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  • how can i move ext3 partition to the beginning of drive without losing data?

    - by Felipe Alvarez
    I have a 500GB external drive. It had two partitions, each around 250GB. I removed the first partition. I'd like to move the 2nd to the left, so it consumes 100% of the drive. How can this be accomplished without any GUI tools (CLI only)? fdisk Disk /dev/sdd: 500.1 GB, 500107862016 bytes 255 heads, 63 sectors/track, 60801 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Disk identifier: 0xc80b1f3d Device Boot Start End Blocks Id System /dev/sdd2 29374 60801 252445410 83 Linux parted Model: ST350032 0AS (scsi) Disk /dev/sdd: 500GB Sector size (logical/physical): 512B/512B Partition Table: msdos Number Start End Size Type File system Flags 2 242GB 500GB 259GB primary ext3 type=83 dumpe2fs Filesystem volume name: extstar Last mounted on: <not available> Filesystem UUID: f0b1d2bc-08b8-4f6e-b1c6-c529024a777d Filesystem magic number: 0xEF53 Filesystem revision #: 1 (dynamic) Filesystem features: has_journal dir_index filetype needs_recovery sparse_super large_file Filesystem flags: signed_directory_hash Default mount options: (none) Filesystem state: clean Errors behavior: Continue Filesystem OS type: Linux Inode count: 15808608 Block count: 63111168 Reserved block count: 0 Free blocks: 2449985 Free inodes: 15799302 First block: 0 Block size: 4096 Fragment size: 4096 Blocks per group: 32768 Fragments per group: 32768 Inodes per group: 8208 Inode blocks per group: 513 Filesystem created: Mon Feb 15 08:07:01 2010 Last mount time: Fri May 21 19:31:30 2010 Last write time: Fri May 21 19:31:30 2010 Mount count: 5 Maximum mount count: 29 Last checked: Mon May 17 14:52:47 2010 Check interval: 15552000 (6 months) Next check after: Sat Nov 13 14:52:47 2010 Reserved blocks uid: 0 (user root) Reserved blocks gid: 0 (group root) First inode: 11 Inode size: 256 Required extra isize: 28 Desired extra isize: 28 Journal inode: 8 Default directory hash: half_md4 Directory Hash Seed: d0363517-c095-4f53-baa7-7428c02fbfc6 Journal backup: inode blocks Journal size: 128M

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  • How can I move linked Word/Excel files without breaking the links under Windows 7?

    - by DOUG NEEDHAM
    I currently operate under Windows XP and have multiple links between my Word and Excel files. I have to upgrade to Windows 7. When the .doc and .xls files are converted to .docm and .xlsm, respectively, the links no longer work. The Word document is still attempting to point back to the old .xls file rather than the new file. Also, creating new links between Word and Excel within Office 2010 doesn't seem to work. I create the new link, switch it from "Auto" to "Manual" and everything works fine. But when I copy the files to another folder, the Word document is still trying to link to the file in the previous folder rather than the new folder. This always worked in Windows XP. I've been using linked Word/Excel documents for 10+ years and have never really had a problem. I'm very careful to maintain Word and Excel filenames when moving the files to a new folder. The process has always been to 1.) move the files, 2.) update the links, 3.) rename the files, and 4.) update the links again. It's my understanding that under Windows XP, links between Word and Excel are relative. But under Windows 7 (and Office 2010?), those same links become fixed.

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  • How to safely move where itunes saves music/iphone apps/and meta data to another internal Drive?

    - by GingerLee
    In the past, when I have moved my itunes data from one computer to another, I usually just follow these steps: Copy the contents of two folders: %USERPROFILE%\Music\iTunes %USERPROFILE%\AppData\Roaming\Apple Computer 1) Install iTunes on the new computer, start it and close it (don't let it search for music). 2) Copy all the files in the above folders from old PC to new PC. 3) Start iTunes and authorize the new computer (and deauthorize old one). 4) Before syncing, update all iphone apps to current versions on both my iphone and in itunes. 5) The Sync. The above steps always work for me, and basically Itunes on my new PC works exactly as it did on the old PC. My Question: In the hopes of bybassing the above steps in the future, I would like to just have Itunes use another internal Drive that I use for file storage (e.g. D:/) as the path for the above two directory? Then if I move to new PC again, I could just setup itunes to use the correct path. Is that possible yet with minimal implications? If so how?

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  • How can I get mouse capture to work in virtualbox when I move guest window to second monitor?

    - by Dan
    I'm running VirtualBox on a Win7 host. Guest OS is Centos. My setup is a laptop (screen 1) with a huge external monitor (screen 2). I'm only telling Centos there is one monitor though. When I start up VirtualBox on screen 1, the mouse capture works fine. I don't have mouse integration because (I think) the kernel on Centos is too old to support it. That's fine, I don't mind doing the Right-Control thing. The problem I have is that when I drag the whole VM window over to my second monitor, the mouse capture doesn't work right anymore. I click inside the VM and can move the VM cursor a little bit, but I can't always get to the edges of the VM screen -- before I get all the way to an edge, the cursor will escape from the VM as if I had hit right-control. But it's still captured according to the icon, and if I then hit right-control, the guest cursor jumps to a different screen location. My workaround: if I have the VM window mostly on screen 2, but a small corner of it still on screen 1, then the mouse capture works correctly. Is there a setting to make this work better?

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  • GLM Velocity Vectors - Basic Maths to Simulate Steering

    - by Reanimation
    UPDATE - Code updated below but still need help adjusting my math. I have a cube rendered on the screen which represents a car (or similar). Using Projection/Model matrices and Glm I am able to move it back and fourth along the axes and rotate it left or right. I'm having trouble with the vector mathematics to make the cube move forwards no matter which direction it's current orientation is. (ie. if I would like, if it's rotated right 30degrees, when it's move forwards, it travels along the 30degree angle on a new axes). I hope I've explained that correctly. This is what I've managed to do so far in terms of using glm to move the cube: glm::vec3 vel; //velocity vector void renderMovingCube(){ glUseProgram(movingCubeShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(movingCubeShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin, camLookingAt, camNormalXYZ); vel.x = cos(rotX); vel.y=sin(rotX); vel*=moveCube; //move cube ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos*vel); //bring ground and cube to bottom of screen ModelViewMatrix = glm::translate(ModelViewMatrix, glm::vec3(0,-48,0)); ModelViewMatrix = glm::rotate(ModelViewMatrix, rotX, glm::vec3(0,1,0)); //manually turn glUniformMatrix4fv(glGetUniformLocation(movingCubeShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader movingCube.render(); //draw glUseProgram(0); } keyboard input: void keyboard() { char BACKWARD = keys['S']; char FORWARD = keys['W']; char ROT_LEFT = keys['A']; char ROT_RIGHT = keys['D']; if (FORWARD) //W - move forwards { globalPos += vel; //globalPos.z -= moveCube; BACKWARD = false; } if (BACKWARD)//S - move backwards { globalPos.z += moveCube; FORWARD = false; } if (ROT_LEFT)//A - turn left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT)//D - turn right { rotX -=0.01f; ROT_RIGHT = false; } Where am I going wrong with my vectors? I would like change the direction of the cube (which it does) but then move forwards in that direction.

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  • Turning on collision crashes game

    - by MomentumGaming
    I am getting a null pointer excecption to both my sprite and level. I am working on my mob class, and when I try to move him and the move function is called, the game crashes after checking collision with a null pointer excecption. Taking out the one line that actually checks if the tile located in front of it fixes the problem. Also, if i keep collision ON but don't move the position of the mob (the spider) the game works fine. I will have collision, and the spider appears on the screen, only problem is, getting it to move causes this nasty error that i just can't fix. true Exception in thread "Display" java.lang.NullPointerException at com.apcompsci.game.entity.mob.Mob.collision(Mob.java:67) at com.apcompsci.game.entity.mob.Mob.move(Mob.java:38) at com.apcompsci.game.entity.mob.spider.update(spider.java:58) at com.apcompsci.game.level.Level.update(Level.java:55) at com.apcompsci.game.Game.update(Game.java:128) at com.apcompsci.game.Game.run(Game.java:106) at java.lang.Thread.run(Unknown Source) Here is my renderMob mehtod: public void renderMob(int xp,int yp,Sprite sprite,int flip) { xp -= xOffset; yp-=yOffset; for(int y = 0; y<32; y++) { int ya = y + yp; int ys = y; if(flip == 2||flip == 3)ys = 31-y; for(int x = 0; x<32; x++) { int xa = x + xp; int xs = x; if(flip == 1||flip == 3)xs = 31-x; if(xa < -32 || xa >=width || ya<0||ya>=height) break; if(xa<0) xa =0; int col = sprite.pixels[xs+ys*32]; if(col!= 0x000000) pixels[xa+ya*width] = col; } } } My spider class which determines the sprite and where I control movement, also rendering the spider onto the screen, when I increment ya to move the sprite, I get the crash, but without ya++, it runs flawlessly with a spider sprite on screen: package com.apcompsci.game.entity.mob; import com.apcompsci.game.entity.mob.Mob.Direction; import com.apcompsci.game.graphics.Screen; import com.apcompsci.game.graphics.Sprite; import com.apcompsci.game.level.Level; public class spider extends Mob{ Direction dir; private Sprite sprite; private boolean walking; public spider(int x, int y) { this.x = x <<4; this.y = y <<4; sprite = sprite.spider_forward; } public void update() { int xa = 0, ya = 0; ya++; if(ya<0) { sprite = sprite.spider_forward; dir = Direction.UP; } if(ya>0) { sprite = sprite.spider_back; dir = Direction.DOWN; } if(xa<0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa>0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa!= 0 || ya!= 0) { System.out.println("true"); move(xa,ya); walking = true; } else{ walking = false; } } public void render(Screen screen) { screen.renderMob(x, y, sprite, 0); } } This is th mob class that contains the move() method that is called in the spider class above. This move method calls the collision method. tile and sprite comes up null in the debugger: package com.apcompsci.game.entity.mob; import java.util.ArrayList; import java.util.List; import com.apcompsci.game.entity.Entity; import com.apcompsci.game.entity.projectile.DemiGodProjectile; import com.apcompsci.game.entity.projectile.Projectile; import com.apcompsci.game.graphics.Sprite; public class Mob extends Entity{ protected Sprite sprite; protected boolean moving = false; protected enum Direction { UP,DOWN,LEFT,RIGHT } protected Direction dir; public void move(int xa,int ya) { if(xa != 0 && ya != 0) { move(xa,0); move(0,ya); return; } if(xa>0) dir = Direction.RIGHT; if(xa<0) dir = Direction.LEFT; if(ya>0)dir = Direction.DOWN; if(ya<0)dir = Direction.UP; if(!collision(xa,ya)){ x+= xa; y+=ya; } } public void update() { } public void shoot(int x, int y, double dir) { //dir = Math.toDegrees(dir); Projectile p = new DemiGodProjectile(x, y,dir); level.addProjectile(p); } public boolean collision(int xa,int ya) { boolean solid = false; for(int c = 0; c<4; c++) { int xt = ((x+xa) + c % 2 * 14 - 8 )/16; int yt = ((y+ya) + c / 2 * 12 +3 )/16; if(level.getTile(xt, yt).solid()) solid = true; } return solid; } public void render() { } } Finally, here is the method in which i call the add() method for the spider to add it to the level: protected void loadLevel(String path) { try{ BufferedImage image = ImageIO.read(SpawnLevel.class.getResource(path)); int w = width =image.getWidth(); int h = height = image.getHeight(); tiles = new int[w*h]; image.getRGB(0, 0, w,h, tiles,0, w); } catch(IOException e){ e.printStackTrace(); System.out.println("Exception! Could not load level file!"); } add(new spider(20,45)); } I don't think i need to include the level class but just in case, I have provided a gistHub link for better context. It contains all of the full classes listed above , plus my entity class and maybe another. Thanks for the help if you decide to do so, much appreciated! Also, please tell me if i'm in the wrong section of stackeoverflow, i figured that since this is the gamign section that it belonged but debugging code normally goes into the general section.

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  • HTML5 Canvas Game Timer

    - by zghyh
    How to create good timer for HTML5 Canvas games? I am using RequestAnimationFrame( http://paulirish.com/2011/requestanimationframe-for-smart-animating/ ) But object's move too fast. Something like my code is: http://pastebin.com/bSHCTMmq But if I press UP_ARROW player don't move one pixel, but move 5, 8, or 10 or more or less pixels. How to do if I press UP_ARROW player move 1 pixel? Thanks for help.

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  • Help with Strategy-game AI

    - by f20k
    Hi, I am developing a strategy-game AI (think: Final Fantasy Tactics), and I am having trouble coming up for the design of the AI. My main problem is determining which is the optimal thing for it to do. First let me describe the priority of what action I would like the AI to take: Kill nearest player unit Fulfill primary directive (kill all player units, kill target unit, survive for x turns) Heal ally unit / cast buffer Now the AI can do the following in its turn: Move - {Attack / Ability / Item} (either attack or ability or item) {Attack / Ability / Item} - Move Move closer (if targets not in range) {Attack / Ability / Item} (if move not available) Notes Abilities have various ranges / effects / costs / effects. Each ai unit has maybe 5-10 abilities to choose from. The AI will prioritize killing over safety unless its directive is to survive for x turns. It also doesn't care about ability cost much. While a player may want to save a big spell for later, the AI will most likely use it asap. Movement is on a (hex) grid num of player units: 3-6 num of ai units: 3-7 or more. Probably max 10. AI and player take turns controlling ONE unit, instead of all at the same time. Platform is Android (if program doesnt respond after some time, there will be a popup saying to Force Quit or Wait - which looks really bad!). Now comes the questions: The best ability to use would obviously be the one that hits the most targets for the most damage. But since each ability has different ranges, I won't know if they are in range without exploring each possible place I can move to. One solution would be to go through each possible places to move to, determine the optimal attack at that location - which gives me a list of optimal moves for each location. Then choose the optimal out of the list and execute it. But this will take a lot of CPU time. Is there a better solution? My current idea is to move as close as possible towards the closest, largest group of people, and determine the optimal attack/ability from there. I think this would be a lot less work for the CPU and still allow for wide-range attacks. Its sub-optimal but the AI will still seem 'smart'. Other notes/questions: Am I over-thinking/over-complicating it? Better solution? I am open to all sorts of suggestions I have taken a look at the spell-casting question, but it doesn't take into account the movement - so perhaps use that algo for each possible move location? The top answer mentioned it wasn't great for area-of-effect and group fights - so maybe requires more tweaking? Please, if you mention a graph/tree, let me know basically how to use it. E.g. Node means ability, level corresponds to damage, then search for the deepest node.

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  • Glm Vector Transformations [duplicate]

    - by Reanimation
    This question already has an answer here: Car-like Physics - Basic Maths to Simulate Steering 2 answers I have a cube rendered on the screen which represents a car (or similar). Using Projection/Model matrices and Glm I am able to move it back and fourth along the axes and rotate it left or right. I'm having trouble with the vector mathematics to make the cube move forwards no matter which direction it's current orientation is. (ie. if I would like, if it's rotated right 30degrees, when it's move forwards, it travels along the 30degree angle on a new axes). I hope I've explained that correctly. This is what I've managed to do so far in terms of using glm to move the cube: glm::vec3 vel; //velocity vector void renderMovingCube(){ glUseProgram(movingCubeShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(movingCubeShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin, camLookingAt, camNormalXYZ); vel.x = cos(rotX); vel.y=sin(rotX); vel*=moveCube; //move cube ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos*vel); //bring ground and cube to bottom of screen ModelViewMatrix = glm::translate(ModelViewMatrix, glm::vec3(0,-48,0)); ModelViewMatrix = glm::rotate(ModelViewMatrix, rotX, glm::vec3(0,1,0)); //manually turn glUniformMatrix4fv(glGetUniformLocation(movingCubeShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader movingCube.render(); //draw glUseProgram(0); } keyboard input: void keyboard() { char BACKWARD = keys['S']; char FORWARD = keys['W']; char ROT_LEFT = keys['A']; char ROT_RIGHT = keys['D']; if (FORWARD) //W - move forwards { globalPos += vel; //globalPos.z -= moveCube; BACKWARD = false; } if (BACKWARD)//S - move backwards { globalPos.z += moveCube; FORWARD = false; } if (ROT_LEFT)//A - turn left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT)//D - turn right { rotX -=0.01f; ROT_RIGHT = false; } Where am I going wrong with my vectors? I would like change the direction of the cube (which it does) but then move forwards in that direction.

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  • Dual boot, win7 & ubuntu. Gparted, resize not move. Performance?

    - by data_jepp
    I installed dual boot on a computer that already had win7 installed. The question here is about gparted ability to move partitions. I made place for ubuntu in the computers "Data" partition, by resizing it. But I canceled the "move" action. Was that incredibly stupid, or is this care? Maybe performance is affected. Can this effect the hd's lifespan? The computer is UL30A.

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  • C#- move a shape to a point which is half way from the top of the form

    - by hello-all
    Hello all, Here I have to create a diamond using drawlines method and make it move horizontally along a path that is half way from the top of the form. I created a diamond and it is moving horizontally, but i want it to start moving from a position which is half way from the top of the form. This is the code to create a diamond, private void Form1_Paint(object sender, PaintEventArgs e) { Graphics g = e.Graphics; Point p1 = new Point(5+x, 0); Point p2 = new Point(10+x, 5); Point p3 = new Point(5+x, 10); Point p4 = new Point(0+x, 5); Point[] ps = { p1, p2, p3, p4, p1 }; Pen p_yellow = new Pen(Color.Yellow, 5); g.DrawLines(p_yellow, ps); this.BackColor = System.Drawing.Color.DarkBlue; } I can make it move using the timer and following is the code, private void timer1_Tick(object sender, EventArgs e) { if (x < 500) x += 2; else timer1.Enabled = false; this.Invalidate(); } please tell me how to bring the diamond to a point which is half way from the top of the form?

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  • Would like to move MovieClip using onstage buttons, not arrow keys.

    - by Anne
    To move the MC, using arrow keys I used the following and it worked: var timer:Timer; var direct:String; initStage(); function initStage() { stage.addEventListener(KeyboardEvent.KEY_DOWN,startMove); } function startMove(e:KeyboardEvent):void { switch (e.keyCode) { case Keyboard.RIGHT: direct = "right"; break; case Keyboard.LEFT: direct = "left"; break; case Keyboard.DOWN: direct = "down"; break; case Keyboard.UP: direct = "up"; } timer = new Timer(10); timer.addEventListener(TimerEvent.TIMER, moveBox); timer.start(); stage.removeEventListener(KeyboardEvent.KEY_DOWN, startMove); stage.addEventListener(KeyboardEvent.KEY_UP, stopMove); } function stopMove(e:KeyboardEvent):void { timer.stop(); initStage(); } function moveBox(e:TimerEvent):void { switch (direct) { case "right": box.x += 1; break; case "left": box.x -= 1; break; case "up": box.y -= 1; break; case "down": box.y += 1; break; } } I tried to convert this to use my onstage buttons: up_btn, down_btn, left_btn, right_btn to move MC box but couldn't figure it out. Can anyone help me convert this? Thanks in advance for any help you might offer. Annie

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  • Multiple Condition Coverage Testing

    - by David Relihan
    Hi Folks, When using the White Box method of testing called Multiple Condition Coverage, do we take all conditional statements or just the ones with multiple conditions? Now maybe the clues in the name but I'm not sure. So if I have the following method void someMethod() { if(a && b && (c || (d && e)) ) //Conditional A { } if(z && q) // Conditional B { } } Do I generate the truth table for just "Conditional A", or do I also do Conditional B? Thanks,

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  • How to achieve conditional resource import in a Spring XML context?

    - by Boris Terzic
    What I would like to achieve is the ability to "dynamically" (i.e. based on a property defined in a configuration file) enable/disable the importing of a child Spring XML context. I imagine something like: <import condition="some.property.name" resource="some-context.xml"/> Where the property is resolved (to a boolean) and when true the context is imported, otherwise it isn't. Some of my research so far: Writing a custom NamespaceHandler (and related classes) so I can register my own custom element in my own namespace. For example: <myns:import condition="some.property.name" resource="some-context.xml"/> The problem with this approach is that I do not want to replicate the entire resource importing logic from Spring and it isn't obvious to me what I need to delegate to to do this. Overriding DefaultBeanDefinitionDocumentReader to extend the behaviour of the "import" element parsing and interpretation (which happens there in the importBeanDefinitionResource method). However I'm not sure where I can register this extension.

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  • Can I have conditional construction of classes when using IoC.Resolve ?

    - by Corpsekicker
    I have a service class which has overloaded constructors. One constructor has 5 parameters and the other has 4. Before I call, var service = IoC.Resolve<IService>(); I want to do a test and based on the result of this test, resolve service using a specific constructor. In other words, bool testPassed = CheckCertainConditions(); if (testPassed) { //Resolve service using 5 paramater constructor } else { //Resolve service using 4 parameter constructor //If I use 5 parameter constructor under these conditions I will have epic fail. } Is there a way I can specify which one I want to use?

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  • how to create drop down button like gmail "move to" button?

    - by keisimone
    Hi i have a simple file upload system coded in php. As part of increasing the UI simplicity, i want to have a similar gmail "Move To" button where I can check multiple checkboxes and then after clicking one of the many possible entries in the drop down generated by the button, some postback takes place. Please advise. Thank you. Ideally, would be to use jQuery. though i am not an expert, i have some small experience using jQuery.

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  • Linq PredicateBuilder with conditional AND, OR and NOT filters.

    - by richeym
    We have a project using LINQ to SQL, for which I need to rewrite a couple of search pages to allow the client to select whether they wish to perform an and or an or search. I though about redoing the LINQ queries using PredicateBuilder and have got this working pretty well I think. I effectively have a class containing my predicates, e.g.: internal static Expression<Func<Job, bool>> Description(string term) { return p => p.Description.Contains(term); } To perform the search i'm doing this (some code omitted for brevity): public Expression<Func<Job, bool>> ToLinqExpression() { var predicates = new List<Expression<Func<Job, bool>>>(); // build up predicates here if (SearchType == SearchType.And) { query = PredicateBuilder.True<Job>(); } else { query = PredicateBuilder.False<Job>(); } foreach (var predicate in predicates) { if (SearchType == SearchType.And) { query = query.And(predicate); } else { query = query.Or(predicate); } } return query; } While i'm reasonably happy with this, I have two concerns: The if/else blocks that evaluate a SearchType property feel like they could be a potential code smell. The client is now insisting on being able to perform 'and not' / 'or not' searches. To address point 2, I think I could do this by simply rewriting my expressions, e.g.: internal static Expression<Func<Job, bool>> Description(string term, bool invert) { if (invert) { return p => !p.Description.Contains(term); } else { return p => p.Description.Contains(term); } } However this feels like a bit of a kludge, which usually means there's a better solution out there. Can anyone recommend how this could be improved? I'm aware of dynamic LINQ, but I don't really want to lose LINQ's strong typing.

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  • Zend Form not in place labbels values, how to move them that they will be exactly above text box?

    - by Yosef
    Hi, I have esthetic's problem. Zend Form not in place label value, how to move them that they will be exactly above text box, and not from left? (I didn't put filters and validation to make this code simpler here) Thanks, Yosef My Code Login.php form: public function init() { $username = new Zend_Form_Element_Text('username'); $username->setLabel("username"); $password = new Zend_Form_Element_Password('password'); $password->setLabel('password'); $this->addElements(array($username, $password)); }

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  • for big website's CSS what we should use IE conditional sheets or CSS hacks, in multiple people envi

    - by metal-gear-solid
    for big website's CSS what we should use IE condition sheets ( IE6, IE7, IE8 if needed) or CSS hacks in multiple people environment? and CSS will be handled by multiple people. I'm thinking to use hacks with proper comments because there are chanceh to forgot for other to make any changes in both css. For example : #ab { width:200px} in main css and #ab { width:210px} in IE css. Need your view on this. Thanks in advance.

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  • How to test if raising an event results in a method being called conditional on value of parameters

    - by MattC
    I'm trying to write a unit test that will raise an event on a mock object which my test class is bound to. What I'm keen to test though is that when my test class gets it's eventhandler called it should only call a method on certain values of the eventhandlers parameters. My test seems to pass even if I comment the code that calls ProcessPriceUpdate(price); I'm in VS2005 so no lambdas please :( So... public delegate void PriceUpdateEventHandler(decimal price); public interface IPriceInterface{ event PriceUpdateEventHandler PriceUpdate; } public class TestClass { IPriceInterface priceInterface = null; TestClass(IPriceInterface priceInterface) { this.priceInterface = priceInterface; } public void Init() { priceInterface.PriceUpdate += OnPriceUpdate; } public void OnPriceUpdate(decimal price) { if(price > 0) ProcessPriceUpdate(price); } public void ProcessPriceUpdate(decimal price) { //do something with price } } And my test so far :s public void PriceUpdateEvent() { MockRepository mock = new MockRepository(); IPriceInterface pi = mock.DynamicMock<IPriceInterface>(); TestClass test = new TestClass(pi); decimal prc = 1M; IEventRaiser raiser; using (mock.Record()) { pi.PriceUpdate += null; raiser = LastCall.IgnoreArguments().GetEventRaiser(); Expect.Call(delegate { test.ProcessPriceUpdate(prc); }).Repeat.Once(); } using (mock.Playback()) { test.Init(); raiser.Raise(prc); } }

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  • What would the conditional statement be to filter these inputs?

    - by dmanexe
    I have a page with a form, and on the form are a bunch of input check boxes. In the following page, there's the following code to process the inputs from the page before (which are set as an ID). <? $field = $this->input->post('measure',true); $totals = array(); foreach($field as $value): $query = $this->db->get_where('items', array('id' => $value['input']))->row(); $totals[] = $query->price; ?> #HTML for displaying estimate output here <?php endforeach; ?> How would I have the loop run conditionally only if there was a check on the input on the page before?

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