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  • Simple MVVM Walkthrough – Refactored

    - by Sean Feldman
    JR has put together a good introduction post into MVVM pattern. I love kick start examples that serve the purpose well. And even more than that I love examples that also can pass the real world projects check. So I took the sample code and refactored it slightly for a few aspects that a lot of developers might raise a brow. Michael has mentioned model (entity) visibility from view. I agree on that. A few other items that don’t settle are using property names as string (magical strings) and Saver class internal casting of a parameter (custom code for each Saver command). Fixing a property names usage is a straight forward exercise – leverage expressions. Something simple like this would do the initial job: class PropertyOf<T> { public static string Resolve(Expression<Func<T, object>> expression) { var member = expression.Body as MemberExpression; return member.Member.Name; } } With this, refactoring of properties names becomes an easy task, with confidence that an old property name string will not get left behind. An updated Invoice would look like this: public class Invoice : INotifyPropertyChanged { private int id; private string receiver; public event PropertyChangedEventHandler PropertyChanged; private void OnPropertyChanged(string propertyName) { if (PropertyChanged != null) { PropertyChanged(this, new PropertyChangedEventArgs(propertyName)); } } public int Id { get { return id; } set { if (id != value) { id = value; OnPropertyChanged(PropertyOf<Invoice>.Resolve(x => x.Id)); } } } public string Receiver { get { return receiver; } set { receiver = value; OnPropertyChanged(PropertyOf<Invoice>.Resolve(x => x.Receiver)); } } } For the saver, I decided to change it a little so now it becomes a “view-model agnostic” command, one that can be used for multiple commands/view-models. Updated Saver code now accepts an action at construction time and executes that action. No more black magic internal class Command : ICommand { private readonly Action executeAction; public Command(Action executeAction) { this.executeAction = executeAction; } public bool CanExecute(object parameter) { return true; } public event EventHandler CanExecuteChanged; public void Execute(object parameter) { // no more black magic executeAction(); } } Change in InvoiceViewModel is instantiation of Saver command and execution action for the specific command. public ICommand SaveCommand { get { if (saveCommand == null) saveCommand = new Command(ExecuteAction); return saveCommand; } set { saveCommand = value; } } private void ExecuteAction() { DisplayMessage = string.Format("Thanks for creating invoice: {0} {1}", Invoice.Id, Invoice.Receiver); } This way internal knowledge of InvoiceViewModel remains in InvoiceViewModel and Command (ex-Saver) is view-model agnostic. Now the sample is not only a good introduction, but also has some practicality in it. My 5 cents on the subject. Sample code MvvmSimple2.zip

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  • C++ OpenGL wireframe cube rendering blank

    - by caleb.breckon
    I'm just trying to draw a bunch of lines that make up a "cube". I can't for the life of me figure out why this is producing a black screen. The debugger does not break at any point. I'm sure it's a problem with my pointers, as I'm only decent at them in regular c++ and in OpenGL it gets even worse. const char* vertexSource = "#version 150\n" "in vec3 position;" "void main() {" " gl_Position = vec4(position, 1.0);" "}"; const char* fragmentSource = "#version 150\n" "out vec4 outColor;" "void main() {" " outColor = vec4(1.0, 1.0, 1.0, 1.0);" "}"; int main() { initializeGLFW(); // Initialize GLEW glewExperimental = GL_TRUE; glewInit(); // Create Vertex Array Object GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); // Create a Vertex Buffer Object and copy the vertex data to it GLuint vbo; glGenBuffers( 1, &vbo ); float vertices[] = { 1.0f, 1.0f, 1.0f, // Vertex 0 (X, Y, Z) -1.0f, 1.0f, 1.0f, // Vertex 1 (X, Y, Z) -1.0f, -1.0f, 1.0f, // Vertex 2 (X, Y, Z) 1.0f, -1.0f, 1.0f, // Vertex 3 (X, Y, Z) 1.0f, 1.0f, -1.0f, // Vertex 4 (X, Y, Z) -1.0f, 1.0f, -1.0f, // Vertex 5 (X, Y, Z) -1.0f, -1.0f, -1.0f, // Vertex 6 (X, Y, Z) 1.0f, -1.0f, -1.0f // Vertex 7 (X, Y, Z) }; GLuint indices[] = { 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 }; glBindBuffer( GL_ARRAY_BUFFER, vbo ); glBufferData( GL_ARRAY_BUFFER, sizeof( vertices ), vertices, GL_STATIC_DRAW ); //glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vbo); //glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( indices ), indices, GL_STATIC_DRAW ); // Create and compile the vertex shader GLuint vertexShader = glCreateShader( GL_VERTEX_SHADER ); glShaderSource( vertexShader, 1, &vertexSource, NULL ); glCompileShader( vertexShader ); // Create and compile the fragment shader GLuint fragmentShader = glCreateShader( GL_FRAGMENT_SHADER ); glShaderSource( fragmentShader, 1, &fragmentSource, NULL ); glCompileShader( fragmentShader ); // Link the vertex and fragment shader into a shader program GLuint shaderProgram = glCreateProgram(); glAttachShader( shaderProgram, vertexShader ); glAttachShader( shaderProgram, fragmentShader ); glBindFragDataLocation( shaderProgram, 0, "outColor" ); glLinkProgram (shaderProgram); glUseProgram( shaderProgram); // Specify the layout of the vertex data GLint posAttrib = glGetAttribLocation( shaderProgram, "position" ); glEnableVertexAttribArray( posAttrib ); glVertexAttribPointer( posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0 ); // Main loop while(glfwGetWindowParam(GLFW_OPENED)) { // Clear the screen to black glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT ); // Draw lines from 2 vertices glDrawElements(GL_LINES, sizeof(indices), GL_UNSIGNED_INT, indices ); // Swap buffers glfwSwapBuffers(); } // Clean up glDeleteProgram( shaderProgram ); glDeleteShader( fragmentShader ); glDeleteShader( vertexShader ); //glDeleteBuffers( 1, &ebo ); glDeleteBuffers( 1, &vbo ); glDeleteVertexArrays( 1, &vao ); glfwTerminate(); exit( EXIT_SUCCESS ); }

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  • OpenGL textures trigger error 1281 if SFML is not called

    - by user3714670
    I am using SOIL to apply textures to VBOs, without textures i could change the background and display black (default color) vbos easily, but now with textures, openGL is giving an error 1281, the background is black and some textures are not applied. but the first texture IS applied (nothing else is working though). The strange thing is : if i create a dummy texture with SFML in the same program, all other textures do work. So i guess there is something i forgot in the texture creation/application, if someone could enlighten me. Here is the code i use to load textures, once loaded it is kept in memory, it mostly comes from the example of SOIL : texture = SOIL_load_OGL_single_cubemap( filename, SOIL_DDS_CUBEMAP_FACE_ORDER, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_DDS_LOAD_DIRECT ); if( texture > 0 ) { glEnable( GL_TEXTURE_CUBE_MAP ); glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); glEnable( GL_TEXTURE_GEN_R ); glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glBindTexture( GL_TEXTURE_CUBE_MAP, texture ); std::cout << "the loaded single cube map ID was " << texture << std::endl; } else { std::cout << "Attempting to load as a HDR texture" << std::endl; texture = SOIL_load_OGL_HDR_texture( filename, SOIL_HDR_RGBdivA2, 0, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS ); if( texture < 1 ) { std::cout << "Attempting to load as a simple 2D texture" << std::endl; texture = SOIL_load_OGL_texture( filename, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_DDS_LOAD_DIRECT ); } if( texture > 0 ) { // enable texturing glEnable( GL_TEXTURE_2D ); // bind an OpenGL texture ID glBindTexture( GL_TEXTURE_2D, texture ); std::cout << "the loaded texture ID was " << texture << std::endl; } else { glDisable( GL_TEXTURE_2D ); std::cout << "Texture loading failed: '" << SOIL_last_result() << "'" << std::endl; } } and how i apply it when drawing : GLuint TextureID = glGetUniformLocation(shaderProgram, "myTextureSampler"); if(!TextureID) cout << "TextureID not found ..." << endl; // glEnableVertexAttribArray(TextureID); glActiveTexture(GL_TEXTURE0); if(SFML) sf::Texture::bind(sfml_texture); else { glBindTexture (GL_TEXTURE_2D, texture); // glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1024, 768, 0, GL_RGB, GL_UNSIGNED_BYTE, &texture); } glUniform1i(TextureID, 0); I am not sure that SOIL is adapted to my program as i want something as simple as possible (i used sfml's texture object which was the best but i can't anymore), but if i can get it to work it would be great.

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  • Make your TSQL easier to read during a presentation

    - by Jonathan Allen
    SQL Server Management Studio 2012 has some neat settings that you can use to help your presentations at a SQL event better for the attendees if you are willing to spend a few minutes making some settings changes. Historically, I have been reluctant to make changes to my SSMS settings as it is such a tedious process and it’s not 100% clear that what you think you are changing is actually what gets changed. With SSMS 2012 this has become a lot easier and a lot less risky. In any session that involves TSQL there is a trade off between the speaker having all the code on screen and the attendees being able to read any of what is on screen. You (the speaker) might be able to read this when you are working on the code but plenty of your audience wont be able to make head or tail of it. SSMS 2012 has a zoom facility that can help: but don’t go nuts … Having the font too big means you will be scrolling a lot and the code will again be rendered unreadable. There is more though but you need to take a deep breath and open the Tools menu and delve into the SSMS options. In previous versions of SSMS this is a deep, dark and scary place where changing values can be obscure and sometimes catastrophic to the UI when you get back to the code editor. First things first, we set out as a good DBA and save our current (and presumably acceptable) SSMS configuration. From the import and Export Settings you can set up a file to hold all of the settings that you currently have. The wizard will open and ask you to pick an option. This time around choose to export settings. hit next and next again and then name your settings profile in the final step of the wizard and then click Finish. Once this is done then you can change whatever you like and always get back to this configuration in a couple of clicks. So what can you change to make for a good experience? Well there are plenty of things that can be altered but don’t go too mad and change too many things without taking a look at the results for every item on the list above you can change font, size, weight, colour, background colour etc. etc. but consider what you are trying to achieve and take it slowly. I have seen presenters with their settings set to have a yellow highlight and black font rather than the default pale blue background and slightly darker font so to achieve that select Text Editor and then select “Selected Text” in the Display Items listbox. As you change things the Sample area give you an idea of what effect you are going to have. Black and yellow is the colour combination with the highest contrast – that’s why bees and wasps# are that colour. What next? how about increasing the default font for your demo scripts? This means that any script you open and any new ones that you start will take on this font. No more zooming (or forgetting to) in the middle of sessions. now don’t forget to save this profile – follow the same steps as above but give the profile a different name, something like PresentationBigFontHighContrast might be appropriate. Once you are done making changes, export the settings once more and then go into the Import Export wizard and import settings from the first profile you created. Everything will be back to normal. Now making changes to suit your environment can be done very easily and with confidence. * – and warning tape and safety signs and so forth – Health and Safety officers simply copy nature!

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  • Styling specific columns and rows

    - by hattenn
    I'm trying to style some specific parts of a 5x4 table that I create. It should be like this: Every even numbered row and every odd numbered row should get a different color. Text in the second, third, and fourth columns should be centered. I have this table: <table> <caption>Some caption</caption> <colgroup> <col> <col class="value"> <col class="value"> <col class="value"> </colgroup> <thead> <tr> <th id="year">Year</th> <th>1999</th> <th>2000</th> <th>2001</th> </tr> </thead> <tbody> <tr class="oddLine"> <td>Berlin</td> <td>3,3</td> <td>1,9</td> <td>2,3</td> </tr> <tr class="evenLine"> <td>Hamburg</td> <td>1,5</td> <td>1,3</td> <td>2,0</td> </tr> <tr class="oddLine"> <td>München</td> <td>0,6</td> <td>1,1</td> <td>1,0</td> </tr> <tr class="evenLine"> <td>Frankfurt</td> <td>1,3</td> <td>1,6</td> <td>1,9</td> </tr> </tbody> <tfoot> <tr class="oddLine"> <td>Total</td> <td>6,7</td> <td>5,9</td> <td>7,2</td> </tr> </tfoot> </table> And I have this CSS file: table, th, td { border: 1px solid black; border-collapse: collapse; padding: 0px 5px; } #year { text-align: left; } .oddLine { background-color: #DDDDDD; } .evenLine { background-color: #BBBBBB; } .value { text-align: center; } And this doesn't work. The text in the columns are not centered. What is the problem here? And is there a way to solve it (other than changing the class of all the cells that I want centered)? P.S.: I think there's some interference with .evenLine and .oddLine classes. Because when I put "background: black" in the class "value", it changes the background color of the columns in the first row. The thing is, if I delete those two classes, text-align still doesn't work, but background attribute works perfectly. Argh...

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  • Why RenderTarget2D overwrites other objects when trying to put some text in a model?

    - by cad
    I am trying to draw an object composited by two cubes (A & B) (one on top of the other, but for now I have them a little bit more open). I am able to do it and this is the result. (Cube A is the blue and Cube B is the one with brown text that comes from a png texture) But I want to have any text as parameter in the cube B. I have tried what @alecnash suggested in his question, but for some reason when I try to draw cube B, cube A dissapears and everything turns purple. This is my draw code: public void Draw(GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, Matrix viewMatrix, Matrix projectionMatrix) { graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; graphicsDevice.SamplerStates[0] = SamplerState.LinearClamp; // CUBE A basicEffect.View = viewMatrix; basicEffect.Projection = projectionMatrix; basicEffect.World = Matrix.CreateTranslation(ModelPosition); basicEffect.VertexColorEnabled = true; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); drawCUBE_TOP(graphicsDevice); drawCUBE_Floor(graphicsDevice); DrawFullSquareStripesFront(graphicsDevice, _numStrips, Color.Red, Color.Blue, _levelPercentage); DrawFullSquareStripesLeft(graphicsDevice, _numStrips, Color.Red, Color.Blue, _levelPercentage); DrawFullSquareStripesRight(graphicsDevice, _numStrips, Color.Red, Color.Blue, _levelPercentage); DrawFullSquareStripesBack(graphicsDevice, _numStrips, Color.Red, Color.Blue, _levelPercentage); } // CUBE B // Set the World matrix which defines the position of the cube texturedCubeEffect.World = Matrix.CreateTranslation(ModelPosition); // Set the View matrix which defines the camera and what it's looking at texturedCubeEffect.View = viewMatrix; // Set the Projection matrix which defines how we see the scene (Field of view) texturedCubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model texturedCubeEffect.TextureEnabled = true; Texture2D a = SpriteFontTextToTexture(graphicsDevice, spriteBatch, arialFont, "TEST ", Color.Black, Color.GhostWhite); texturedCubeEffect.Texture = a; //texturedCubeEffect.Texture = cubeTexture; // Enable some pretty lights texturedCubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in texturedCubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } private Texture2D SpriteFontTextToTexture(GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, SpriteFont font, string text, Color backgroundColor, Color textColor) { Vector2 Size = font.MeasureString(text); RenderTarget2D renderTarget = new RenderTarget2D(graphicsDevice, (int)Size.X, (int)Size.Y); graphicsDevice.SetRenderTarget(renderTarget); graphicsDevice.Clear(Color.Transparent); spriteBatch.Begin(); //have to redo the ColorTexture //spriteBatch.Draw(ColorTexture.Create(graphicsDevice, 1024, 1024, backgroundColor), Vector2.Zero, Color.White); spriteBatch.DrawString(font, text, Vector2.Zero, textColor); spriteBatch.End(); graphicsDevice.SetRenderTarget(null); return renderTarget; } The way I generate texture with dynamic text is: Texture2D a = SpriteFontTextToTexture(graphicsDevice, spriteBatch, arialFont, "TEST ", Color.Black, Color.GhostWhite); After commenting several parts to see what caused the problem, it seems to be located in this line graphicsDevice.SetRenderTarget(renderTarget);

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  • Missing styles. Is the correct theme chosen for this layout?

    - by user1820007
    Missing styles. Is the correct theme chosen for this layout? Use the Theme combo box above the layout to choose a different layout, or fix the theme style references. Failed to find style 'mapViewStyle' in current theme. I tried every solutions available to solve this problem. But nothing seems to work. I have included library in the manifest file. I even created style is styles.xml. I have chosen Google Apis build target as well. Can somebody please give me a solution. Thank you in advance for your valuable time... here is my xml file: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" style="@style/AppTheme" android:layout_width="fill_parent" android:layout_height="fill_parent" > <com.google.android.maps.MapView android:id="@+id/themap" style="@style/mapViewStyle" android:layout_width="fill_parent" android:layout_height="fill_parent" android:apiKey="here i have my key" android:clickable="true" android:enabled="true" /> </RelativeLayout> ` Here is my manifest snippet: <uses-library android:name="com.google.android.maps" /> <activity android:name=".MainActivity" android:label="@string/title_activity_main" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <activity android:name=".Second" /> <acttiviy android:name=".Third" android:theme="@android:style/Theme.Black" /> </application> here is my style.xml file <style name="mapViewStyle" parent="@android:style/Theme.Black"> </style> </resources>

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  • Alternative to FindAncestor RelativeSource in Silverlight 4 to bind to a property of the page

    - by TimothyP
    Hi, FindAncestor RelativeSource only supports 'Self' and 'TemplatedParent', but I have to bind the width of a popup to the width of the page. Giving the page a name causes problems because sometimes it will throw exceptions saying a control with that name is already present in the visual tree. <Popup IsOpen="True" Width="{Binding ElementName=BordPage, Path=Width}" Height="{Binding ElementName=BordPage, Path=Height}"> Background information: I'm using a SL4 navigation based application here. BordPage is a navigation page, which I'm using multiple times within the application. So giving it a name in the page itself is not really a good idea, but I don't know how else I can bind to the width and height of the page. What I'm trying to do is have a black border (with opacity 0.8) cover the entire screen, (including the controls of the MainPage). Then on top of that I want to display some other controls. Since the application is touch controlled, providing the user with a ComboBox to select a value doesn't really work wel. Instead I want to show this black overlay window with a listbox taking up most of the screen so the user can simply touch the value he wants with a single click. Update: I just realized I can use the ChildWindow class to do this. But my original question remains.

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  • PreferenceActivity and theme not applying

    - by janfsd
    Hi all I have set the theme in the manifest file like this: android:theme="@android:style/Theme.Light" But I have a problem in the Preferences Activity, in the main preferences the theme shows ok, but if I get to a sub preference, the theme gets messy, it is not white as it should, it is all dark, and the font is black so you can't see much, and when I start clicking on any items they will get sometimes white as they should but revert to black soon after. This is only happens on 2.1, in both the real device and emulator. Tested on the emulator running 1.6 and it was working correctly. Here is part of the code of the preferences xml file: <?xml version="1.0" encoding="utf-8"?> <PreferenceScreen xmlns:android="http://schemas.android.com/apk/res/android"> <PreferenceScreen android:title="@string/account"> <CheckBoxPreference android:key="enable_account" android:title="@string/account_use" android:summary="@string/account_summ" /> <EditTextPreference android:key="username" android:title="@string/login" android:dependency="enable_account" android:summary="@string/login_summ" /> <EditTextPreference android:key="password" android:title="@string/password" android:dependency="enable_account" android:summary="@string/password_summ" android:password="true" /> </PreferenceScreen> And here is a screenshot: Any workarounds?

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  • Matplotlib pick event order for overlapping artists

    - by Ajean
    I'm hitting a very strange issue with matplotlib pick events. I have two artists that are both pickable and are non-overlapping to begin with ("holes" and "pegs"). When I pick one of them, during the event handling I move the other one to where I just clicked (moving a "peg" into the "hole"). Then, without doing anything else, a pick event from the moved artist (the peg) is generated even though it wasn't there when the first event was generated. My only explanation for it is that somehow the event manager is still moving through artist layers when the event is processed, and therefore hits the second artist after it is moved under the cursor. So then my question is - how do pick events (or any events for that matter) iterate through overlapping artists on the canvas, and is there a way to control it? I think I would get my desired behavior if it moved from the top down always (rather than bottom up or randomly). I haven't been able to find sufficient enough documentation, and a lengthy search on SO has not revealed this exact issue. Below is a working example that illustrates the problem, with PathCollections from scatter as pegs and holes: import matplotlib.pyplot as plt import sys class peg_tester(): def __init__(self): self.fig = plt.figure(figsize=(3,1)) self.ax = self.fig.add_axes([0,0,1,1]) self.ax.set_xlim([-0.5,2.5]) self.ax.set_ylim([-0.25,0.25]) self.ax.text(-0.4, 0.15, 'One click on the hole, and I get 2 events not 1', fontsize=8) self.holes = self.ax.scatter([1], [0], color='black', picker=0) self.pegs = self.ax.scatter([0], [0], s=100, facecolor='#dd8800', edgecolor='black', picker=0) self.fig.canvas.mpl_connect('pick_event', self.handler) plt.show() def handler(self, event): if event.artist is self.holes: # If I get a hole event, then move a peg (to that hole) ... # but then I get a peg event also with no extra clicks! offs = self.pegs.get_offsets() offs[0,:] = [1,0] # Moves left peg to the middle self.pegs.set_offsets(offs) self.fig.canvas.draw() print 'picked a hole, moving left peg to center' elif event.artist is self.pegs: print 'picked a peg' sys.stdout.flush() # Necessary when in ipython qtconsole if __name__ == "__main__": pt = peg_tester() I have tried setting the zorder to make the pegs always above the holes, but that doesn't change how the pick events are generated, and particularly this funny phantom event.

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  • Tricky CSS Layout

    - by Meep3D
    So I am making a website with quite a problematic layout. There are four corner images TL, TR, BL and BR indicated by black blocks. The dark orange area is the main content (to a width of 960px), with the outside area denoted by the green arrow as the browser window. See diagram: The top image represents the site at its narrowest possible - it shouldn't be allowed to be narrower than this (960px) if it is larger than the defined area there should be no scrollbars. The bottom two images represent different widths of browser. The bottom left and right black blocks (images) should be at the bottom left and right of the screen at all times, unless the width falls to 960px, in which case the BL and BR images should poke into the main area slightly. If the site is shrunk to, say 200px, the BR image should not still be poking in the right corner. At this point I don't really care about it working exactly in IE6 (I can get it roughly working) but I can't even figure out how to do it fully without Javascript or extremely experimental CSS. Currently I am using absolutely positioned div's which sort of work, but don't work quite right. I think I'd be willing to accept a bit of JS if there is no other way but I'd rather not. Answer very appreciated!

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  • jQuery select change/click problem - change doesn't work in IE, click doesn't work in Chrome

    - by dan727
    As the title says, I have a problem with binding to a change in a dropdown select list - it seems that "change" doesn't work with IE(7 or 8), so when I try the alternative and use a "click" event, it works in IE but doesn't work in Chrome! Am I missing something obvious here? Here's my code: //event handler for showing hidden form elements (also ensures only relevant hidden els shown) //IE needs click event instead of change $('.select_change').live("change", function(){ //check if value is other if ($(this).val() == 'other') $(this).parent().find(".hidden").show(); //if user changes select value from other then hide input if ($(this).val() != 'other') $(this).parent().find(".hidden").hide(); return false; }); The dropdown HTML is as follows: <select id="title" name="title" class="validate[required,funcCall[validateNotDefault]] select_change" > <option value="default" selected="selected">Please choose from options</option> <option value="yellow">Yellow</option> <option value="black">Black</option> <option value="chocoloate">Chocolate</option> <option value="other">Other</option> </select>

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  • How to use a derived ControlTemplate in WPF

    - by Frank Fella
    The following xaml code works: <Window x:Class="DerivedTemplateBug.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:DerivedTemplateBug" Title="Window1" Height="300" Width="300"> <Button> <Button.Template> <ControlTemplate> <Border BorderBrush="Black" BorderThickness="2"> <TextBlock>Testing!</TextBlock> </Border> </ControlTemplate> </Button.Template> </Button> </Window> Now, if you define the following data template: using System.Windows.Controls; namespace DerivedTemplateBug { public class DerivedTemplate : ControlTemplate { } } And then swap the ControlTemplate for the derived class: <Window x:Class="DerivedTemplateBug.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:DerivedTemplateBug" Title="Window1" Height="300" Width="300"> <Button> <Button.Template> <local:DerivedTemplate> <Border BorderBrush="Black" BorderThickness="2"> <TextBlock>Testing!</TextBlock> </Border> </local:DerivedTemplate> </Button.Template> </Button> </Window> You get the following error: Invalid ContentPropertyAttribute on type 'DerivedTemplateBug.DerivedTemplate', property 'Content' not found. Can anyone tell my why this is the case?

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  • iPhone SDK - (void)viewDidLoad { } - Show Progress

    - by Hank Brekke
    I have a long - (void)viewDidLoad { } function that uses the internet to load a page, and whenever the application loads the URL, the screen is black. I have a UIActivityIndicator setup to show that the address is loading, but I don't know how to prevent it from seeming as if the application is not responding, and I don't want to show the network activity indicator [[UIApplication sharedApplication] setNetworkActivityIndicatorVisible:YES]; because the screen will still be black, just with a loader in the top corner. My code is below: - (void)viewDidLoad { NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults]; email.text = [defaults objectForKey:@"mom_email"]; pass.text = [defaults objectForKey:@"mom_pass"]; if (email.text != nil && pass.text != nil) { [self login:loginBtn]; } } - (IBAction)login:(id)sender { [email resignFirstResponder]; [pass resignFirstResponder]; [loader startAnimating]; // Does nothing though NSString *em = (NSString *)CFURLCreateStringByAddingPercentEscapes(NULL,(CFStringRef)email.text,NULL,(CFStringRef)@"!*'();:@&=+$,/?%#[]",kCFStringEncodingUTF8); NSString *ps = (NSString *)CFURLCreateStringByAddingPercentEscapes(NULL,(CFStringRef)pass.text,NULL,(CFStringRef)@"!*'();:@&=+$,/?%#[]",kCFStringEncodingUTF8); NSURL *url = [[NSURL alloc] initWithScheme:@"http" host:@"localhost" path:[[NSString alloc] initWithFormat:@"/app/login.php?email=%@&pass=%@", em, ps]]; NSURLRequest *request = [NSURLRequest requestWithURL:url]; NSData *data = [NSURLConnection sendSynchronousRequest:request returningResponse:nil error:nil]; NSString *loginResult = [[NSString alloc] initWithData:data encoding:NSASCIIStringEncoding]; [loader stopAnimating]; NSRange range = [loginResult rangeOfString:@"1"]; if (range.location != NSNotFound) { [self dismissModalViewControllerAnimated:YES]; // Doesn't do anything if function called from viewDidLoad } }

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  • Image Line Trace Math Help Hard To Explain

    - by Ozzy
    Hi all, sorry for the confusing title, its really hard for me to explain what i want. So i created this image :) Ok so the two RED dots are points on an image. The distance between them isnt important. What I want to do is, Using the coordinates for the two dots, work out the angle of the space between them (as shown by the black line between the red dots) Then once the angle is found, on the last red dot, create two points which cross the angle of the first line. Then from that, scan a Half semicircle and get the coordinates of every pixel of the image that the orange line passes. I dnot know if this makes any sense to you lot so i drew another picture: As you can see in the second picture, my idea is applied to a line drawn on a black canavs. The two red dots are the starting coordinates then at the end of the two dots, a less then half semicircle is created. The part that is orange shows the pixels of the image that should be recorded. I have no clue how to start this, so if anyone has any ideas on how i can or on what i need to do, any help is much appreciated :)

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  • Android Camera without Preview

    - by eyurdakul
    I am writing an android 1.5 application which starts just after boot-up. This is a service and should take a picture without preview. This app will log the light density in some areas whatever. I was able to take a picture but the picture was black. After googling like crazy, i came across a bug thread about it. If you don't generate a preview, the image will be black since android camera needs preview to setup exposure and focus. I've created a surfaceview and listener but the onSurfaceCreated event never gets fired. I guess the reason is, the surface is not being created visually. I've also seen some examples of calling the camera statically with MediaStore.CAPTURE_OR_SOMETHING which takes a picture and saves in the desired folder with two lines of code but it doesn't take a picture too. Do i need to use ipc and bindservice to call this function or do you have any suggestion to achieve my goal (taking a picture without preview) and if so, would you give me a small piece of code as example?

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  • Right way to dispose Image/Bitmap and PictureBox

    - by kornelijepetak
    I am trying to develop a Windows Mobile 6 (in WF/C#) application. There is only one form and on the form there is only a PictureBox object. On it I draw all desired controls or whatever I want. There are two things I am doing. Drawing custom shapes and loading bitmaps from .png files. The next line locks the file when loading (which is an undesired scenario): Bitmap bmp = new Bitmap("file.png"); So I am using another way to load bitmap. public static Bitmap LoadBitmap(string path) { using (Bitmap original = new Bitmap(path)) { return new Bitmap(original); } } This is I guess much slower, but I don't know any better way to load an image, while quickly releasing the file lock. Now, when drawing an image there is method that I use: public void Draw() { Bitmap bmp = new Bitmap(240,320); Graphics g = Graphics.FromImage(bmp); // draw something with Graphics here. g.Clear(Color.Black); g.DrawImage(Images.CloseIcon, 16, 48); g.DrawImage(Images.RefreshIcon, 46, 48); g.FillRectangle(new SolidBrush(Color.Black), 0, 100, 240, 103); pictureBox.Image = bmp; } This however seems to be some kind of a memory leak. And if I keep doing it for too long, the application eventually crashes. Therefor, I have X questions: 1.) What is the better way for loading bitmaps from files without locking the file? 2.) What objects needs to be manually disposed in the Draw() function (and in which order) so there's no memory leak and no ObjectDisposedException throwing? 3.) If pictureBox.Image is set to bmp, like in the last line of the code, would pictureBox.Image.Dispose() dispose only resources related to maintaining the pictureBox.Image or the underlying Bitmap set to it?

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  • T SQL Rotate row into columns

    - by cshah
    SQL 2005 using T-SQL, I want to rotate rows into columns. Sample script: Use TempDB Go CREATE TABLE [dbo].[CPPrinter_InkLevels]( [CPPrinter_InkLevels_ID] [int] IDENTITY(1,1) NOT NULL, [CPMeasurementGUID] [uniqueidentifier] NOT NULL, [InkName] [varchar](30) NOT NULL, [InkLevel] [decimal](6, 2) NOT NULL, CONSTRAINT [PK_CPPrinter_InkLevels] PRIMARY KEY CLUSTERED ( [CPPrinter_InkLevels_ID] ASC )WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY] ) ON [PRIMARY] GO SET IDENTITY_INSERT [dbo].[CPPrinter_InkLevels] ON INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (1, N'6acc1562-4e02-45ff-b480-9e01fb97fccf', N'Black', CAST(0.60 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (2, N'6acc1562-4e02-45ff-b480-9e01fb97fccf', N'Cyan', CAST(0.69 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (3, N'6acc1562-4e02-45ff-b480-9e01fb97fccf', N'Magenta', CAST(0.55 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (4, N'6acc1562-4e02-45ff-b480-9e01fb97fccf', N'Yellow', CAST(0.51 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (5, N'6acc1562-4e02-45ff-b480-9e01fb97fccf', N'Light Black', CAST(0.64 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (6, N'6acc1562-4e02-45ff-b480-9e01fb97fccf', N'Light Cyan', CAST(0.43 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (7, N'6acc1562-4e02-45ff-b480-9e01fb97fccf', N'Light Magenta', CAST(0.30 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (8, N'6acc1562-4e02-45ff-b480-9e01fb97fccf', N'Waste Tank', CAST(0.18 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (9, N'932348a7-6e2f-4a10-9760-be1ae640c7d7', N'Black', CAST(0.60 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (10, N'932348a7-6e2f-4a10-9760-be1ae640c7d7', N'Cyan', CAST(0.69 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (11, N'932348a7-6e2f-4a10-9760-be1ae640c7d7', N'Magenta', CAST(0.55 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (12, N'932348a7-6e2f-4a10-9760-be1ae640c7d7', N'Yellow', CAST(0.51 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (13, N'932348a7-6e2f-4a10-9760-be1ae640c7d7', N'Light Black', CAST(0.64 AS Decimal(6, 2))) INSERT [dbo].[CPPrinter_InkLevels] ([CPPrinter_InkLevels_ID], [CPMeasurementGUID], [InkName], [InkLevel]) VALUES (14, N'932348a7-6e2f-4a10-9760-be1ae640c7d7', N'Light Cyan', CAST(0.43 AS Decimal(6, 2))) Go SELECT * FROM [dbo].[CPPrinter_InkLevels] --Desired output CPMeasuremnetGUID, Ink1, Level1, Ink2, Level2, Ink3, Level3....

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  • [iPhone] Background color during flip view animation/transition?

    - by Rob S.
    I have some pretty standing flipping action going on: [UIView beginAnimations:@"swapScreens" context:nil]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:self.view cache:YES]; [UIView setAnimationDuration:1.0]; [self.view exchangeSubviewAtIndex:0 withSubviewAtIndex:1]; [UIView commitAnimations]; To Apple's credit, this style of animation is amazingly easy to work with. Very cool, and I've been able to animate transitions, flips, fades etc. throughout the app very easily. Question: During the flip transition, the background visible 'behind' the two views during the flip is white and I'd like it to be black. I've: Set the background of the containing view (self.view above) - no dice. I really thought that would work. Set the background of each view to black - no dice. I didn't think this would work although you give different things a shot to understand better :) Google'd like crazy; keep landing on Safari-related listings. Thanks in advance!

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  • Android Runtime Layout Tutorial

    - by Ryan
    Does anyone know how to perform or have a good reference for doing an activity layout at runtime in android? Here is the code for my activity. I'm sure I'm just neglecting to do something here: package com.isi.sa; import android.app.Activity; import android.os.Bundle; import android.widget.LinearLayout; import android.widget.TextView; public class SimpleAssessmentTest extends Activity { LinearLayout layout; TextView question; @Override public void onCreate(Bundle icicle) { super.onCreate(icicle); layout = new LinearLayout(this); question = new TextView(this); layout.setBackgroundColor(R.color.black); question.setTextColor(R.color.white); question.setText("This is question1"); layout.addView(question); } } As you can see I'm just trying to add a linear layout with a single text view (just for testing purposes) however, when the activity starts I just get a black screen with a title bar of my app name. Thanks

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  • WPF 3D extrude "a bitmap"

    - by Bgnt44
    Hi, I'm looking for a way to simulate a projector in wpf 3D : i've these "in" parameters : beam shape : a black and white bitmap file beam size ( ex : 30 °) beam color beam intensity ( dimmer ) projector position (x,y,z) beam position (pan(x),tilt(y) relative to projector) First i was thinking of using light object but it seem that wpf can't do that So, now i think that i can make for each projector a polygon from my bitmap... First i need to convert the black and white bitmap to vector. Only Simple shape ( bubble, line,dot,cross ...) Is there any WPF way to do that ? Or maybe a external program file (freeware); then i need to build the polygon, with the shape of the converted bitmap , color , size , orientation in parameter. i don't know how can i defined the lenght of the beam , and if it can be infiny ... To show the beam result, i think of making a room ( floor , wall ...) and beam will end to these wall... i don't care of real light render ( dispersion ...) but the scene render has to be real time and at least 15 times / second (with probably from one to 100 projectors at the same time), information about position, angle,shape,color will be sent for each render... Well so, i need sample for that, i guess that all of these things could be useful for other people If you have sample code : Convert Bitmap to vector Extrude vectors from one point with a angle parameter until collision of a wall Set x,y position of the beam depend of the projector position Set Alpha intensity of the beam, color Maybe i'm totally wrong and WPF is not ready for that , so advise me about other way ( xna,d3D ) with sample of course ;-) Thanks you

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  • How do DP and CC change in Piet?

    - by Paul Butcher
    According to the specification, Black colour blocks and the edges of the program restrict program flow. If the Piet interpreter attempts to move into a black block or off an edge, it is stopped and the CC is toggled. The interpreter then attempts to move from its current block again. If it fails a second time, the DP is moved clockwise one step. These attempts are repeated, with the CC and DP being changed between alternate attempts. If after eight attempts the interpreter cannot leave its current colour block, there is no way out and the program terminates. Unless I'm reading it incorrectly, this is at odds with the behaviour of the Fibonacci sequence example here: http://www.dangermouse.net/esoteric/piet/fibbig1.gif (from: http://www.dangermouse.net/esoteric/piet/samples.html) Specifically, why does the DP turn left at (0,3) ((0,0) being (top, left)) when it hits the left edge? At this point, both DP and CC are LEFT, so, by my reading, the sequence should then be: Attempt (and fail) to leave the block by going off the edge at (0,4), Toggle CC to RIGHT, Attempt (and fail) to leave the block by going off the edge at (0,2). Rotate DP to UP, Attempt (and succeed) to leave the block at (1,2) by entering the white block at (1,1) The behaviour indicated by the trace seems to be that DP gets rotated all the way, leaving CC at LEFT. What have I misunderstood?

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  • CSS Rotation & IE: absolute positioning seems to break IE

    - by user263900
    I'm trying to rotate a variety of text blocks so they are vertically oriented, and position them in very specific locations on a diagram which will be previewed and then printed. CSS rotates the text very nicely in IE, FF, even Opera. But when I try to position a rotated element, IE 7 & 8 (not worried about 6) breaks completely and the element stays in its original location. Any way around this? I really need to-the-pixel control of where these labels are located. HTML <div class="content rotate"> <div id="Div1" class="txtblock">Ardvark Avacado<br />Awkward</div> <div id="Div2" class="txtblock">Brownies<br />Bacteria Brussel Sprouts</div> </div> CSS div.content { position: relative; width: 300px; height: 300px; margin: 30px; border-top: black 4px solid; border-right: blue 4px solid; border-bottom: black 4px dashed; border-left: blue 4px dashed; } .rotate { -webkit-transform: rotate(-90deg); -moz-transform: rotate(-90deg); -o-transform: rotate(-90deg); filter: progid:DXImageTransform.Microsoft.BasicImage(rotation=3); } .txtblock { width: auto; position: absolute; } #Div1 { left:44px; top:70px; border:red 3px solid; } #Div2 { left:13px; top:170px; border:purple 3px solid; }

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  • [SOLVED] How to create a FBO with stencil buffer in OpenGL ES 2.0?

    - by Alphones
    I need stencil buffer on 3GS to render planar shadow, and polygon offset won't work prefect, still has z-fighting problem. So I use stencil buffer to make the shadow correct, it works on win32 gles2 emulator, but not on iPhone. After I added a post effect to the whole scene. The stencil buffer won't work even on win32 gles2 emulator. And I tried to attach a stencil buffer to FBO, buf the screen turns to black. Here's my code, glGenRenderbuffers(1, &dbo); // depth buffer glBindRenderbuffer(GL_RENDERBUFFER, dbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, widthGL, heightGL); glGenRenderbuffers(1, &sbo); // stencil buffer glBindRenderbuffer(GL_RENDERBUFFER, sbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, widthGL, heightGL); glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, dbo); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, sbo); // this make the whole screen black. The eglContext is created with STENCIL_SIZE=8, it works without a RTT. I tried to change the RenderbufferStorage for both depth buffer and stencil buffer, but none of them works. Is there anything I have missed? Does the stencil buffer pack with depth buffer? (I cannot find things like GL_DEPTH24_STENCIL8 ...)

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  • Hiding a UINavigationController's UIToolbar during viewWillDisappear:

    - by Nathan de Vries
    I've got an iPhone application with a UITableView menu. When a row in the table is selected, the appropriate view controller is pushed onto the application's UINavigationController stack. My issue is that the MenuViewController does not need a toolbar, but the UIViewControllers which are pushed onto the stack do. Each UIViewController that gets pushed calls setToolbarHidden:animated: in viewDidAppear:. To hide the toolbar, I call setToolbarHidden:animated: in viewWillDisappear:. Showing the toolbar works, such that when the pushed view appears the toolbar slides up and the view resizes correctly. However, when the back button is pressed the toolbar slides down but the view does not resize. This means that there's a black strip along the bottom of the view as the other view transitions in. I've tried adding the toolbar's height to the height of the view prior to hiding the toolbar, but this causes the view to be animated during the transition so that there's still a black bar. I realise I can manage my own UIToolbar, but I'd like to use UINavigationControllers built in UIToolbar for convenience. This forum post mentions the same issue, but no workaround is mentioned.

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