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  • Dynamically generating method names in rails

    - by badnaam
    I need to generate links in my views using the url helpers such as user_path(@user), the catch is, in some cases I don't know what model I am creating this link for i.e. whether it is a user or a store or someting else I would like to be able to determine this on the fly and call the appropriate view helper, currently I am doing the following, but I am wondering if there is a drier way of doing it. if object.class == "Store" store_path(object) elsif object.class == "User" user_path(object) ...etc

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  • How to dynamically set div size?

    - by Vafello
    I have a div container with a text that has been previously typed in by the user. I would like to adjust the size of the div to this text. I cannot have fixed size because I dont know the length of the text. If there is no size specified div takes the width of entire window. This cause some problems for me because I am using JQuery draggable plugin and the scrollbars appear immediately when the div is dragged. Any advice on that?

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  • dynamically double image size

    - by Edan Duarte
    I have an embarrassingly simple question: How can I display an image at double its size without hard coding the width and height attributes? Here's what I tried, but I ended up having to just enter 1000 for width and height. Is something wrong with my function? Thanks! <img onload="double(self.id);" name="bigPic" id="bigPic" src="album1.jpg" height="1000" width="1000"/> function double(id) { var img = document.getElementById(id); var dblWdth = img.width * 2; var dblHt = img.height * 2; img.height = dblHt; img.width = dblWdth; }

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  • How to assign variable dynamically to php list function

    - by ravisoni
    What I am doing that I want to generate a list based on how many items are in an array, so I have counted the items and loop over them, create a number based var and construct a string $var which contains $a1,$a2.... and assigns the $var to list list($var) and tried to access $a1 but it gives me the error "Undefined variable: a1" Is there any other way to do it? Here is my code: $arr = array('1','2','3'); $listsize = count($arr); $var=''; for($i=1;$i<=$listsize;$i++){ $var.='$a'.$i; if($i!=$listsize){ $var.=','; } } list($var) = $arr; echo $a1;

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  • how do you dynamically load a uitableview from a nsarray

    - by darthwillard
    so i have a nsmutablearray that populates from a socket message. problem is, when i call numberofrowsinsection on the uitableview, it will be 0, because it loads from the array. the array has 0 objects, because the incomingMessage hasn't been received yet. i observe this array in my appdelegate, when it changes, i call refreshData on the tableView, but it doesn't refresh. how do you load a uitableview from a dynamic array?

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  • Putting cursor into dynamically added input fields with jQuery

    - by Sandoichi
    I wrote a script that allows users to click onto a table cell and edit the value with jQuery. Basically, when they click the cell, the HTML in the cell gets replaced with an input box and any text that was previously in the cell gets added to the input. My issue is that whenever they click on the cell, the input doesn't get focused and they have to click a second time to put the cursor in. I have tried a bunch of selectors with .focus() to try and put the cursor in but I'm not having any luck. Here is the function that gets called when the user clicks on a cell: function edit_cell() { if($(this).hasClass('edit_box')) if(!$(this).hasClass('editable')){ $(this).addClass('editable'); string = $(this).text(); $(this).html("<input type='text' value='" + string + "'/>"); } } Also, is there a way to make the size of the input box relative to the width of the cell it gets added too? I don't know how to relate the size attribute to the width for the cell...and it is driving me crazy!

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  • Basic procedural generated content works, but how could I do the same in reverse?

    - by andrew
    My 2D world is made up of blocks. At the moment, I create a block and assign it a number between 1 and 4. The number assigned to the nth block is always the same (i.e if the player walks backwards or restarts the game.) and is generated in the function below. As shown here by this animation, the colours represent the number. function generate_data(n) math.randomseed(n) -- resets the random so that the 'random' number for n is always the same math.random() -- fixes lua random bug local no = math.random(4) --print(no, n) return no end Now I want to limit the next block's number - a block of 1 will always have a block 2 after it, while block 2 will either have a block 1,2 or 3 after it, etc. Before, all the blocks data was randomly generated, initially, and then saved. This data was then loaded and used instead of being randomly called. While working this way, I could specify what the next block would be easily and it would be saved for consistency. I have now removed this saving/loading in favour of procedural generation as I realised that save whiles would get very big after travelling. Back to the present. While travelling forward (to the right), it is easy to limit what the next blocks number will be. I can generate it at the same time as the other data. The problem is when travelling backwards (to the left) I can not think of a way to load the previous block so that it is always the same. Does anyone have any ideas on how I could sort this out?

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  • What is the best way to implement collision detection using Bullet physics engine and a track generated from a curve?

    - by tigrou
    I am developing a small racing game were the track is generated from a curve. As said above, the track is generated, but not infinite. The track of one level could fit with no problem in memory and will contain a reasonably small amount of triangles. For collisions, I would like to use Bullet physics engine and know what is the best way to handle collisions with the track efficiently. NOTE : The track will be stored as a static rigid body (mass = 0). The player will be represented by a sphere shape for collisions. Here is some possibilities i have in mind : Create one rigid body, then, put all triangles of the track (except non collidable stuff) into it. Result : 1 body with many triangles (eg : 30000 triangles) Split the track into several sections (eg: 10 sections). Then, for each section, create a rigid body and put corresponding triangles in it. Result : small amount of bodies with relatively small amount of triangles (eg : 1500 triangles per section). Split the track into many sub-sections (eg : 1200 sections). Here one subsection = very small step when generating the curve. Again for each sub-section, create a body and put triangles in it. Result : many bodies with very small amount of triangles (eg : 20 triangles). Advantage : it could be possible to "extra data" to each of the subsection, that could be used when handling collisions. Same as 2, but only put sections N and N+1 in physics engine (where N = current section where the player is). When player reach section N+1, unload section N and load section N+2 and so on... Issue : harder to implement, problems if the player suddenly "jump" from one section to another (eg : player fly away from section N, and fall on section N + 4 that was underneath : no collision handled, player will fall into void ) Same as 4, but with many sub-sections. Issues : since subsections are very small there will be constantly new bodies added and removed to physics engine at runtime. Possibilities for player to accidently skip some sections and fall into the void are higher than 4.

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  • How to detect collisions between sprite and a user generated shape of some sort?

    - by Huwell
    How to detect a collision between a sprite and a user generated shape of some sort. For example. There are some objects on the screen. The user takes their finger and draws an circle shape around a object (The selection rule is painting circle around the sprite, but the painting shapes may be various). I need to detect which object selected, which just like: (demo images) http://i52.tinypic.com/28h0t1g.png

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  • FIX: A dump file is not generated for a .NET Framework 2.0-based application after the application c

    981878 ... FIX: A dump file is not generated for a .NET Framework 2.0-based application after the application closesThis RSS feed provided by kbAlerz.com.Visit kbAlertz.com to subscribe. It's 100% free and you'll be able to recieve e-mail or RSS updates for the technologies you pick from the Microsoft Knowledge Base....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • FIX: A dump file is not generated for a .NET Framework 2.0-based application after the application c

    981878 ... FIX: A dump file is not generated for a .NET Framework 2.0-based application after the application closesThis RSS feed provided by kbAlerz.com.Visit kbAlertz.com to subscribe. It's 100% free and you'll be able to recieve e-mail or RSS updates for the technologies you pick from the Microsoft Knowledge Base....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How is the terrain generated in Commandos and Commandos game clones/look-alikes?

    - by teodron
    The Commandos series of games and its similar western counterpart, Desperados, use a mix of 2D and 3D elements to achieve a very pleasing and immersive atmosphere. Apart from the concept that alone made the series a best-seller, the graphics eye-candy was also a much appreciated asset of that game. I was very curious on what was the technique used to model and adorn the realistic terrains in those titles? Below are some screenshots that could be relevant as a reference for whomever has a candidate answer: The tiny details and patternless distribution of ornamental textures make me think that these terrains were not generated using a standard heightmap-blendmap method.

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  • Team Foundation Server– Debug symbols(pdb files) generated in Release build? Fix it.

    - by Gopinath
    Yesterday I setup TFS for my .NET playground website to implement continuous integration and deployments. After a successful build I noticed that debug symbols(pdb files) were generated even though TFS is configured to build in Release mode.  After a bit of analysis its turned out to be the behavior of TFS to generate debug symbols (pdb files) until we pass the attribute DebugType = None. Here are the steps to pass DebugType parameter to MSBuild of TFS Go to Team Explorer Select Build Defintion >> Edit Build Definition Switch to Process tab Navigate to Advanced Section and locate MSBuild Arguments Add the following: /p:Configuration=Release /p:DebugType=none

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  • Should you apply a language filter to a randomly generated string?

    - by Tim
    A while back I created a licensing system for my companies new product, as well as all products after this one. As with a lot of licensing systems mine generates codes: 25 character product and registration codes, as well as 16 character module unlocking codes. My question is, since some parts of these generated codes are random should I apply a language filter to it to avoid any embarrassing language being given to the end users? I chose to as it was not difficult at all. But has anyone else ever came across something like this? Any viewpoints as to if it is worth the effort?

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  • Can a Mediawiki table be dynamically created using other Mediawiki pages?

    - by Ashimema
    OK, So I've got created a page on my wiki which contains just a single table listing various details about servers and customers. You can follow links for each customer name in the table to find additional details about said customer. What I want to know is; Can the information in the customers page (page B) be used to dynamically update the table (Page A). Is this something that the Semantic MediaWiki extension can accomplished? Running Mediawiki 1.16.2

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  • How can I dynamically load the correct sprite from a sprite sheet?

    - by Leonard Challis
    I am making a simple card game in unity. The game is based on a standard 52-card pack, with identical backs for unique faces. In my particular game different cards are worth different values and have various special abilities. The game will have 52 cards on the table (on the draw position or in the face-down deck or in someone's hand) at all times, so this number won't change. I thought that making a Card prefab and instantiating 52 of these manually would be a bad idea. Even doing it in code, I thought, would be a bit OTT, and that I should just instantiate visual cards when they are face-up to the player. I have a sprite sheet of the 52 cards and the back, which is imported as a Sprite in multiple mode, sliced in to a grid containing all the cards needed to play the game. The problem I now face is that, through my GameController script I want to generate a shuffled pack of cards, deal some to each player and then show those cards to a player. However, I am not sure of the best way, or even if it's possible, to do this dynamically with the sprite sheets as they are. For instance if I have the following: private CardRank rank; private CardSuite suite; private void Start() { this.rank = CardRank.Ace; this.suite = CardSuite.Spades; } This class would be instantiated by the game manager. I would have 52 of these in code. Whenever I have to visually show a card in the scene, I would use a card prefab, which is essentially a game object with a SpriteRenderer on it. I would need to dynamically load the correct sprite for this object from the spritesheet. The sliced sprites from the sprite sheet actually have names in the format AS (Ace of Spades), 7H (Seven of Hearts), etc - though this was a manual thing I did myself of course. I have also tried various alternative solutions, including creating animations, having separate sprites not in a spritesheet and having an array of available sprites in an array with a specific index for each card, but none seem as elegant as trying to load the correct sprite at runtime, as I'm trying to. So, how do I load a specific sprite from a spritesheet at runtime? I'm open to suggestions, even those that make me think differently about how to approach the problem.

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  • Apache Axis: How to set call properties using code generated from wsdl2java?

    - by marc esher
    I'm using Apache Axis 1.4 (yes, the old one), with wsdl2java to generate the client code for a webservice. I'd like to set additional properties on the Call object before calling methods on the generated stub. For example, I'd like to set username, password, perhaps add or modify existing headers, and change the client handlers to use different implementations. Currently, I'm doing this by modifying the generated Stub class and calling the appropriate setters. However, I'd like to achieve this without touching the generated files. I"m confused, though, because the Stub class has: createCall() which creates the call object and sets some properties. Currently, this is where I'm modifying the generated source code; then, the Stub contains: clientMethod1(){ blahblah Call _call = createCall(); ...... _call.invoke(); } So I can't see a way that I can use the serviceLocator to get a stub, modify the properties I want to modify, and then use the stub to call the methods I want to call, given that the stub methods call createCall() and then call invoke. There doesn't appear to be a way to intercept the new Call object before it's invoked. So: How do you modify properties in the call without modifying the generated Stub class's source code? Thanks for info or even pointers to existing documentation.

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  • Which data structure should I use for dynamically generated platforms?

    - by Joey Green
    I'm creating a platform type of game with various types of platforms. Platforms that move, shake, rotate, etc. Multiple types and multiple of each type can be on the screen at once. The platforms will be procedural generated. I'm trying to figure out which of the following would be a better platform system: Pre-allocate all platforms when the scene loads, storing each platform type into different platform type arrays( i.e. regPlatformArray ), and just getting one when I need one. The other option is to allocate and load what I need when my code needs it. The problem with 1 is keeping up with the indices that are in use on screen and which aren't. The problem with 2 is I'm having a hard time wrapping my head around how I would store these platforms so that I can call the update/draw methods on them and managing that data structure that holds them. The data structure would constantly be growing and shrinking. It seems there could be too much complexity. I'm using the cocos2d iPhone game engine. Anyways, which option would be best or is there a better option?

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  • Am I permitted to use an LGPL library without releasing the source to the rest of my application, if I dynamically reference the library?

    - by user185812
    I am a bit confused as to what I am/am not allowed to do with a LGPL Library that I intend on using in a small scale commercial C++ Application that I am developing. My current understanding, although I don't know if I am correct, is that I am permitted use the library without releasing the source to the rest of my application if I dynamically reference the library. Does anyone know if this is correct? Are there any restrictions as to how I reference the library? Thank You! I am not a native English speaker and don't understand the licence entirely.

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  • Best way to trigger editing and dynamically show editing features? [on hold]

    - by Tim Marshall
    Page In Question: http://rafflebananza.com/admin/StatisticalData/expenses/expenses.html Hiya Everyone, On my page, I have an 'Actions' drop down to the top-right hand side of the page. This actions drop down I would like to have an action to 'Enable Editing'. Upon clicking to enable editing, I would like a PHP variable modified from 'EnableEditing = false' to 'EnableEditing = true'. Why I would like to use PHP maybe questionable, here is why I would like to use PHP under my understanding to clarify; Sections on my page will show to different administrators depending on their level. Upon enabling editing mode, certain contents will then dynamically. <?php if ($_SESSION['user_level_status'] < 2) { if ($editing = enabled) { show this } else { show this } } ?> Something similar to this, I'm new at PHP so this may look incorrect. The question really is, is PHP the correct language to use to trigger editing and how can I do this please? Best Regards, Tim

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