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  • Netbeans: Using JavaMail in normal Java projects

    - by Yohan
    I am creating an desktop application which is capable of sending emails. I downloaded mail.jar and javaee.jar and added it to my project libraries. However, when I am trying to use it, it gives me the error java.lang.ExceptionInInitializerError Caused by: java.lang.RuntimeException: Uncompilable source code - package javax.mail does not exist I imported those packages as, import javax.mail.* It added correctly, as shown in the following image. Please help!! How can I make this work?

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  • showing content from subdomain

    - by coure06
    I have a root site in httpdocs folder. There is another website (for subdomain) at httpdocs/demo1 Mapping is like www.abc.com to httpdocs demo1.abco.com to httpdocs/demo1 How can I show image from demo1 folder? I want to access it like www.abc.com/demo1/images/some.png Error: Parser Error Message: It is an error to use a section registered as allowDefinition='MachineToApplication' beyond application level. This error can be caused by a virtual directory not being configured as an application in IIS.

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  • Android browser touch events stop display being updated inc. canvas/elements - How to work around?

    - by Ed Kirk
    On some android's native browser touching the page seems to stop the display from being updated until the finger is released. This occurs for both html element based animation (switching classes) and for canvas based animation. It does not however stop normal js execution and other events are fired as normal. On devices with this problem the dolphin browser also seems effected (not firefox though). Touchstart/move both have preventDefault() fired as well as stopPropergation(), cancelBubble = true; and e.returnValue = false;. In the CSS webkit selection has also been disabled. The page will not scroll. A similar question has been asked here: Does Android browser lock DOM on touchStart? but I'd like to find out if this behaviour can be overcome, or at least to discover what devices will be effected by the problem, is it a device or version android issue? If you cannot answer the question running the demo and reporting your experience along with your device model and useragent (displayed at bottom of demo page) as a comment might help others or myself answer the question. Here is a demo and steps to reproduce the behaviour. A QR code for the link can be found here https://s3-eu-west-1.amazonaws.com/canvas-test-pd/tmp.png. https://s3-eu-west-1.amazonaws.com/canvas-test-pd/index.html The web page has a canvas at the top and a div with a background image at the bottom. Every second the canvas is cleared and a different image displayed and the div has it's class switched (both toggle between 0 and 1 pngs). Once this has toggled a few times place your finger on the canvas (the top grey box) and hold it there. Wait to see if the animation continues (sometimes it will once or twice then stops) and if there are any visual distortions. Update It seems that the Galaxy Tab running 3.2 requires handlers for touchstart/end of document, not just required divs for the screen to continue updating the display. Thanks jimpic. I'm starting to believe it's an issue caused by manufacturers skins, although this is difficult to prove.

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  • chrome renders js different depending on the extension of the file to render [testcase included]

    - by pakore
    I was trying to implement an image panner I found here Chrome renders the same document differently depending on the extension of the file requested. I have created a test case, where it works when the file it's not named as test.xhtml You can download the test case from here Does anybody know why or how to solve it? I want my files to be .xhtml In IE and FF it works fine. Code: test.html / test.xhtml (change the name to see that works with one but not with the other). <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"/> <style type="text/css"> /*Default CSS for pan containers*/ .pancontainer { position: relative; /*keep this intact*/ overflow: hidden; /*keep this intact*/ width: 300px; height: 300px; border: 1px solid black; } </style> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"></script> <script type="text/javascript" src="http://www.dynamicdrive.com/dynamicindex4/imagepanner.js"></script> </head> <body> <div class="pancontainer" data-orient="center" data-canzoom="yes" style="width: 350px; height: 200px; float: left; position: relative; overflow-x: hidden; overflow-y: hidden; cursor: move; "><img src="./test_files/image.jpg" style="position: absolute; width: 700px; height: 525px; left: -175px; top: -163px; display: block;" /> </div> </body> </html>

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  • Good JavaScript engine for animating via Sprite Sheets (not in canvas)

    - by N. Taylor Mullen
    I've looked around a bit for a great JavaScript Sprite Sheet animator lib/engine but couldn't find any good ones so I thought I'd ask around =). What I'm looking for in the engine is: Animate an image in a non-canvas setting (ex: div via css or img tags) Control frame rate/animation speed Flags to loop or to animate once etc. Are there any engines like this out there? If not I can always make my own but then again, I don't want to re-invent the wheel =].

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  • Linking CSS Navbar WIth Wordpress Pages

    - by JCHASE11
    I am using wordpress as a full on CMS on a site I am building. One thing I cant seem to figure out is how to link up my navigation bar to the pages I am creating in wordpress. I am using a sprite image hover navbar that is defined in the header.php file. Does anyone have any idea how I can take a typical CSS sprite navbar and link it up with the pages I am creating within wordpress?

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  • JavaFX2: Drag Event start and end coordinates

    - by user
    I have one node(ImageView) that displays an image and another node(rectangle) that resides on top of it. The behavior I need is that when the mouse is dragged(press-drag-release gesture) over the rectangle, both the nodes should move coherently. My thought process goes in the following direction: • Move both the nodes by the same distance in the direction of the drag. For this option(maybe there are more options) I need the distance between the start and end of the mouse drags. I tried capturing the start and end coordinates of the drag but have been unsuccessful. I think I am getting lost in which handlers to implement. The code I have is below: import javafx.event.EventHandler; import javafx.geometry.Rectangle2D; import javafx.scene.image.ImageView; import javafx.scene.input.MouseEvent; public class MyView { double mouseDragStartX; double mouseDragEndX; double mouseDragStartY; double mouseDragEndY; ImageView imageView; public MyView() { imageView = new ImageView("C:\\temp\\test.png"); } private void setRectangleEvents(final MyObject myObject) { myObject.getRectangle().setOnMousePressed(new EventHandler<MouseEvent>() { @Override public void handle(MouseEvent mouseEvent) { mouseDragStartX = mouseEvent.getX(); mouseDragStartY = mouseEvent.getY(); mouseEvent.consume(); } }); myObject.getRectangle().setOnMouseReleased(new EventHandler<MouseEvent>() { public void handle(MouseEvent mouseEvent) { mouseDragEndX = mouseEvent.getX(); mouseDragEndY = mouseEvent.getY(); myObjectDraggedHandler(); } }); } private void myObjectDraggedHandler() { Rectangle2D viewport = this.imageView.getViewport(); double newX = this.imageView.getImage().getWidth() + (mouseDragEndX - mouseDragStartX); double newY = this.imageView.getImage().getHeight() + (mouseDragEndY - mouseDragStartY); this.imageView.setViewport(new Rectangle2D(newX, newY, viewport.getWidth(), viewport .getHeight())); } } P.S: This code is just for indicating what I am trying to implement and will not compile correctly. Or maybe my question should just have been: How to capture the length or span of a mouse drag?

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  • [Flex] Caching canvas into ByteArray

    - by Eugene
    Task: (all in code, not visual) create a canvas, place into it some labels and draw some lines, then cache it as byteArray. The problem is that if I cache an object that is already drawed on the screen, it works great, but if I cache a canvas, that have been created few lines earlier, this results white image. Is there any solution to cache a display object, that was created in code, but not intended to be displayed at all?

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  • UIImage couldn't load some png picture.

    - by www.ruu.cc
    I Use the following code to load png image: UIImage *imageBack1 = [UIImage imageNamed:@"Bar1.png"]; UIImage *imageBack2 = [UIImage imageNamed:@"Bar2.png"]; imageBack1 work right when imageBack2's value is nil, Bar1.png and Bar2.png are located at the same place,but why Bar2.png couldn't be load?

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  • Is it good to add line-height in body?

    - by metal-gear-solid
    Is it good to add line-height in body{line-height:1.5} or it would be better if i add separately for tag by tag like p{ line height:1em} etc. Edit: body {line-height:in em} create problem with if we put image with float inside Edit: 24 April 2010: If i have to add different line heights to elements like p { 1.4} h1 {1.6} h2 { 1.2} ul li { 1.1} then shouldn't i use line height in body { 1.4} if body { 1.4} and h1 {1.6} then what would be line height for h1?

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  • Fullscreen texture iPhone OpenGL ES

    - by Ben Reeves
    I'm aware that OpenGL textures on the the iphone are required to be a power of 2, is this true of OpenGL 2.0 as well? If I have an image that is 320 x 480 in size and want to draw it full screen is there any possible way to do this with OpenGL. Thanks

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