imageioimpl.plugins.jpeg.CLibJPEGImageReader) at javax.imageio.ImageIO.read(ImageIO.java:1400) at javax.imageio.ImageIO.read(ImageIO.java:1322) This error only occurs on sun app server I suspect that it is a sun bug

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  • How are Flash library symbols constructed? Why are width/height already available in constructor?

    - by Triynko
    Suppose I draw a square on the stage, convert it to a symbol, export it for ActionScript with a classname of "MySquare" (and of course a base class of MovieClip). How is it that in the MySquare constructor, the width and height of this MovieClip are already available? In fact, any named instances in the clip are also available. I'm confused about how the Flash player seems to be able to pre-construct my movie clip by populating its properties and child clips before my constructor for the class ever runs. I thought that it would have to first construct the clip, calling my constructor code, and then construct and add any children, but obviously the player is doing something special for clips designed in the Flash authoring environment.

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  • UIScrollView - with paging enabled, can I "change" the page width?

    - by Mike McMaster
    What's the simplest way to have a scroll view (with pagingEnabled set to YES) have a page width set to something other than the scroll view's bounds? Let me give an example. Suppose I have a scroll view with 10 items, each 150 pixels wide, and my scroll view is 300 pixels wide. If I start with views 1 and 2 visible and scroll horizontally to the right, I want the next "page" to show items 2 and 3. If I scroll one more page to the right, I would see items 3 and 4. Has anyone done this? If not, what strategy would you use?

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  • How can I get the width/height of a loaded swf's stage in AS2?

    - by loopj
    I'm using MovieClipLoader to load an external as2 swf file into my as2 flash project, and I'm having trouble getting the original stage size of the loaded swf. When I run the following code: var popup:MovieClip = _root.createEmptyMovieClip("popup", 1); var loader:MovieClipLoader = new MovieClipLoader(); var loadHandler:Object = new Object(); loader.addListener(loadHandler); loader.loadClip(url, popup); loadHandler.onLoadInit = function(mc:MovieClip) { trace(mc._width + ", " + mc._height); } I get strange width/height values (mc._width=601.95, mc._height=261.15) when what I actually want is the stage size of the loaded swf file, which in this case I know to be 300px x 250px. Any suggestions appreciated! Thanks

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  • Changing the width of dropdown area in flex combobox.

    - by DineshDu
    I have a combobox which gets populated by a remote method. I need to set the dropdownwidth of the combobox to the maximum length of the item in the combobox. I am able to achieve it by the following code. But if the resolution of the screen changes, the result is not similar. Is there any way to find the display width of the text in the dropdown? private function getGroupData(resultEvent:ResultEvent):void{ viewCbx.dataProvider = resultEvent.result as ArrayCollection; var comboDp:ArrayCollection = viewCbx.dataProvider as ArrayCollection; var dropWidth:int = 0; for each(var obj:Object in comboDp){ if(obj.groupName.length > dropWidth){ dropWidth = obj.groupName.length; } } viewCbx.dropdownWidth = dropWidth*6; }

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  • iPad portrait... zoomed in on load, div not at full width

    - by dotwongdotcom
    When testing out my site on my iPad, the layout works as expected in landscape mode. When I try it in portrait mode, it is zoomed in, cutting off about 20% of the right hand side. And when I zoom that out, the background of the header and the footer containers only stretches the width that it was when zoomed in. I've dug around a bit online, and I'm suspecting it might have something to do with my meta tag. When I get rid of that tag completely, it displays the way I want it to, but gets rid of any responsive layout that I've designed for less than 767px when I load it on my iPhone. (Displays as if it wasn't responsive at all). Any ideas as to how I might go about fixing this? (Here's one of the pages that I'm talking about http://dotwong.com/test/tip/docking/)

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  • CSS - Why am I not able to set height and width of <a href> elements?

    - by Kenny Bones
    Hi, I'm trying to create css buttons by using the following html markup: <a href="access.php" class="css_button_red">Forgot password</a> But it ends up being not bigger than the text in the middle. Even though I've set the class's height and width. You can preview the problem here btw, www.matkalenderen.no Notice the first button, that's a form button and it's using it's own class. At first I tried to use the same class on the css button as well and the same problem appeared, so I tried to separate them into their own classes. In case there was some kind of crash. But it didn't matter anyway. What am I missing here?

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  • How to center string output using printf() and variable width? [java]

    - by Khan
    I'm creating an output in Java using printf() to create table headers. One of the columns needs variable width. Basically it should look like this: //two coords Trial Column Heading 1 (20,30)(30,20) //three coords Trial Column Heading 1 (20,40)(50,10)(90,30) I tried to use: int spacing = numCoords * 7; //size of column printf("Trial %*^s", column, "Column Heading"); But I keep getting output errors when I try to use * or ^ in the conversion statement. Does anyone have any idea what the correct formatting string should be?

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  • How do I do Collisions in my JavaScript Game Code Below?

    - by Henry
    I'm trying to figure out how would I add collision detection to my code so that when the "Man" character touches the "RedHouse" the RedHouse disappears? Thanks. By the way, I'm new to how things are done on this site, so thus, if there is anything else needed or so, let me know. <title>HMan</title> <body style="background:#808080;"> <br> <canvas id="canvasBg" width="800px" height="500px"style="display:block;background:#ffffff;margin:100px auto 0px;"></canvas> <canvas id="canvasRedHouse" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy2" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasMan" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <script> var isPlaying = false; var requestAnimframe = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.msRequestAnimationFrame || window.oRequestAnimationFrame; var canvasBg = document.getElementById('canvasBg'); var ctxBg = canvasBg.getContext('2d'); var canvasRedHouse = document.getElementById('canvasRedHouse'); var ctxRedHouse = canvasRedHouse.getContext('2d'); var House1; House1 = new RedHouse(); var canvasMan = document.getElementById('canvasMan'); var ctxMan = canvasMan.getContext('2d'); var Man1; Man1 = new Man(); var imgSprite = new Image(); imgSprite.src = 'SpritesI.png'; imgSprite.addEventListener('load',init,false); function init() { drawBg(); startLoop(); document.addEventListener('keydown',checkKeyDown,false); document.addEventListener('keyup',checkKeyUp,false); } function drawBg() { var SpriteSourceX = 0; var SpriteSourceY = 0; var drawManOnScreenX = 0; var drawManOnScreenY = 0; ctxBg.drawImage(imgSprite,SpriteSourceX,SpriteSourceY,800,500,drawManOnScreenX, drawManOnScreenY,800,500); } function clearctxBg() { ctxBg.clearRect(0,0,800,500); } function Man() { this.SpriteSourceX = 10; this.SpriteSourceY = 540; this.width = 40; this.height = 115; this.DrawManOnScreenX = 100; this.DrawManOnScreenY = 260; this.speed = 10; this.actualFrame = 1; this.speed = 2; this.isUpKey = false; this.isRightKey = false; this.isDownKey = false; this.isLeftKey = false; } Man.prototype.draw = function () { clearCtxMan(); this.updateCoors(); this.checkDirection(); ctxMan.drawImage(imgSprite,this.SpriteSourceX,this.SpriteSourceY+this.height* this.actualFrame, this.width,this.height,this.DrawManOnScreenX,this.DrawManOnScreenY, this.width,this.height); } Man.prototype.updateCoors = function(){ this.leftX = this.DrawManOnScreenX; this.rightX = this.DrawManOnScreenX + this.width; this.topY = this.DrawManOnScreenY; this.bottomY = this.DrawManOnScreenY + this.height; } Man.prototype.checkDirection = function () { if (this.isUpKey && this.topY > 240) { this.DrawManOnScreenY -= this.speed; } if (this.isRightKey && this.rightX < 800) { this.DrawManOnScreenX += this.speed; } if (this.isDownKey && this.bottomY < 500) { this.DrawManOnScreenY += this.speed; } if (this.isLeftKey && this.leftX > 0) { this.DrawManOnScreenX -= this.speed; } if (this.isRightKey && this.rightX < 800) { if (this.actualFrame > 0) { this.actualFrame = 0; } else { this.actualFrame++; } } if (this.isLeftKey) { if (this.actualFrame > 2) { this.actualFrame = 2; } function checkKeyDown(var keyID = e.keyCode || e.which; if (keyID === 38) { Man1.isUpKey = true; e.preventDefault(); } if (keyID === 39 ) { Man1.isRightKey = true; e.preventDefault(); } if (keyID === 40 ) { Man1.isDownKey = true; e.preventDefault(); } if (keyID === 37 ) { Man1.isLeftKey = true; e.preventDefault(); } } function checkKeyUp(e) { var keyID = e.keyCode || e.which; if (keyID === 38 || keyID === 87) { Man1.isUpKey = false; e.preventDefault(); } if (keyID === 39 || keyID === 68) { Man1.isRightKey = false; e.preventDefault(); } if (keyID === 40 || keyID === 83) { Man1.isDownKey = false; e.preventDefault(); } if (keyID === 37 || keyID === 65) { Man1.isLeftKey = false; e.preventDefault(); } } function clearCtxMan() { ctxMan.clearRect(0,0,800,500); } function RedHouse() { this.srcX = 135; this.srcY = 525; this.width = 265; this.height = 245; this.drawX = 480; this.drawY = 85; } RedHouse.prototype.draw = function () { clearCtxRedHouse(); ctxRedHouse.drawImage(imgSprite,this.srcX,this.srcY, this.width,this.height,this.drawX,this.drawY,this.width,this.height); }; function clearCtxRedHouse() { ctxRedHouse.clearRect(0,0,800,500); } function loop() { if (isPlaying === true){ Man1.draw(); House1.draw(); requestAnimframe(loop); } } function startLoop(){ isPlaying = true; loop(); } function stopLoop(){ isPlaying = false; } </script> <style> .top{ position: absolute; top: 4px; left: 10px; color:black; } .top2{ position: absolute; top: 60px; left: 10px; color:black; } </style> <div class="top"> <p><font face="arial" color="black" size="4"><b>HGame</b><font/><p/> <p><font face="arial" color="black" size="3"> My Game Here <font/><p/> </div> <div class="top2"> <p><font face="arial" color="black" size="3"> It will start now <font/><p/> </div>

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  • Collision Detection for 2D

    - by Bhaskar
    I am working on a simple game, where I need to do a collision detection of two Texture2D. The code I have written is: bool perPixelCollission = false; Texture2D texture1 = sprite1.Texture; Texture2D texture2 = sprite1.Texture; Vector2 position1 = new Vector2(sprite1.CurrentScope.X, sprite1.CurrentScope.Y); Vector2 position2 = new Vector2(sprite2.CurrentScope.X, sprite2.CurrentScope.Y); uint[] bitsA = new uint[texture1.Width * texture1.Height]; uint[] bitsB = new uint[texture2.Width * texture2.Height]; Rectangle texture1Rectangle = new Rectangle(Convert.ToInt32(position1.X), Convert.ToInt32(position1.Y), texture1.Width, texture1.Height); Rectangle texture2Rectangle = new Rectangle(Convert.ToInt32(position2.X), Convert.ToInt32(position2.Y), texture2.Width, texture2.Height); texture1.GetData<uint>(bitsA); texture2.GetData<uint>(bitsB); int x1 = Math.Max(texture1Rectangle.X, texture2Rectangle.X); int x2 = Math.Min(texture1Rectangle.X + texture1Rectangle.Width, texture2Rectangle.X + texture2Rectangle.Width); int y1 = Math.Max(texture1Rectangle.Y, texture2Rectangle.Y); int y2 = Math.Min(texture1Rectangle.Y + texture1Rectangle.Height, texture2Rectangle.Y + texture2Rectangle.Height); for (int y = y1; y < y2; ++y) { for (int x = x1; x < x2; ++x) { if (((bitsA[(x - texture1Rectangle.X) + (y - texture1Rectangle.Y) * texture1Rectangle.Width] & 0xFF000000) >> 24) > 20 && ((bitsB[(x - texture2Rectangle.X) + (y - texture2Rectangle.Y) * texture2Rectangle.Width] & 0xFF000000) >> 24) > 20) { perPixelCollission = true; break; } } // Reduce amount of looping by breaking out of this. if (perPixelCollission) { break; } } return perPixelCollission; But this code is really making the game slow. Where can I get some very good collision detection tutorial and code? What is wrong in this code?

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  • what free app can i use to resize an image to specific heigh x width?

    - by kacalapy
    I have an image that is huge and i want to re-size it down to 375 x 210 px to enter a competition. I would like to keep the aspect ratio of the image the same and not have to crop if I dont have to. i dont think my original image is the same ratio or proportions so i understand ill need to crop to get that in line but the rest should just be shrunk. that is to say i dont want to have to crop a small part of the image to meet the 375 x 210 px requirement.

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  • How to change the X-Windows default border width for all window frames in Ubuntu using Gnome 2.28

    - by Heston T. Holtmann
    Way back from Windows 3.x days to the latest 64bit Windows 7 (classic/standard theme).. there is a way to make the window edge border wider then 1 pixel... I often use 3 to 5 pixel to make it easy to grab on hi-resolutions displays and hi DPI monitors. There doesn't seem to be an easy or obvious way to do this with the Gnome X-Windowing system? Does any one know how?

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  • Very Unusual Margin Appears Always in Internet Explorer [CSS]

    - by Jay
    Only in Internet Explorer does this occur: I'm getting an additional margin (of 19 pixels) below a fieldset and I can't seem to see why, whatever I try! Try it for yourself, take a look at http://theshrop.com/d/call_us_or_call_in.php. To aid I've added a grid and some background colours. The fieldset should have a 1.125em bottom margin and it does in Safari, Firefox etc. It has an extra 19 pixels in Internet Explorer? I've given the fieldset a width and height so it hasLayout, hope this helps. body{ color:#171717; font:1em/1.125em Georgia,serif; margin:0; padding:0; } /* */ fieldset{ background:fuchsia; border:0 solid green; border-width:0.0625em 0; height:19.125em; margin:0 0 1.125em; padding:3.3125em 1.125em 1.0625em; position:relative; width:31.5em; } /* */ form dl{ margin:0; } form dl dd{ /* */ height:2.25em; margin:0 0 1.125em; position:relative; /* */ } form dl dt{ margin:0 0 1.125em; } /* */ form dl dt+dd+dt+dd{ height:7.875em; } /* */ form dl+div{ line-height:2.25em; /* */ margin:0; padding:0; /* */ } h3{ color:#701; font:bold 1em/1.125em Helvetica,Arial,serif; margin:0 0 1.125em; text-transform:uppercase; } input[type=text]{ border:0.0625em solid #171717; font:1em/1.125em Georgia,serif; height:1.125em; margin:0; padding:0.5em 1.0625em; /* */ position:absolute; top:0; /* */ } /* */ legend{ background:aqua; margin:1.0625em 0 1.125em; padding:0; position:absolute; top:0; } /* */ p{ background:lime; margin:0 0 1.125em; } textarea{ border:0.0625em solid #171717; font:1em/1.125em Georgia,serif; height:6.75em; margin:0; padding:0.5em 1.0625em; /* */ position:absolute; top:0; /* */ } .Address{ margin:0 0 1.125em; } .Address dd{ margin:0; } .Address dt{ display:none; } .Address dt+dd+dt+dd{ display:inline; } .Address dt+dd+dt+dd+dt+dd+dt+dd{ display:block; text-transform:uppercase; } .Bad{ background:#dbb; color:#901; } .Calendar{ list-style:none; margin:0; padding:0; } .Calendar dd{ background:#701; font:bold 0.5625em/2em Helvetica,Arial,serif; margin:0; text-align:center; text-transform:uppercase; } .Calendar dl{ border:0 solid #111; border-width:0.0625em 0.125em 0.125em 0.0625em; float:left; margin:-0.0625em 1em 1em 1.0625em; width:3.375em; } .Calendar dt{ display:none; } .Calendar dt+dd+dt+dd{ background:#fff; color:#171717; font:1em/2.25em Georgia,serif; margin:0; } .Calendar h4{ float:right; font:1em/1.125em Georgia,serif; margin:0 0 1.125em; width:10.125em; } .Calendar li{ clear:both; } .Calendar p{ float:right; font:1em/1.125em Georgia,serif; width:10.125em; } .Good{ background:#bdb; color:#091; } .Left{ float:left; margin:0 0.5625em 0 1.125em; } .Message{ border-style:solid; border-width:0.0625em; margin:0 0 1.125em; padding:1em 1.0625em 0; } .Message p{ margin:0 0 1.0625em; padding:0.0625em 0 0; } .Narrow{ width:15.75em; } .Narrow input[type=text]{ width:13.5em; } .Right{ float:right; margin:0 1.125em 0 0.5625em; } .Wide{ /* */ background:gray; /* */ width:31.5em; } .Wide input[type=text]{ width:29.25em; } .Wide textarea{ width:29.25em; } .Wrapper{ background:url(../i/grid_w18_h18.png); margin:0 auto; overflow:hidden; padding:1.125em 0 0; position:relative; width:50.625em; } #Blackboard{ background:#171717; color:#fff; margin:1.125em 0 0; min-width:50.625em; } #Blackboard a{ background:#111; color:#fff; } #Blackboard h3{ color:#fff; } #Blackboard div>p{ font:1.5em/1.5em Georgia,serif; } #Footer{ background:#901; clear:both; color:#fff; min-width:50.625em; } #Footer h3{ color:#fff; } #Google_Copilot ol{ padding:0; } #Google_Copilot ol li{ list-style:none; margin:0 0 1.125em; padding:0; /* I.E.7 Fix */ } #Google_Map{ height:23.625em; margin:0 0 1.125em; width:31.5em; } #Google_Query dt{ /* display:none; */ } #Header{ background:#901; min-width:50.625em; } #Header h1{ background:url(../i/the_shropshire_arms_w288_h72.gif) no-repeat 0 2.8125em; font:1em/1.125em serif; height:7.875em; margin:0 0 0 0.5625em; width:18em; } #Header h1 a{ display:none; } #Header h2{ background-color:#933; display:inline; font:1em/2.25em Georgia,serif; left:0; margin:1.125em 0 0 0.5625em; padding:0 0.5625em; position:absolute; top:0; } #Header h2 a{ color:#fff; text-decoration:none; } #Header h2 a span{ text-decoration:underline; } #Header ul{ list-style:none; height:2.25em; margin:0; padding:0; } #Header ul li{ display:inline; /* I.E.7 Fix */ } #Header ul li a{ background:#fff; color:#000; float:left; line-height:2.25em; margin:0 0 0 0.5625em; padding:0 0.5625em; text-decoration:none; } #Header .Wrapper{ background:url(../i/shield_w126_h126.gif) no-repeat 42.1875em 1.6875em; } This post could get stupidly long so I'll provide a link to the Web page rather than post the HTML: http://theshrop.com/d/call_us_or_call_in.php I really appreciate answers and all who contribute, thanks in advance!

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  • Native ComboBox not displaying choices correctly

    - by anothershrubery
    EDIT: It seems that ListPicker is the way to go but I have had further problems with that detailed Microsoft.Phone.Controls.Toolkit ListPicker throws XamlParseException I have the following ComboBox in code: <ComboBox x:Name="Result" Grid.Column="6" HorizontalAlignment="Center" VerticalAlignment="Center" Foreground="Black" Background="White"> <ComboBoxItem Content="Win" /> <ComboBoxItem Content="Place" /> <ComboBoxItem Content="Lose" /> </ComboBox> But it does not display as I would have expected. When you drop down the ComboBox the options don't appear, it's just like empty items. See below: However, when an item is selected, it displays correctly and the correct index/item is returned. See below: I'm sure there is something simple I have missed but can't put my finger on it. EDIT: Ok I am posting the full code for this. I have a user control, OddsRow, that looks like this: <UserControl xmlns:toolkit="clr-namespace:Microsoft.Phone.Controls;assembly=Microsoft.Phone.Controls.Toolkit" x:Class="MojoPinBetOddsCalculator.OddsRow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d" FontFamily="{StaticResource PhoneFontFamilyNormal}" FontSize="{StaticResource PhoneFontSizeNormal}" Foreground="{StaticResource PhoneForegroundBrush}" d:DesignHeight="480" d:DesignWidth="480"> <Grid x:Name="LayoutRoot" Background="{StaticResource PhoneChromeBrush}"> <Grid.RowDefinitions> <RowDefinition Height="70"/> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="50*"></ColumnDefinition> <ColumnDefinition Width="70*"></ColumnDefinition> <ColumnDefinition Width="30*"></ColumnDefinition> <ColumnDefinition Width="70*"></ColumnDefinition> <ColumnDefinition Width="70*"></ColumnDefinition> <ColumnDefinition Width="70*" ></ColumnDefinition> <ColumnDefinition Width="100*"></ColumnDefinition> </Grid.ColumnDefinitions> <TextBlock x:Name="RowNumber" Grid.Column="0" VerticalAlignment="Center" HorizontalAlignment="Center"></TextBlock> <TextBox x:Name="OddsNumerator" Grid.Column="1" Width="90" Height="70" HorizontalAlignment="Center" TextAlignment="Center" VerticalAlignment="Center" MaxLength="3" InputScope="TelephoneNumber"></TextBox> <TextBlock x:Name="Slash" Grid.Column="2" Text="/" HorizontalAlignment="Center" VerticalAlignment="Center"></TextBlock> <TextBox x:Name="OddsDenominator" Grid.Column="3" Width="90" Height="70" VerticalAlignment="Center" TextAlignment="Center" MaxLength="3" HorizontalAlignment="Center" InputScope="TelephoneNumber"></TextBox> <CheckBox x:Name="EachWay" Grid.Column="4" VerticalAlignment="Center" HorizontalAlignment="Center" Margin="10,0,0,0" /> <CheckBox x:Name="Place" Grid.Column="5" HorizontalAlignment="Center" VerticalAlignment="Center" BorderThickness="0" Width="71" Margin="10,0,0,0" Padding="0" /> <ComboBox x:Name="Result" Grid.Column="6" HorizontalAlignment="Center" VerticalAlignment="Center" Foreground="Black" Background="White"> <ComboBoxItem Content="Win" /> <ComboBoxItem Content="Place" /> <ComboBoxItem Content="Lose" /> </ComboBox> </Grid> </UserControl> And it is displayed in the MainPage like so: <phone:PhoneApplicationPage xmlns:my="clr-namespace:MojoPinBetOddsCalculator" x:Class="MojoPinBetOddsCalculator.MainPage" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:phone="clr-namespace:Microsoft.Phone.Controls;assembly=Microsoft.Phone" xmlns:shell="clr-namespace:Microsoft.Phone.Shell;assembly=Microsoft.Phone" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d" d:DesignWidth="480" d:DesignHeight="768" FontFamily="{StaticResource PhoneFontFamilyNormal}" FontSize="{StaticResource PhoneFontSizeNormal}" Foreground="{StaticResource PhoneForegroundBrush}" SupportedOrientations="Portrait" Orientation="Portrait" shell:SystemTray.IsVisible="True"> <!--LayoutRoot is the root grid where all page content is placed--> <Grid x:Name="LayoutRoot" Background="Transparent"> <Grid.RowDefinitions> <RowDefinition Height="Auto"/> <RowDefinition Height="*"/> </Grid.RowDefinitions> <!--TitlePanel contains the name of the application and page title--> <StackPanel x:Name="TitlePanel" Grid.Row="0" Margin="12,17,0,28"> <TextBlock x:Name="ApplicationTitle" Text="BET ODDS CALCULATOR" Style="{StaticResource PhoneTextNormalStyle}"/> <TextBlock x:Name="PageTitle" Text="calculate" Margin="9,-7,0,0" Style="{StaticResource PhoneTextTitle1Style}"/> </StackPanel> <!--ContentPanel - place additional content here--> <Grid x:Name="ContentPanel" Grid.Row="1" Margin="12,0,12,0" HorizontalAlignment="Stretch"> <Grid x:Name="Scrollable"> <ScrollViewer> <Grid x:Name="BettingGrid"> <Grid.RowDefinitions> <RowDefinition Height="Auto"></RowDefinition> <RowDefinition Height="*"></RowDefinition> </Grid.RowDefinitions> <Grid x:Name="BetList"> <Grid.RowDefinitions> <RowDefinition Height="30"></RowDefinition> <RowDefinition Height="70"></RowDefinition> <RowDefinition Height="70"></RowDefinition> <RowDefinition Height="70"></RowDefinition> <RowDefinition Height="70"></RowDefinition> <RowDefinition Height="70"></RowDefinition> <RowDefinition Height="70"></RowDefinition> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="50*"></ColumnDefinition> <ColumnDefinition Width="70*"></ColumnDefinition> <ColumnDefinition Width="30*"></ColumnDefinition> <ColumnDefinition Width="70*"></ColumnDefinition> <ColumnDefinition Width="70*"></ColumnDefinition> <ColumnDefinition Width="70*"></ColumnDefinition> <ColumnDefinition Width="100*"></ColumnDefinition> </Grid.ColumnDefinitions> <TextBlock Text="EW" Style="{StaticResource PhoneTextNormalStyle}" Grid.Row="0" Grid.Column="4" HorizontalAlignment="Center" /> <TextBlock Text="Place" Style="{StaticResource PhoneTextNormalStyle}" Grid.Row="0" Grid.Column="5" HorizontalAlignment="Center" /> <TextBlock Text="Result" Style="{StaticResource PhoneTextNormalStyle}" Grid.Row="0" Grid.Column="6" HorizontalAlignment="Center" /> <my:OddsRow Grid.Row="1" Grid.ColumnSpan="7" Row="1"/> <my:OddsRow Grid.Row="2" Grid.ColumnSpan="7" Row="2"/> <my:OddsRow Grid.Row="3" Grid.ColumnSpan="7" Row="3"/> <my:OddsRow Grid.Row="4" Grid.ColumnSpan="7" Row="4"/> <my:OddsRow Grid.Row="5" Grid.ColumnSpan="7" Row="5"/> <my:OddsRow Grid.Row="6" Grid.ColumnSpan="7" Row="6"/> </Grid> <Grid x:Name="ControlsGrid" Grid.Row="1"> <Button x:Name="AddRowButton" Background="#BFFFFFFF" BorderBrush="#BFFFFFFF" Foreground="Black" Content="Add Row" FontSize="16" Click="AddRowButton_Click" Height="70" /> </Grid> </Grid> </ScrollViewer> </Grid> </Grid> </Grid> </phone:PhoneApplicationPage> Separately the ComboBox works, and also the code for the OddsRow works as expected... separately. When combined it doesn't display the items. OddsRow.xaml.cs public partial class OddsRow : UserControl { private int m_Row; public OddsRow() { InitializeComponent(); } public int Row { get { return m_Row; } set { m_Row = value; RowNumber.Text = m_Row + " - "; } } }

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  • Navigating MainMenu with arrow keys or controller

    - by Phil Royer
    I'm attempting to make my menu navigable with the arrow keys or via the d-pad on a controller. So Far I've had no luck. The question is: Can someone walk me through how to make my current menu or any libgdx menu keyboard accessible? I'm a bit noobish with some stuff and I come from a Javascript background. Here's an example of what I'm trying to do: http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html For a simple menu that you can just add a few buttons to and it run out of the box use this: http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/ Or you can use my code but I use a lot of custom styles. And here's an example of my code: import aurelienribon.tweenengine.Timeline; import aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.TweenManager; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; 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.TextureAtlas; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.utils.Align; import com.badlogic.gdx.scenes.scene2d.utils.ClickListener; import com.project.game.tween.ActorAccessor; public class MainMenu implements Screen { private SpriteBatch batch; private Sprite menuBG; private Stage stage; private TextureAtlas atlas; private Skin skin; private Table table; private TweenManager tweenManager; @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); menuBG.draw(batch); batch.end(); //table.debug(); stage.act(delta); stage.draw(); //Table.drawDebug(stage); tweenManager.update(delta); } @Override public void resize(int width, int height) { menuBG.setSize(width, height); stage.setViewport(width, height, false); table.invalidateHierarchy(); } @Override public void resume() { } @Override public void show() { stage = new Stage(); Gdx.input.setInputProcessor(stage); batch = new SpriteBatch(); atlas = new TextureAtlas("ui/atlas.pack"); skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas); table = new Table(skin); table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Set Background Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png"); menuBG = new Sprite(menuBackgroundTexture); menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Create Main Menu Buttons // Button Play TextButton buttonPlay = new TextButton("START", skin, "inactive"); buttonPlay.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu()); } }); buttonPlay.addListener(new InputListener() { public boolean keyDown (InputEvent event, int keycode) { System.out.println("down"); return true; } }); buttonPlay.padBottom(12); buttonPlay.padLeft(20); buttonPlay.getLabel().setAlignment(Align.left); // Button EXTRAS TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive"); buttonExtras.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu()); } }); buttonExtras.padBottom(12); buttonExtras.padLeft(20); buttonExtras.getLabel().setAlignment(Align.left); // Button Credits TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive"); buttonCredits.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Credits()); } }); buttonCredits.padBottom(12); buttonCredits.padLeft(20); buttonCredits.getLabel().setAlignment(Align.left); // Button Settings TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive"); buttonSettings.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Settings()); } }); buttonSettings.padBottom(12); buttonSettings.padLeft(20); buttonSettings.getLabel().setAlignment(Align.left); // Button Exit TextButton buttonExit = new TextButton("EXIT", skin, "inactive"); buttonExit.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { Gdx.app.exit(); } }); buttonExit.padBottom(12); buttonExit.padLeft(20); buttonExit.getLabel().setAlignment(Align.left); // Adding Heading-Buttons to the cue table.add().width(190); table.add().width((table.getWidth() / 10) * 3); table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50); table.add().width(190).row(); table.add().width(190); table.add(buttonPlay).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExtras).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonCredits).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonSettings).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExit).width(460).height(110); table.add().row(); stage.addActor(table); // Animation Settings tweenManager = new TweenManager(); Tween.registerAccessor(Actor.class, new ActorAccessor()); // Heading and Buttons Fade In Timeline.createSequence().beginSequence() .push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0)) .push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1)) .end().start(tweenManager); tweenManager.update(Gdx.graphics.getDeltaTime()); } public static Vector2 getStageLocation(Actor actor) { return actor.localToStageCoordinates(new Vector2(0, 0)); } @Override public void dispose() { stage.dispose(); atlas.dispose(); skin.dispose(); menuBG.getTexture().dispose(); } @Override public void hide() { dispose(); } @Override public void pause() { } }

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  • Collision problems with drag-n-drop puzzle game.

    - by Amplify91
    I am working on an Android game similar to the Rush Hour/Traffic Jam/Blocked puzzle games. The board is a square containing rectangular pieces. Long pieces may only move horizontally, and tall pieces may only move vertically. The object is to free the red piece and move it out of the board. This game is only my second ever programming project in any language, so any tips or best practices would be appreciated along with your answer. I have a class for the game pieces called Pieces that describes how they are sized and drawn to the screen, gives them drag-and-drop functionality, and detects and handles collisions. I then have an activity class called GameView which creates my layout and creates Pieces objects to add to a RelativeLayout called Board. I have considered making Board its own class, but haven't needed to yet. Here's what my work in progress looks like: My Question: Most of this works perfectly fine except for my collision handling. It seems to be detecting collisions well but instead of pushing the pieces outside of each other when there is a collision, it frantically snaps back and forth between (what seems to be) where the piece is being dragged to and where it should be. It looks something like this: Another oddity: when the dragged piece collides with a piece to its left, the collision handling seems to work perfectly. Only piece above, below, and to the right cause problems. Here's the collision code: @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //if next to another piece, //do not allow to move any further towards said piece if(eventX<x&&(x==piece.right+1)){ return false; }else if(eventX>x&&(x==piece.x-width-1)){ return false; } //move normally if no collision //if collision, do not allow to move through other piece if(collides(this,piece)==false){ x = (eventX-(width/2)); }else if(collidesLeft(this,piece)){ x = piece.right+1; break; }else if(collidesRight(this,piece)){ x = piece.x-width-1; break; } } break; }else if(height>width){ for (Pieces piece : aPieces) { if(piece==this){ continue; }else if(collides(this,piece)==false){ y = (eventY-(height/2)); }else if(collidesUp(this,piece)){ y = piece.bottom+1; break; }else if(collidesDown(this,piece)){ y = piece.y-height-1; break; } } } invalidate(); break; case MotionEvent.ACTION_UP: // end move if(this.moves()){ GameView.counter++; } initialX=x; initialY=y; break; } // parse puzzle invalidate(); return true; } This takes place during onDraw: width = sizedBitmap.getWidth(); height = sizedBitmap.getHeight(); right = x+width; bottom = y+height; My collision-test methods look like this with different math for each: private boolean collidesDown(Pieces piece1, Pieces piece2){ float x1 = piece1.x; float y1 = piece1.y; float r1 = piece1.right; float b1 = piece1.bottom; float x2 = piece2.x; float y2 = piece2.y; float r2 = piece2.right; float b2 = piece2.bottom; if((y1<y2)&&(y1<b2)&&(b1>=y2)&&(b1<b2)&&((x1>=x2&&x1<=r2)||(r1>=x2&&x1<=r2))){ return true; }else{ return false; } } private boolean collides(Pieces piece1, Pieces piece2){ if(collidesLeft(piece1,piece2)){ return true; }else if(collidesRight(piece1,piece2)){ return true; }else if(collidesUp(piece1,piece2)){ return true; }else if(collidesDown(piece1,piece2)){ return true; }else{ return false; } } As a second question, should my x,y,right,bottom,width,height variables be ints instead of floats like they are now? Also, any suggestions on how to implement things better would be greatly appreciated, even if not relevant to the question! Thanks in advance for the help and for sitting through such a long question! Update: I have gotten it working almost perfectly with the following code (this doesn't include the code for vertical pieces): @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //check if there the possibility for a horizontal collision if(this.isAllignedHorizontallyWith(piece)){ //check for and handle collisions while moving left if(this.isRightOf(piece)){ if(eventX>piece.right+(width/2)){ x = (int)(eventX-(width/2)); //move normally }else{ x = piece.right+1; } } //check for and handle collisions while moving right if(this.isLeftOf(piece)){ if(eventX<piece.x-(width/2)){ x = (int)(eventX-(width/2)); }else{ x = piece.x-width-1; } } break; }else{ x = (int)(eventX-(width/2)); } The only problem with this code is that it only detects collisions between the moving piece and one other (with preference to one on the left). If there is a piece to collide with on the left and another on the right, it will only detect collisions with the one on the left. I think this is because once it finds a possible collision, it handles it without finishing looping through the array holding all the pieces. How do I get it to check for multiple possible collisions at the same time?

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  • CSS layout that fills available space

    - by Jared I
    I'm trying to do a seemingly simple webpage layout, but I'm hitting a wall. I'd like to do everything purely with CSS (no tables to much things up, and no javascript dynamically resizing things) I'd like to have: A heading with a fixed height A footer with a fixed height Left sidebar with a fixed width Right sidebar with a fixed width The whole layout always fills the entire viewport (i.e. if the user resizes the window, the layout grows to the new size) Put another way: |< Total width is 100% of viewport >| +--------------------------------------------------------------+ --- | Header with a fixed height | ^ |--------+-------------------------------------------+---------+ | | | | | | | | | Left | | Right | Total | with | Center grows in height/width | with | height | fixed | and has scrollbars if necessary | fixed | is | width | | width | 100% | | | | of | | | | viewport | | | | |--------+-------------------------------------------+---------| | Footer with a fixed height | v +--------------------------------------------------------------+ --- The parts that are giving me the most trouble are Having the sidebars and center have a height equal to the height of the viewport minus the heights of the header and footer Having the center have a width equal to the width of the viewport minus the widths of the two sidebars I have no problem requiring users to have a modern browser. I'm aware that similar questions to this have been asked before, such as Make a div fill remaining space (http://stackoverflow.com/questions/1717564) Three row tableless CSS layout with middle row that fills remaining space (http://stackoverflow.com/questions/1703455) Create 2 divs, one takes up remaining space (http://stackoverflow.com/questions/1717564) ... and the conclusion seems to be that there isn't a good solution. Those answers are somewhat old, so I'm hoping that someone knows the trick now.

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  • How to maximize a floating div width when one div is removed or hidden?

    - by Maju
    I have two div columns sidebar(left) and page-content(right). I toggle removing and adding 'sidebar' using jquery but unable to maximize '#page-content' to take up the empty space when sidebar is removed.I tried removing 'margin-left:250px;' but the #page-content is going to the bottom. In short i want Toggle before | sidebar | page-content | Toggle after | page-content                | but it happens like | sidebar | | page-content                | Please help. Here is the css and jquery used. Thanx css #sidebar { float:left; width:185px; color:#333; padding:25px 25px; } #page-content { margin-left:250px; padding:25px 35px 25px 25px; color:#333; } jQuery $(document).ready(function() { $('a#side-toggle').click(function() { $('#sidebar').toggle(400); return false; }); });

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  • Why SetMinimumSize sets the minimal heights but not width?

    - by Roman
    Here is my code: import javax.swing.*; import java.awt.*; public class PanelModel { public static void main(String[] args) { JFrame frame = new JFrame("Colored Trails"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); JPanel mainPanel = new JPanel(); mainPanel.setLayout(new BoxLayout(mainPanel, BoxLayout.Y_AXIS)); JPanel firstPanel = new JPanel(); firstPanel.setLayout(new GridLayout(4, 4)); firstPanel.setMaximumSize(new Dimension(4*100, 4*100)); firstPanel.setMinimumSize(new Dimension(4*100, 4*100)); JButton btn; for (int i=1; i<=4; i++) { for (int j=1; j<=4; j++) { btn = new JButton(); btn.setPreferredSize(new Dimension(100, 100)); firstPanel.add(btn); } } mainPanel.add(firstPanel); frame.add(mainPanel); frame.setSize(520,600); //frame.setMinimumSize(new Dimension(520,600)); frame.setVisible(true); } } When I increase the size of the window (by mouse) I see that my panel does not increase its size. It is the expected behavior (because I set the maximal size of the panel). However, when I decrease the size of the window, I see that width of the panel is decreased too (while the height is constant). So, the setMinimumSize works only partially. Why is that?

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  • Finding the width of a directed acyclic graph... with only the ability to find parents

    - by Platinum Azure
    Hi guys, I'm trying to find the width of a directed acyclic graph... as represented by an arbitrarily ordered list of nodes, without even an adjacency list. The graph/list is for a parallel GNU Make-like workflow manager that uses files as its criteria for execution order. Each node has a list of source files and target files. We have a hash table in place so that, given a file name, the node which produces it can be determined. In this way, we can figure out a node's parents by examining the nodes which generate each of its source files using this table. That is the ONLY ability I have at this point, without changing the code severely. The code has been in public use for a while, and the last thing we want to do is to change the structure significantly and have a bad release. And no, we don't have time to test rigorously (I am in an academic environment). Ideally we're hoping we can do this without doing anything more dangerous than adding fields to the node. I'll be posting a community-wiki answer outlining my current approach and its flaws. If anyone wants to edit that, or use it as a starting point, feel free. If there's anything I can do to clarify things, I can answer questions or post code if needed. Thanks! EDIT: For anyone who cares, this will be in C. Yes, I know my pseudocode is in some horribly botched Python look-alike. I'm sort of hoping the language doesn't really matter.

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  • When I Add <DIV> Bottom Scroll Bar Appears, Even Though It Is Not Greater Than The Page Width

    - by Clay Dempsey
    I have searched for this with no answer. My page loads up perfectly when I load the header, navigation and then center image...all 3 different divs. However I have more I need to add and the div tags change the size of the page even though the css I'm using isn't larger than the page. I have no idea what is happening. Here's the code page where everything is fine: http://www.thehdmgroup.com/midwaymissionary/test.php When I add the below div tag with the below css I get a bottom scrollbar on the page and I don't know why. Can someone please explain it to me? #middleTextBox1 { position: absolute; top:507px; left:172px; width:180px; height:180px; background-color:#411b42; border: 1px solid #434343; padding:10px; color: #FFFFFF; font-size: 10px; font-family: Arial, Helvetica, sans-serif; } <div id="middleTextBox1"> <h3 align="center">Mission:</h3> Words </div> I really have no idea why this is happening, could someone please help me out? Thanks for your time.

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  • Doctrine YAML not generating correctly? Or is this markup wrong?

    - by ropstah
    I'm trying to get a many-to-many relationship between Users and Settings. The models seem to be generated correctly, however the following query fails: "User_Setting" with an alias of "us" in your query does not reference the parent component it is related to. $q = new Doctrine_RawSql(); $q->select('{s.*}, {us.*}') ->from('User u CROSS JOIN Setting s LEFT JOIN User_Setting us ON us.usr_auto_key = u.usr_auto_key AND us.set_auto_key = s.set_auto_key') ->addComponent('s', 'Setting s INDEXBY s.set_auto_key') ->addComponent('us', 'User_Setting us') ->where(u.usr_auto_key = ?',$this->usr_auto_key); $this->settings = $q->execute(); Does anyone spot a problem? This is my YAML: User: connection: default tableName: User columns: usr_auto_key: type: integer(4) fixed: false unsigned: false primary: true autoincrement: true notnull: true email: type: string(100) fixed: false unsigned: false primary: false default: '' notnull: true autoincrement: false password: type: string(32) fixed: false unsigned: false primary: false default: '' notnull: true autoincrement: false relations: Setting: class: Setting foreignAlias: User refClass: User_Setting local: usr_auto_key foreign: set_auto_key Setting: connection: default tableName: Setting columns: set_auto_key: type: integer(4) fixed: false unsigned: false primary: true autoincrement: true notnull: true name: type: string(50) fixed: false unsigned: false primary: false notnull: true autoincrement: false User_Setting: connection: default tableName: User_Setting columns: usr_auto_key: type: integer(4) fixed: false unsigned: false primary: true autoincrement: false notnull: true set_auto_key: type: integer(4) fixed: false unsigned: false primary: true autoincrement: false notnull: true value: type: string(255) fixed: false unsigned: false primary: false notnull: true autoincrement: false relations: Setting: foreignAlias: User_Setting local: set_auto_key foreign: set_auto_key User: foreignAlias: User_Setting local: usr_auto_key foreign: usr_auto_key

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