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  • Invert regexp in vim

    - by Chris J
    There's a few "how do I invert a regexp" questions here on stackoverflow, but I can't find one for vim (if it does exist, by goggle-fu is lacking today). In essence I want to match all non-printable characters and delete them. I could write a short script, or drop to a shell and use tr or something similar to delete, but a vim solution would be dandy :-) Vim has the atom \p to match printable characters, however trying to do this :s/[^\p]//g to match the inverse failed and just left me with every 'p' in the file. I've seen the (?!xxx) sequence in other questions, and vim seems to not recognise this sequence. I've not found seen an atom for non-printable chars. In the interim, I'm going to drop to external tools, but if anyone's got any trick up their sleeve to do this, it'd be welcome :-) Ta!

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  • android call log like design

    - by Alxandr
    I'm trying to create a design for a list that looks like (and mostly behaves like) the call log, like shown here: I don't need all the design, but what I'm trying to achieve is the two-columned design with the splitter in-between, and the behavior that if I click on the main item (the left part) one thing happens (in this case, you open some details about the call), and if you press the outer right part something else happens (you call the contact). I'm pretty new to android, but I've managed to do most of the designs I wanted so far, so I don't need the entire layout for this one, only the part that does the splitting and the splitter. And if possible it would be nice to know how to map the clicks appropriately, though I think I might be able to find that out by my self.

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  • liquid CSS issues - rtl, floating and scrollers

    - by Rani
    hi I want to build a site that will have these restrictions: RTL direction vertical scroll on the right side whole page is floating to the right page has 2 columns the right (main) column has min width the right (main) column has table inside it that can expend in its data and get wider making all other data in the column expend to the same width as well the sidebar should be on the left side but still floating to the right of the main div it should fit low resolution so the page will be able to add horizontal scroll if needed should work in all major browsers don't use table for constructing the page Can someone help or direct me? Thanks Rani

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  • Workaround for floats in DOMPDF

    - by alex
    DOMPDF does not support floats. However I am listing many tables, and they are mainly key & value pairs. I would like 2 of these tables to appear side by side. i.e. if I could use floats HTML <table id="stuff"> ... </table> <table id="other-stuff"> ... </table> CSS table#stuff { float: left; } table#other-stuff { float: right; } What sort of workaround can I do to support this? Or is it impossible?

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  • Using javascript to open a popup window

    - by newName
    I would like to open a popup window using javascript in my c#.net app. This is the code in the body tag in my webform <script language=javascript> function openWindow(strEmail) { window.open('CheckEmail.aspx?email=' + strEmail + , 'Check Email','left=100,top=100,toolbar=no,scrollbars=yes,width=680,height=350'); return false; } </script> this is my code in the Page_Load section this.btnCheck.Attributes.Add("onclick", "return openWindow(" + txtEmail.Text + ");"); right now I'm trying to pass the string from my textbox "txtEmail" so in my popup window i can get the request.querystring but Im a little unsure of how the syntax is.

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  • Why is there no assertError() function in FlexUnit?

    - by lorennorman
    It seems that most XUnit testing frameworks provide assertions for the times when you want to assert that a given operation will thrown an exception (or an Error in AS3 parlance.) Is there some "standard" way of doing this that I am overlooking, which would explain the absence of an assertError() assertion included with FlexUnit? I know HOW to implement such a thing, and I will probably add it to my FlexUnit (go open source!), but it seems like such a glaring omission that I'm left wondering if I'm just doing it wrong. Anyone have thoughts on this?

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  • Adhoc Data processing / ETL

    - by Dane
    I've just started at a new company in outsourced communications (e.g. print and mail, email, fax). One of the requirements is to process clients data and get it ready for mailing. For recurring jobs, this is easy using an ETL tool linked in with some addressing software, but for adhoc stuff it's a bit overkill. I've used inhouse developed stuff before (clunky but usable), but I don't want to have to re-develop that here. Any recommendations? Some features : Basic DBMS functionality (preferably with a proper DBMS backend for SQL support) Field concatenation (e.g. combine Firstname + Surname) "Pushing columns" (e.g. with address fields 1 - 8, push them left so if one is blank, the next one gets pushed up) Australia post mail sorting and dpid allocation (or can link into external tools relatively easily)

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  • How to customize the ColorPicker class in Adobe flex3.0?

    - by Ankur Sharma
    i have to make the colorpiker tool of flex, to be a customized one, i beleive you have seen the color picker tool of flex, when you click on the colorpicker, a swatch panel gets open, right?? now in that swatch, there are three compoenents, one is thw colorbox(on top left), beside right to this is the text field holding the hex code of the color and below these two tools, is the colors present in the small rectangles, now my need is this, i want to add three more buttons on the top empty space after textfield, so that structure of the colors pciker looks like this colorbox | textfield | button1 | button2 | button3 color rectangles, showing all default colors i beleive u understood, what i meant here, so plzz help me out in making a custom colorpciker class, thanx Namaste

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  • Any way to do slanted/diagonal mouseovers via css/javascript?

    - by cksubs
    Hi, I have a box built via html borders. I want to connect the bottom left corner to the top right corner with a diagonal line. Either with html/css or by using a background image, doesn't matter. I'll figure that part out later. ------ - /- - / - - / - -/---- Here's the tricky part: I want a different thing to happen depending on which side of the line the mouse is hovering over. I'll do something like make some text visible or change the background color. Is that possible in web programing? I've thought of doing a "Riemann sum" type calculation with a bunch of invisible divs. Any easier way? Thanks!

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  • How to preserve hyperlink when submitting via php form into MySQL

    - by TheTub
    Hi All, I've created a form that stores free text fields into a MySQL database. All works fine and the data is displayed back as intended when viewed. Except for one niggle. In an attempt to prevent malicious attacks I have used mysql_real_escape_string to remove any unwanted code from the input. However, I need to be able to preserve hyperlinks and basic html. For example, I want to store the following: <p align="left">Please follow this <a href="link.html">link</a></p> But the link is being stored as \"link.html\" as the quotes are being escaped. How can I preserve this link and other html? Many thank TT

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  • Matrix Comparison algorithm

    - by SysAdmin
    If you have 2 Matrices of dimensions N*M. what is the best way to get the difference Rect? Example: 2 3 2 3 2 3 2 3 2 3 2 3 2 3 2 3 2 3 2 3 2 3 2 3 2 3 2 3 2 3 2 3 2 3 4 5 4 3 2 3 <---> 2 3 2 3 2 3 2 3 2 3 4 5 2 3 2 3 2 3 2 3 2 3 2 3 2 3 2 3 2 3 2 3 2 3 2 3 2 3 2 3 | | \ / Rect([2,2] , [3,4]) 4 5 4 4 5 2-> A (2 x 3 Matrix) The best I could think of is to scan from Top-Left hit the point where there is difference. Then scan from Bottom Right and hit the point where there is a difference. But In worst case, this is O(N*M). is there a better efficient algorithm?

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  • Share pre-initialized GIT repository

    - by Theo.T
    We were sharing a GIT repository via file-sharing system (smb://) and got it badly corrupted (a power cut meanwhile the post-send :P). Being new to GIT, trying to fix it I made it even worse and I lost all the refs (left with the object folder). Since the incident I haven't had the time to look at the problem and have just been keeping committing to my local clone. So my question is : Is there a way to copy the local repository back to the location of the old repository and make it a shared repository in order to keep some track of previous the history ? That's all I could figure out (I'm still a git-noob), any other solutions are more than welcome ! Thanks in advance !

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  • Styling a hr for internet explorer

    - by Qwibble
    Hey, in my quest to create as image light a site as possible, I'm looking to create two tone hr's. I've achieved this in modern browsers, but want to achieve the same effect in ie6 and 7. The current code I am using is hr { border-bottom:1px solid #FFFFFF; border-top:1px solid #dcdcdc; clear:both; height:0; border-left:0px; border-right:0px; } I've tried, with no success to make this work in ie6 and 7 without having to target the browsers specifically. Any thoughts? (Heres my current project where I am employing this code, and looking to make it cross browser - http://www.qwibbledesigns.co.uk/preview/aurelius/ ) Cheers Matt

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  • FireBug - inspect element problem -- showing different interface?

    - by Susan
    When I used to use Firebugs inspect elements feature it displayed the results like this below. Nice, nested tags on the left...css style on the right. Recently, however, when I try to inspect elements it always shows this: I've tried reverting to older versions of FireBug (can't remember if it started after an update?).. I've poked around the settings... Can't find why it's different. The interface it's showing now is completely useless for figuring out what's going on in the html / css.

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  • Spritebatch drawing sprite with jagged borders

    - by Mutoh
    Alright, I've been on the making of a sprite class and a sprite sheet manager, but have come across this problem. Pretty much, the project is acting like so; for example: Let's take this .png image, with a transparent background. Note how it has alpha-transparent pixels around it in the lineart. Now, in the latter link's image, in the left (with CornflowerBlue background) it is shown the image drawn in another project (let's call it "Project1") with a simpler sprite class - there, it works. The right (with Purple background for differentiating) shows it drawn with a different class in "Project2" - where the problem manifests itself. This is the Sprite class of Project1: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace WindowsGame2 { class Sprite { Vector2 pos = new Vector2(0, 0); Texture2D image; Rectangle size; float scale = 1.0f; // --- public float X { get { return pos.X; } set { pos.X = value; } } public float Y { get { return pos.Y; } set { pos.Y = value; } } public float Width { get { return size.Width; } } public float Height { get { return size.Height; } } public float Scale { get { return scale; } set { if (value < 0) value = 0; scale = value; if (image != null) { size.Width = (int)(image.Width * scale); size.Height = (int)(image.Height * scale); } } } // --- public void Load(ContentManager Man, string filename) { image = Man.Load<Texture2D>(filename); size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Become(Texture2D frame) { image = frame; size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Draw(SpriteBatch Desenhista) { // Desenhista.Draw(image, pos, Color.White); Desenhista.Draw( image, pos, new Rectangle( 0, 0, image.Width, image.Height ), Color.White, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 0 ); } } } And this is the code in Project2, a rewritten, pretty much, version of the previous class. In this one I added sprite sheet managing and, in particular, removed Load and Become, to allow for static resources and only actual Sprites to be instantiated. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { // Actually, I might desconsider this, and instead use static AnimationLocation[] and instanciated ID and Frame; // For determining the starting frame of an animation in a sheet and being able to iterate through // the Rectangles vector of the Sheet; class AnimationLocation { public int Location; public int FrameCount; // --- public AnimationLocation(int StartingRow, int StartingColumn, int SheetWidth, int NumberOfFrames) { Location = (StartingRow * SheetWidth) + StartingColumn; FrameCount = NumberOfFrames; } public AnimationLocation(int PositionInSheet, int NumberOfFrames) { Location = PositionInSheet; FrameCount = NumberOfFrames; } public static int CalculatePosition(int StartingRow, int StartingColumn, SheetManager Sheet) { return ((StartingRow * Sheet.Width) + StartingColumn); } } class Sprite { // The general stuff; protected SheetManager Sheet; protected Vector2 Position; public Vector2 Axis; protected Color _Tint; public float Angle; public float Scale; protected SpriteEffects _Effect; // --- // protected AnimationManager Animation; // For managing the animations; protected AnimationLocation[] Animation; public int AnimationID; protected int Frame; // --- // Properties for easy accessing of the position of the sprite; public float X { get { return Position.X; } set { Position.X = Axis.X + value; } } public float Y { get { return Position.Y; } set { Position.Y = Axis.Y + value; } } // --- // Properties for knowing the size of the sprite's frames public float Width { get { return Sheet.FrameWidth * Scale; } } public float Height { get { return Sheet.FrameHeight * Scale; } } // --- // Properties for more stuff; public Color Tint { set { _Tint = value; } } public SpriteEffects Effect { set { _Effect = value; } } public int FrameID { get { return Frame; } set { if (value >= (Animation[AnimationID].FrameCount)) value = 0; Frame = value; } } // --- // The only things that will be constantly modified will be AnimationID and FrameID, anything else only // occasionally; public Sprite(SheetManager SpriteSheet, AnimationLocation[] Animations, Vector2 Location, Nullable<Vector2> Origin = null) { // Assign the sprite's sprite sheet; // (Passed by reference! To allow STATIC sheets!) Sheet = SpriteSheet; // Define the animations that the sprite has available; // (Passed by reference! To allow STATIC animation boundaries!) Animation = Animations; // Defaulting some numerical values; Angle = 0.0f; Scale = 1.0f; _Tint = Color.White; _Effect = SpriteEffects.None; // If the user wants a default Axis, it is set in the middle of the frame; if (Origin != null) Axis = Origin.Value; else Axis = new Vector2( Sheet.FrameWidth / 2, Sheet.FrameHeight / 2 ); // Now that we have the axis, we can set the position with no worries; X = Location.X; Y = Location.Y; } // Simply put, draw the sprite with all its characteristics; public void Draw(SpriteBatch Drafter) { Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f ); } } } And, in any case, this is the SheetManager class found in the previous code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { class SheetManager { protected Texture2D SpriteSheet; // For storing the sprite sheet; // Number of rows and frames in each row in the SpriteSheet; protected int NumberOfRows; protected int NumberOfColumns; // Size of a single frame; protected int _FrameWidth; protected int _FrameHeight; public Rectangle[] Rectangles; // For storing each frame; // --- public int Width { get { return NumberOfColumns; } } public int Height { get { return NumberOfRows; } } // --- public int FrameWidth { get { return _FrameWidth; } } public int FrameHeight { get { return _FrameHeight; } } // --- public Texture2D Texture { get { return SpriteSheet; } } // --- public SheetManager (Texture2D Texture, int Rows, int FramesInEachRow) { // Normal assigning SpriteSheet = Texture; NumberOfRows = Rows; NumberOfColumns = FramesInEachRow; _FrameHeight = Texture.Height / NumberOfRows; _FrameWidth = Texture.Width / NumberOfColumns; // Framing everything Rectangles = new Rectangle[NumberOfRows * NumberOfColumns]; int ID = 0; for (int i = 0; i < NumberOfRows; i++) { for (int j = 0; j < NumberOfColumns; j++) { Rectangles[ID] = new Rectangle ( _FrameWidth * j, _FrameHeight * i, _FrameWidth, _FrameHeight ); ID++; } } } public SheetManager (Texture2D Texture, int NumberOfFrames): this(Texture, 1, NumberOfFrames) { } } } For even more comprehending, if needed, here is how the main code looks like (it's just messing with the class' capacities, nothing actually; the result is a disembodied feet walking in place animation on the top-left of the screen and a static axe nearby): using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using System.Threading; namespace Mobby_s_Adventure { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; static List<Sprite> ToDraw; static Texture2D AxeSheet; static Texture2D FeetSheet; static SheetManager Axe; static Sprite Jojora; static AnimationLocation[] Hack = new AnimationLocation[1]; static SheetManager Feet; static Sprite Mutoh; static AnimationLocation[] FeetAnimations = new AnimationLocation[2]; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.TargetElapsedTime = TimeSpan.FromMilliseconds(100); this.IsFixedTimeStep = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Loading logic ToDraw = new List<Sprite>(); AxeSheet = Content.Load<Texture2D>("Sheet"); FeetSheet = Content.Load<Texture2D>("Feet Sheet"); Axe = new SheetManager(AxeSheet, 1); Hack[0] = new AnimationLocation(0, 1); Jojora = new Sprite(Axe, Hack, new Vector2(100, 100), new Vector2(5, 55)); Jojora.AnimationID = 0; Jojora.FrameID = 0; Feet = new SheetManager(FeetSheet, 8); FeetAnimations[0] = new AnimationLocation(1, 7); FeetAnimations[1] = new AnimationLocation(0, 1); Mutoh = new Sprite(Feet, FeetAnimations, new Vector2(0, 0)); Mutoh.AnimationID = 0; Mutoh.FrameID = 0; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // Update logic Mutoh.FrameID++; ToDraw.Add(Mutoh); ToDraw.Add(Jojora); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } spriteBatch.Draw(Content.Load<Texture2D>("Sheet"), new Rectangle(50, 50, 55, 60), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Please help me find out what I'm overlooking! One thing that I have noticed and could aid is that, if inserted the equivalent of this code spriteBatch.Draw( Content.Load<Texture2D>("Image Location"), new Rectangle(X, Y, images width, height), Color.White ); in Project2's Draw(GameTime) of the main loop, it works. EDIT Ok, even if the matter remains unsolved, I have made some more progress! As you see, I managed to get the two kinds of rendering in the same project (the aforementioned Project2, with the more complex Sprite class). This was achieved by adding the following code to Draw(GameTime): protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } // Starting here spriteBatch.Draw( Axe.Texture, new Vector2(65, 100), new Rectangle ( 0, 0, Axe.FrameWidth, Axe.FrameHeight ), Color.White, 0.0f, new Vector2(0, 0), 1.0f, SpriteEffects.None, 0.0f ); // Ending here spriteBatch.End(); base.Draw(gameTime); } (Supposing that Axe is the SheetManager containing the texture, sorry if the "jargons" of my code confuse you :s) Thus, I have noticed that the problem is within the Sprite class. But I only get more clueless, because even after modifying its Draw function to this: public void Draw(SpriteBatch Drafter) { /*Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f );*/ Drafter.Draw( Sheet.Texture, Position, new Rectangle( 0, 0, Sheet.FrameWidth, Sheet.FrameHeight ), Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0 ); } to make it as simple as the patch of code that works, it still draws the sprite jaggedly!

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  • Silverlight Cream Monday WP7 App Review # 1

    - by Dave Campbell
    I'm going to try something here... if it seems useful, I'll continue, if it doesn't, I'll stop... so give me feedback! There are *lots* of Apps in the WP7 Marketplace, and heaven help me, but the Marketplace sucks for finding stuff. I won't rehash what's already been said in the blogs, but I agree with one and all. I went out last Saturday to find 2 apps that I knew were released, and couldn't do so on my device. Even in the Zune app, it took quite a while to find them... ok, I'll back off a bit, because I just found out I can do 'Search' now if I know the name... I didn't think that was working before. So my thought is on Monday (like today), I will post a review of 5 apps/games I either use or have played with on my device. These are strictly my opinions, you understand, but hey... it's better than a poke in the eye with an iPhone! A few disclaimers:     Feel free to write me about your app and tell me about it. While it would be very cool to receive a whole bunch of xap files to review, at this point, for technical reasons, I'm unable to side-load my device. Since I plan on only doing this one day a week, and only 5, I may never get caught up, so if you send me some info, be patient. Re: games ... remember I'm old... I'm from the era of Colossal Cave and Zork. Duke-Nukem 2D and Captain Comic were awesome. I don't own an XBOX or any other game system, so take game reviews from my perspective -- who knows, it may be refreshing :) I won't pay for an app or game just to try it. If you expect me to test-drive your app, it's going to have to have a Free Trial. In this Issue:   Jingo! is the first app I bought, just to see what the experience was like. It's very much like a game we used to play in school in the Army in 1971 on paper we passed around. Sort of a cross between hangman and Mastermind, you try to figure out the hidden word in 5 tries. You get really good at 5-letter words after a while. I like this because you have to think, and you're not pressured by a clock Jingo! is by James Furdell and is $1.99 I reviewed René Schulte's Pictures Lab a while back, and have not changed my mind. This is an excellent app for playing with any photo on your device... one you've just taken, one you've synced from your PC, or one you've saved from email. I like this because you can get some cool effects for your photos, and it just works. Pictures Lab is by Schulte Software Development and is $1.99 Since I work as a consultant, and from home, I wanted something I could track my time with. I've test-driven all the contenders I could find so far on the phone, and so far I like ONTRACK! the best. If asked, I have some suggestions, but it's probably just the way I work or think. What I do like is I can tap a project to start/stop/restart a counter, and at the end of the day it shows me how much time I've been working. If there's a way to make an adjustment in case you forget to tap the counter, I don't know how to do it, and that's my biggest complaint. I like this because you can get a daily readout which you can also email as a spreadsheet. The daily results display is very good. ONTRACK! is by Qmino and is $2.99 Remember Item 4 above... I've been playing guitar for 48 years... obviously since before the invention of 'tuners', so I'm not as dependent upon these as some folks are. I've tried some in the past and have always felt I can do just as good by ear (I have perfect relative pitch). So, I gave this app by András Velvárt a dance just to see how it works, and it is surprisingly good. If you're used to one of the stage tuners this may take a little getting used to, but it does the job. The difference with this one is there is no real 'null' point inside which you can think your guitar is in tune. The soundwave stays visible on the device, and if it's moving to the right, your string is flat, if it's moving to the left, your string is sharp. Getting it exact might be tricky, but it is exact! If you need to rely on a tuner, this is a good choice in my opinion, exactly because of the sensitivity.. tune up with this and you're dead-on. Guitar Tuner is by Kinabalu Innovation Limited and is $0.99 Popper 2 is the WP7 version of a wildly popular game by Bill Reiss named Dr. Popper. You can get a trial, or you can now get a free lite version of the game. Popper 2 is a fast-paced bubble breaker game. I find it something fun to play when I just want to buzz out, but maybe the best review is that my daughter didn't want to give my phone back when I showed it to her, and always wants to grab my phone to play 'that game'. A fun distraction with great graphics and a great price Popper 2 is by Blue Rose Systems, LLC and is $1.29 Let me know what you think of the idea of doing reviews, or the layout/whatever, and Stay in the 'Light!   Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Form Design ScriptControlClass

    - by raghumithra
    I am working on a form designer. We have two parts: first is designing form by placing controls, and second is writing VB code in rich text editor. How do i integrate design and code (events of the controls) in runtime? I am using ScriptControlClass Form4 f4 = new Form4(); f4.Name = "dgfdfg"; f4.Text = "Raghudfgmithra"; Button btn = new Button(); btn.Text = "HI"; btn.Left = 25; btn.Top = 50; btn.Name = "btnSubmit"; f4.Controls.Add(btn); script.AddObject("form", f4, true); script.AddCode("???????????); script.ExecuteStatement(????????????);

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  • parsing string off a configuration using strtok in C

    - by Jessica
    in the configuration file i have entries similar to this one: filepath = c:\Program Files\some value Where the path can contain spaces and there are no quotes on that string. I tried parsing this with strtok like: char *option; char *value; value = strtok(line, " ="); strcpy(option, value); value = strtok(NULL, " ="); where line is the line I am reading from the file, option will contain the left side of the equal (filepath) and value will contain the right side (c:\program files\some value). I know, it's poor coding, but I haven't found something better. sorry... In any case, for those options where there's no space in the right side it works great, but in those containing spaces it only return the string until the 1st space: c:\Program. Is there any other way to do this? Code is appreciated. Jessica

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  • Some math and animation

    - by Ockonal
    Hello, I have a grass texture: I use it in my 2d-game. I want to animate it by code, without any predefined animations. The grass should interact with wind. So when the wind is stronger, the grass should stoop into need side more. First version of animation I made using sinusoid function, but such animation is a bit ugly, because the base of the grass moves left/right like all another part of picture. And with sinusoid I'm not able to regulate stoop of the image. Any advices?

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  • iPad title bars. Navbars or toolbars?

    - by Squeegy
    I see a bunch of apps for iPad with really cool title bars. These seem to be a combination of a navigation bar and a toolbar. They usually have a back button and a title as well as men other buttons. And a navbar only supports a left item, a right item and and title view. And the toolbar does not really support back buttons or titles. So how do I implement these rich navbars with many buttons on my UINavigationController driven application?

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  • Android 2.3.3 - Messages: Wrong Status Information in the Conversation Overview

    - by Thomas Hoffmann
    On my HTC Desire Z with Android 2.3.3 I get from time to time the problem, that the status information ist wrong. That means status information says, that there is an unread, unsent or failed SMS, but this SMS is already deleted. Does anybody know, where I can reset this information? It must be stored anywhere in ContentResolver of content://mms-sms/conversations or content://sms/conversations on the thread-level, but I have no idea. Example: After I deleted a number of failed SMS in the non delivered SMS overview, the status of non delivered SMS was not reset in the Messages conversation overview though in each conversation there wasn't any undelivered SMS left.

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  • Working with arrays of lists pattern in java

    - by Mad Wombat
    I am writing a card game in java where I need to spread cards from a deck into several columns until I have fixed amount of cards left. This is how I do this. public class Column extends ArrayList {} List deck = Cards.createNewDeck(); Column[] columns = new Column[10]; int c = 0; while (deck.size() 50) { if (c == 10) { c = 0; } if (columns[c] == null) { columns[c] = new Column(); } columns[c].add(Cards.dealTopCard(deck)); c += 1; } This somehow seems clunky. Is there a more readable/comprehensive way of doing the same thing?

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  • How do I hook up a custom tab bar build in IB to a UINavigationController Object instanced in XCODE?

    - by David Hsu
    What I did to create the custom NAV BAR: 1. Created an empty XIB and added a view with class UINavigationController. 2. Under the view I added the navigation bar and a left and right button onto the nav bar. 3. Control drag from "File Owner" to "View" Inside my class where I call the modal view navigation controller: SignupViewController *addController = [[SignupViewController alloc] initWithNibName:@"SignupViewController" bundle:nil]; // Create the navigation controller and present it modally. UINavigationController *navigationController = [[UINavigationController alloc] initWithRootViewController:addController]; navigationController.navigationBar = ///WHAT SHOULD GO HERE? [self presentModalViewController:navigationController animated:YES]; Thank in advance!

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  • Using TextOptions.TextFormattingMode with FormattedText

    - by dan gibson
    With WPF4 you can have non-blurry text by adding TextOptions.TextFormattingMode="Display" and TextOptions.TextRenderingMode="Aliased" to your xaml: <Window TextOptions.TextFormattingMode="Display" TextOptions.TextRenderingMode="Aliased"> This works fine for me except for when I draw text with DrawingContext.DrawText like this: void DrawText(DrawingContext dc) { FormattedText ft = new FormattedText("Hello World", System.Globalization.CultureInfo.CurrentCulture, System.Windows.FlowDirection.LeftToRight, new Typeface(FontFamily, FontStyle, FontWeight, FontStretch), FontSize, brush); dc.DrawText(ft, new Point(rect.Left, rect.Top)); } How can I draw non-blurry text with FormattedText? ie I want TextOptions.TextFormattingMode="Display" and TextOptions.TextRenderingMode="Aliased" to be used.

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  • Url shortening algorithm

    - by Bozho
    Now, this is not strictly about URL shortening, but my purpose is such anyway, so let's view it like that. Of course the steps to URL shortening are: Take the full URL Generate a unique short string to be the key for the URL Store the URL and the key in a database (a key-value store would be a perfect match here) Now, about the 2nd point. Here's what I've come up with: ByteArrayOutputStream baos = new ByteArrayOutputStream(); DataOutputStream dos = new DataOutputStream(baos); UUID uuid = UUID.randomUUID(); dos.writeLong(uuid.getMostSignificantBits()); String encoded = new String(Base64.encodeBase64(baos.toByteArray()), "ISO-8859-1"); String shortUrl = StringUtils.left(6); // returns the leftmost 6 characters // check if exists in database, repeat until it does not I wonder if this is good enough. Is it?

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