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  • iPhone View Switching basics.

    - by Daniel Granger
    I am just trying to get my head around simple view switching for the iPhone and have created a simple app to try and help me understand it. I have included the code from my root controller used to switch the views. My app has a single toolbar with three buttons on it each linking to one view. Here is my code to do this but I think there most be a more efficient way to achieve this? Is there a way to find out / remove the current displayed view instead of having to do the if statements to see if either has a superclass? I know I could use a tab bar to create a similar effect but I am just using this method to help me practice a few of the techniques. -(IBAction)switchToDataInput:(id)sender{ if (self.dataInputVC.view.superview == nil) { if (dataInputVC == nil) { dataInputVC = [[DataInputViewController alloc] initWithNibName:@"DataInput" bundle:nil]; } if (self.UIElementsVC.view.superview != nil) { [UIElementsVC.view removeFromSuperview]; } else if (self.totalsVC.view.superview != nil) { [totalsVC.view removeFromSuperview]; } [self.view insertSubview:dataInputVC.view atIndex:0]; } } -(IBAction)switchToUIElements:(id)sender{ if (self.UIElementsVC.view.superview == nil) { if (UIElementsVC == nil) { UIElementsVC = [[UIElementsViewController alloc] initWithNibName:@"UIElements" bundle:nil]; } if (self.dataInputVC.view.superview != nil) { [dataInputVC.view removeFromSuperview]; } else if (self.totalsVC.view.superview != nil) { [totalsVC.view removeFromSuperview]; } [self.view insertSubview:UIElementsVC.view atIndex:0]; } } -(IBAction)switchToTotals:(id)sender{ if (self.totalsVC.view.superview == nil) { if (totalsVC == nil) { totalsVC = [[TotalsViewController alloc] initWithNibName:@"Totals" bundle:nil]; } if (self.dataInputVC.view.superview != nil) { [dataInputVC.view removeFromSuperview]; } else if (self.UIElementsVC.view.superview != nil) { [UIElementsVC.view removeFromSuperview]; } [self.view insertSubview:totalsVC.view atIndex:0]; } }

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  • Django formset unit test

    - by Py
    I can't running Unit Test with formset. I try to do a test: class NewClientTestCase(TestCase): def setUp(self): self.c = Client() def test_0_create_individual_with_same_adress(self): post_data = { 'ctype': User.CONTACT_INDIVIDUAL, 'username': 'dupond.f', 'email': '[email protected]', 'password': 'pwd', 'password2': 'pwd', 'civility': User.CIVILITY_MISTER, 'first_name': 'François', 'last_name': 'DUPOND', 'phone': '+33 1 34 12 52 30', 'gsm': '+33 6 34 12 52 30', 'fax': '+33 1 34 12 52 30', 'form-0-address1': '33 avenue Gambetta', 'form-0-address2': 'apt 50', 'form-0-zip_code': '75020', 'form-0-city': 'Paris', 'form-0-country': 'FRA', 'same_for_billing': True, } response = self.c.post(reverse('client:full_account'), post_data, follow=True) self.assertRedirects(response, '%s?created=1' % reverse('client:dashboard')) and i have this error: ValidationError: [u'ManagementForm data is missing or has been tampered with'] My view : def full_account(request, url_redirect=''): from forms import NewUserFullForm, AddressForm, BaseArticleFormSet fields_required = [] fields_notrequired = [] AddressFormSet = formset_factory(AddressForm, extra=2, formset=BaseArticleFormSet) if request.method == 'POST': form = NewUserFullForm(request.POST) objforms = AddressFormSet(request.POST) if objforms.is_valid() and form.is_valid(): user = form.save() address = objforms.forms[0].save() if url_redirect=='': url_redirect = '%s?created=1' % reverse('client:dashboard') logon(request, form.instance) return HttpResponseRedirect(url_redirect) else: form = NewUserFullForm() objforms = AddressFormSet() return direct_to_template(request, 'clients/full_account.html', { 'form':form, 'formset': objforms, 'tld_fr':False, }) and my form file : class BaseArticleFormSet(BaseFormSet): def clean(self): msg_err = _('Ce champ est obligatoire.') non_errors = True if 'same_for_billing' in self.data and self.data['same_for_billing'] == 'on': same_for_billing = True else: same_for_billing = False for i in [0, 1]: form = self.forms[i] for field in form.fields: name_field = 'form-%d-%s' % (i, field ) value_field = self.data[name_field].strip() if i == 0 and self.forms[0].fields[field].required and value_field =='': form.errors[field] = msg_err non_errors = False elif i == 1 and not same_for_billing and self.forms[1].fields[field].required and value_field =='': form.errors[field] = msg_err non_errors = False return non_errors class AddressForm(forms.ModelForm): class Meta: model = Address address1 = forms.CharField() address2 = forms.CharField(required=False) zip_code = forms.CharField() city = forms.CharField() country = forms.ChoiceField(choices=CountryField.COUNTRIES, initial='FRA')

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  • How do I make a grouped select box grouped by a column for a given model in Formtastic for Rails?

    - by jklina
    In my Rails project I'm using Formtastic to manage my forms. I have a model, Tags, with a column, "group". The group column is just a simple hardcoded way to organize my tags. I will post my Tag model class so you can see how it's organized class Tag < ActiveRecord::Base class Group BRAND = 1 SEASON = 2 OCCASION = 3 CONDITION = 4 SUBCATEGORY = 5 end has_many :taggings, :dependent => :destroy has_many :plaggs, :through => :taggings has_many :monitorings, :as => :monitorizable validates_presence_of :name, :group validates_uniqueness_of :name, :case_sensitive => false def self.brands(options = {}) self.all({ :conditions => { :group => Group::BRAND } }.merge(options)) end def self.seasons(options = {}) self.all({ :conditions => { :group => Group::SEASON } }.merge(options)) end def self.occasions(options = {}) self.all({ :conditions => { :group => Group::OCCASION } }.merge(options)) end def self.conditions(options = {}) self.all({ :conditions => { :group => Group::CONDITION } }.merge(options)) end def self.subcategories(options = {}) self.all({ :conditions => { :group => Group::SUBCATEGORY } }.merge(options)) end def self.non_brands(options = {}) self.all({ :conditions => [ "`group` != ? AND `group` != ?", Tag::Group::SUBCATEGORY, Tag::Group::BRAND] }.merge(options)) end end My goal is to use Formtastic to provide a grouped multiselect box, grouped by the column, "group" with the tags that are returned from the non_brands method. I have tried the following: = f.input :tags, :required => false, :as => :select, :input_html => { :multiple => true }, :collection => tags, :selected => sel_tags, :group_by => :group, :prompt => false But I receive the following error: (undefined method `klass' for nil:NilClass) Any ideas where I'm going wrong? Thanks for looking :]

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  • UIImageView Fade-In Dissapears

    - by Winder
    I have this code which should create a splash image with either no animation or a fade in, then call code to dismiss the image out after a delay. The SplashViewAnimationNone works fine and creates the full screen image, but the Fade code fades the image in but then immediately disappears. - (void)startSplash { [[[[UIApplication sharedApplication] windows] objectAtIndex:0] addSubview:self]; splashImage = [[UIImageView alloc] initWithImage:self.image]; if (self.animationIn == SplashViewAnimationNone) { [self addSubview:splashImage]; } else if (self.animationIn == SplashViewAnimationFade) { [self addSubview:splashImage]; CABasicAnimation *animSplash = [CABasicAnimation animationWithKeyPath:@"opacity"]; animSplash.duration = self.animationDelay; animSplash.removedOnCompletion = NO; animSplash.fillMode = kCAFillModeForwards; animSplash.fromValue = [NSNumber numberWithFloat:0.0]; animSplash.toValue = [NSNumber numberWithFloat:1.0]; animSplash.delegate = self; [self.layer addAnimation:animSplash forKey:@"animateOpacity"]; } // Dismiss after delay. [self performSelector:@selector(dismissSplash) withObject:self afterDelay:self.delay]; }

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  • Can't iterate over a list class in Python

    - by Vicky
    I'm trying to write a simple GUI front end for Plurk using pyplurk. I have successfully got it to create the API connection, log in, and retrieve and display a list of friends. Now I'm trying to retrieve and display a list of Plurks. pyplurk provides a GetNewPlurks function as follows: def GetNewPlurks(self, since): '''Get new plurks since the specified time. Args: since: [datetime.datetime] the timestamp criterion. Returns: A PlurkPostList object or None. ''' offset = jsonizer.conv_datetime(since) status_code, result = self._CallAPI('/Polling/getPlurks', offset=offset) return None if status_code != 200 else \ PlurkPostList(result['plurks'], result['plurk_users'].values()) As you can see this returns a PlurkPostList, which in turn is defined as follows: class PlurkPostList: '''A list of plurks and the set of users that posted them.''' def __init__(self, plurk_json_list, user_json_list=[]): self._plurks = [PlurkPost(p) for p in plurk_json_list] self._users = [PlurkUser(u) for u in user_json_list] def __iter__(self): return self._plurks def GetUsers(self): return self._users def __eq__(self, other): if other.__class__ != PlurkPostList: return False if self._plurks != other._plurks: return False if self._users != other._users: return False return True Now I expected to be able to do something like this: api = plurk_api_urllib2.PlurkAPI(open('api.key').read().strip(), debug_level=1) plurkproxy = PlurkProxy(api, json.loads) user = plurkproxy.Login('my_user', 'my_pass') ps = plurkproxy.GetNewPlurks(datetime.datetime(2009, 12, 12, 0, 0, 0)) print ps for p in ps: print str(p) When I run this, what I actually get is: <plurk.PlurkPostList instance at 0x01E8D738> from the "print ps", then: for p in ps: TypeError: __iter__ returned non-iterator of type 'list' I don't understand - surely a list is iterable? Where am I going wrong - how do I access the Plurks in the PlurkPostList?

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  • iPhone code forUIImageViewControllerPickerSourceTypeCamera

    - by aman-gupta
    - (IBAction)pickAndDecode:(id) sender { UIImagePickerControllerSourceType sourceType; int i = [sender tag]; switch (i) { case 0: sourceType = UIImagePickerControllerSourceTypeCamera; break; case 1: sourceType = UIImagePickerControllerSourceTypeSavedPhotosAlbum; break; case 2: sourceType = UIImagePickerControllerSourceTypePhotoLibrary; break; default: sourceType = UIImagePickerControllerSourceTypeSavedPhotosAlbum; } [self pickAndDecodeFromSource:sourceType]; } - (void) updateToolbar { self.cameraBarItem.enabled = [UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypeCamera]; self.savedPhotosBarItem.enabled = [UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypeSavedPhotosAlbum]; self.libraryBarItem.enabled = [UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypePhotoLibrary]; self.archiveBarItem.enabled = true; self.actionBarItem.enabled = (self.result != nil) && ([self.result actions] != nil) && ([self.result actions].count > 0); } - (void)pickAndDecodeFromSource:(UIImagePickerControllerSourceType) sourceType { [self reset]; // Create the Image Picker if ([UIImagePickerController isSourceTypeAvailable:sourceType]) { UIImagePickerController* picker = [[UIImagePickerController alloc] init]; picker.sourceType = sourceType; picker.delegate = self; picker.allowsImageEditing = YES; // [[NSUserDefaults standardUserDefaults] boolForKey:@"allowEditing"]; // Picker is displayed asynchronously. [self presentModalViewController:picker animated:YES]; } else { NSLog(@"Attempted to pick an image with illegal source type '%d'", sourceType); } } Where I Put this line in my above codes; [picker setShowsCameraControls:FALSE]; please help me so that i can change the real view of iPhone camera according to my view which i have designed

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  • Is there a more efficient way to do this?

    - by garethdn
    I'm hoping there is a better way to the following. I'm creating a jigsaw-type application and this is the current code i'm using: -(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; //location of current touch CGPoint location = [touch locationInView:self.view]; if ([touch view] == img1) { [self animateFirstTouch:img1 withLocation:location]; } else if ([touch view] == img2) { [self animateFirstTouch:img2 withLocation:location]; } else if ([touch view] == img3) { [self animateFirstTouch:img3 withLocation:location]; } else if ([touch view] == img4) { [self animateFirstTouch:img4 withLocation:location]; } else if { ...... ...... } else if ([touch view] == img40) { [self animateFirstTouch:img40 withLocation:location]; return; } } I'm hoping that there is a better, more efficieny way to do this, rather than naming every image. I'm thinking something like, if touch view is equal to a UIImageView, then perform some task. The same for touchesEnded: -(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; //location of current touch CGPoint location = [touch locationInView:self.view]; if ([touch view] == image1) { [self animateReleaseTouch:image1 withLocation:location]; } else if ([touch view] == image2) { [self animateReleaseTouch:image2 withLocation:location]; } else if ([touch view] == image3) { [self animateReleaseTouch:image3 withLocation:location]; } else if ([touch view] == image4) { [self animateReleaseTouch:image4 withLocation:location]; } else if{ ...... ...... } else if ([touch view] == image40) { [self animateReleaseTouch:image40 withLocation:location]; } return; } Any help please?

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  • Ubuntu 11.10 - How can i stop self-feedback-loop, coming directly from my microphone to speaker?

    - by YumYumYum
    I have microphone audio, which comes instantly to my speaker. I am using default pulseaudio and alsa from the package. I have tried to setup: 1) PA /etc/pulse/default.pa /etc/asound.conf $ ls analog-input-aux.conf analog-input-fm.conf analog-input-mic.conf analog-input-tvtuner.conf analog-output-desktop-speaker.conf analog-output-mono.conf analog-input.conf analog-input-front-mic.conf analog-input-mic.conf.common analog-input-video.conf analog-output-headphones-2.conf analog-output-speaker.conf analog-input.conf.common analog-input-internal-mic.conf analog-input-mic-line.conf analog-output.conf analog-output-headphones.conf iec958-stereo-output.conf analog-input-dock-mic.conf analog-input-linein.conf analog-input-rear-mic.conf analog-output.conf.common analog-output-lfe-on-mono.conf 2) ALSA in lsmod to make sure no loopback modules are loaded etc but none is resolving it. And there are many less information available on this. Has anyone similar problem solution in Ubuntu 11.10? (this problem i have resolved in Ubuntu 11.04 by replacing the default pulseaudio version to latest source from git, but while trying the same in Ubuntu 11.10 does not worked). Any tips please?

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  • What groupware/project-management apps (preferably self-hosted webapp) do you recommend for a small dev shop?

    - by HedgeMage
    I run a small Drupal consulting shop and we've been trying different groupware solutions for what seems like ages, yet nothing we've found seems to be a good fit. We don't need CRM-overkill such as SugarCRM offers -- it's just too much for our small size. We do need git integration (at a minimum, an easy way to associate commits with issues) Time tracking on configurable or 15m increments per-project issue tracking billing (incl. recurring billing for support contracts, etc) some sort of per-project notes/wiki for things like login credentials, client contact info, etc. Contact logging (Client foo called at 2:20pm and asked to add bar to the spec, signed addendum with pricing due to client NLT CoB today, to be returned by CoB tomorrow) Open source solutions are greatly preferred to closed ones Most of all, it should be very efficient to use. Several solutions just fell out of use here because they required too many clicks for simple, frequent tasks like logging time spent on an issue or noting a call from a client. It shouldn't take 20 minutes to make a note. Edit: I almost forgot to mention: we're a mixed Linux/Mac shop with no Windows users.

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  • How To show document directory save image in thumbnail in cocos2d class

    - by Anil gupta
    I have just implemented multiple photo selection from iphone photo library and i am saving all selected photo in document directory every time as a array, now i want to show all saved images in my class from document directory as a thumbnail, i have tried some logic but my game getting crashing, My code is below. Any help will be appreciate. Thanks in advance. -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init])) { CCSprite *photoalbumbg = [CCSprite spriteWithFile:@"photoalbumbg.png"]; photoalbumbg.anchorPoint = ccp(0,0); [self addChild:photoalbumbg z:0]; //Background Sound // [[SimpleAudioEngine sharedEngine]playBackgroundMusic:@"Background Music.wav" loop:YES]; CCSprite *photoalbumframe = [CCSprite spriteWithFile:@"photoalbumframe.png"]; photoalbumframe.position = ccp(160,240); [self addChild:photoalbumframe z:2]; CCSprite *frame = [CCSprite spriteWithFile:@"Photo-Frames.png"]; frame.position = ccp(160,270); [self addChild:frame z:1]; /*_____________________________________________________________________________________*/ CCMenuItemImage * upgradebtn = [CCMenuItemImage itemFromNormalImage:@"AlbumUpgrade.png" selectedImage:@"AlbumUpgrade.png" target:self selector:@selector(Upgrade:)]; CCMenu * fMenu = [CCMenu menuWithItems:upgradebtn,nil]; fMenu.position = ccp(200,110); [self addChild:fMenu z:3]; NSError *error; NSFileManager *fM = [NSFileManager defaultManager]; NSString *documentsDirectory = [NSHomeDirectory() stringByAppendingPathComponent:@"Documents"]; NSLog(@"Documents directory: %@", [fM contentsOfDirectoryAtPath:documentsDirectory error:&error]); NSArray *allfiles = [fM contentsOfDirectoryAtPath :documentsDirectory error:&error]; directoryList = [[NSMutableArray alloc] init]; for(NSString *file in allfiles) { NSString *path = [documentsDirectory stringByAppendingPathComponent:file]; [directoryList addObject:file]; } NSLog(@"array file name value ==== %@", directoryList); CCSprite *temp = [CCSprite spriteWithFile:[directoryList objectAtIndex:0]]; [temp setTextureRect:CGRectMake(160.0f, 240.0f, 50,50)]; // temp.anchorPoint = ccp(0,0); [self addChild:temp z:10]; for(UIImage *file in directoryList) { // NSData *pngData = [NSData dataWithContentsOfFile:file]; // image = [UIImage imageWithData:pngData]; NSLog(@"uiimage = %@",image); // UIImage *image = [UIImage imageWithContentsOfFile:file]; for (int i=1; i<=3; i++) { for (int j=1;j<=3; j++) { CCTexture2D *tex = [[[CCTexture2D alloc] initWithImage:file] autorelease]; CCSprite *selectedimage = [CCSprite spriteWithTexture:tex rect:CGRectMake(0, 0, 67, 66)]; selectedimage.position = ccp(100*i,350*j); [self addChild:selectedimage]; } } } } return self; }

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  • Create a Self Signed Sertificate on WLS 10.3.5 Supporting SHA 256 Algorthim.

    - by adejuanc
    1) Set domain to call the keytool $. setDomainEnv.sh 2) Generate the key $ keytool -genkey -alias selfsignedcert -keyalg RSA -sigalg SHA256withRSA -keypass privatepassword -keystore identity.jks -storepass password -validity 365 What is your first and last name? [Unknown]: adejuan-desktop.cl.oracle.com What is the name of your organizational unit? [Unknown]: a What is the name of your organization? [Unknown]: e What is the name of your City or Locality? [Unknown]: i What is the name of your State or Province? [Unknown]: o What is the two-letter country code for this unit? [Unknown]: U Is CN=adejuan-desktop.cl.oracle.com, OU=a, O=e, L=i, ST=o, C=U correct? [no]: yes 3) Export the root certificate $ keytool -export -alias selfsignedcert -sigalg SHA256withRSA -file root.cer -keystore identity.jks Enter keystore password: Certificate stored in file <root.cer> 4) Import the root certificate to the trust store $ keytool -import -alias selfsignedcert -sigalg SHA256withRSA -trustcacerts -file root.cer -keystore trust.jks Enter keystore password: Re-enter new password: Owner: CN=adejuan-desktop.cl.oracle.com, OU=a, O=e, L=i, ST=o, C=U Issuer: CN=adejuan-desktop.cl.oracle.com, OU=a, O=e, L=i, ST=o, C=U Serial number: 4f17459a Valid from: Wed Jan 16 15:33:22CLST 2012 until: Thu Jan 15 15:33:22 CLST 2013 Certificate fingerprints: MD5: 7F:08:FA:DE:CD:D5:C3:D3:83:ED:B8:4F:F2:DA:4E:A1 SHA1: 87:E4:7C:B8:D7:1A:90:53:FE:1B:70:B6:32:22:5B:83:29:81:53:4B Signature algorithm name: SHA256withRSA Version: 3 Trust this certificate? [no]: yes Certificate was added to keystore 5) To check the contents of the keystore keytool -v -list -keystore identity.jks Enter keystore password: ***************** WARNING WARNING WARNING ***************** * The integrity of the information stored in your keystore * * has NOT been verified! In order to verify its integrity, * * you must provide your keystore password. * ***************** WARNING WARNING WARNING ***************** Keystore type: JKS Keystore provider: SUN Your keystore contains 1 entry Alias name: selfsignedcert Creation date: Jan 18, 2012 Entry type: PrivateKeyEntry Certificate chain length: 1 Certificate[1]: Owner: CN=adejuan-desktop.cl.oracle.com, OU=a, O=e, L=i, ST=o, C=U Issuer: CN=adejuan-desktop.cl.oracle.com, OU=a, O=e, L=i, ST=o, C=U Serial number: 4f17459a Valid from: Wed Jan 16 15:42:16CLST 2012 until: Thu Jan 15 15:42:16 CLST 2013 Certificate fingerprints: MD5: 7F:08:FA:DE:CD:D5:C3:D3:83:ED:B8:4F:F2:DA:4E:A1 SHA1: 87:E4:7C:B8:D7:1A:90:53:FE:1B:70:B6:32:22:5B:83:29:81:53:4B Signature algorithm name: SHA256withRSA Version: 3 ******************************************* ******************************************* 6) In some cases, this parameter is needed in the server start up parameters. -Dweblogic.ssl.JSSEEnabled=true Otherwise, enable it from the Server configuration -> SSL -> Use JSSE checkbox.

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  • How should I store and secure self-signed certificates?

    - by Anthony Mastrean
    I'm fairly certain I shouldn't commit certificates into source control. Even if the repository is private and only authenticated coworkers (for example) have access to it. That would allow for accidental exposure (thumb drives, leaked credentials, whatever). But, how should I store and secure certificates? I don't suppose I should just plop them on the network file server, for some of the same reasons I wouldn't put them into source control, right? Is there some kind of secure certificate store that I can run? Does the Java "keystore" do that generally or is it specific for like weblogic servers or something?

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  • How does a self-taught programmer know when he's ready to look for a job?

    - by user645663
    I've been studying computer science on my own for a few years, but I don't personally know anyone who programs. I was wondering how you know when you're ready to start looking for a job? Personally I'm pretty good with Python and Scheme. I know basic data structures and big O. I've written a Scheme interpreter in C and a couple in Scheme and a few other small/medium sized programs. I have a blog, which I'm starting to transfer my knowledge into to be able to "prove" I know how to code. Am I ready to start looking? And on a related note, am I going to be able to get a job with no experience/education?

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  • UDK game Prisoners/Guards

    - by RR_1990
    For school I need to make a little game with UDK, the concept of the game is: The player is the headguard, he will have some other guard (bots) who will follow him. Between the other guards and the player are some prisoners who need to evade the other guards. It needs to look like this My idea was to let the guard bots follow the player at a certain distance and let the prisoners bots in the middle try to evade the guard bots. Now is the problem i'm new to Unreal Script and the school doesn't support me that well. Untill now I have only was able to make the guard bots follow me. I hope you guys can help me or make me something that will make this game work. Here is the class i'm using to let te bots follow me: class ChaseControllerAI extends AIController; var Pawn player; var float minimalDistance; var float speed; var float distanceToPlayer; var vector selfToPlayer; auto state Idle { function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); } event SeePlayer(Pawn p) { player = p; GotoState('Chase'); } Begin: player = none; self.Pawn.Velocity.x = 0.0; self.Pawn.Velocity.Y = 0.0; self.Pawn.Velocity.Z = 0.0; } state Chase { function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); } event PlayerOutOfReach() { `Log("ChaseControllerAI CHASE Player out of reach."); GotoState('Idle'); } // class ChaseController extends AIController; CONTINUED // State Chase (continued) event Tick(float deltaTime) { `Log("ChaseControllerAI in Event Tick."); selfToPlayer = self.player.Location - self.Pawn.Location; distanceToPlayer = Abs(VSize(selfToPlayer)); if (distanceToPlayer > minimalDistance) { PlayerOutOfReach(); } else { self.Pawn.Velocity = Normal(selfToPlayer) * speed; //self.Pawn.Acceleration = Normal(selfToPlayer) * speed; self.Pawn.SetRotation(rotator(selfToPlayer)); self.Pawn.Move(self.Pawn.Velocity*0.001); // or *deltaTime } } Begin: `Log("Current state Chase:Begin: " @GetStateName()@""); } defaultproperties { bAdjustFromWalls=true; bIsPlayer= true; minimalDistance = 1024; //org 1024 speed = 500; }

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  • Keybindings for individual letter keys (not modifier-combinations) on a GtkTextView widget (Gtk3 and PyGI)

    - by monotasker
    I've been able to set several keybord shortcuts for a GtkTextView and a GtkTextEntry using the new css provider system. I'm finding, though, that I only seem to be able to establish keybindings for combinations including a modifier key. The widget doesn't respond to any bindings I set up that use: the delete key the escape key individual letter or punctuation keys alone Here's the code where I set up the css provider for the keybindings: #set up style context keys = Gtk.CssProvider() keys.load_from_path(os.path.join(data_path, 'keybindings.css')) #set up style contexts and css providers widgets = {'window': self.window, 'vbox': self.vbox, 'toolbar': self.toolbar, 'search_entry': self.search_entry, 'paned': self.paned, 'notelist_treeview': self.notelist_treeview, 'notelist_window': self.notelist_window, 'notetext_window': self.notetext_window, 'editor': self.editor, 'statusbar': self.statusbar } for l, w in widgets.iteritems(): w.get_style_context().add_provider(keys, Gtk.STYLE_PROVIDER_PRIORITY_USER) Then in keybindings.css this is an example of what works: @binding-set gtk-vi-text-view { bind "<ctrl>b" { "move-cursor" (display-lines, -5, 0) }; /* 5 lines up */ bind "<ctrl>k" { "move-cursor" (display-lines, -1, 0) }; /* down */ bind "<ctrl>j" { "move-cursor" (display-lines, 1, 0) }; /* up */ } Part of what I'm trying to do is just add proper delete-key function to the text widgets (right now the delete key does nothing at all). So if I add a binding like one of these, nothing happens: bind "Delete" { "delete-selection" () }; bind "Delete" { "delete-from-cursor" (chars, 1) }; The other part of what I want to do is more elaborate. I want to set up something like Vim's command and visual modes. So at the moment I'm just playing around with (a) setting the widget to editable=false by hitting the esc key; and (b) using homerow letters to move the cursor (as a proof-of-concept exercise). So far there's no response from the escape key or from the letter keys, even though the bindings work when I apply them to modifier-key combinations. For example, I do this in the css for the text-widget: bind "j" { "move-cursor" (display-lines, 1, 0) }; /* down */ bind "k" { "move-cursor" (display-lines, -1, 0) }; /* up */ bind "l" { "move-cursor" (logical-positions, 1, 0) }; /* right */ bind "h" { "move-cursor" (logical-positions, -1, 0) }; /* left */ but none of these bindings does anything, even if other bindings in the same set are respected. What's especially odd is that the vim-like movement bindings above are respected when I attach them to a GtkTreeView widget for navigating the tree-view options: @binding-set gtk-vi-tree-view { bind "j" { "move-cursor" (display-lines, 1) }; /* selection down */ bind "k" { "move-cursor" (display-lines, -1) }; /* selection up */ } So it seems like there are limitations or overrides of some kind on keybindings for the TextView widget (and for the del key?), but I can't find documentation of anything like that. Are these just things that can't be done with the css providers? If so, what are my alternatives for non-modified keybindings? Thanks.

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  • How do I make the launcher progress bar work with my application?

    - by Kevin Gurney
    Background Research I am attempting to update the progress bar within the Unity launcher for a simple python/Gtk application created using Quickly called test; however, following the instructions in this video, I have not been able to successfully update the progress bar in the Unity launcher. In the Unity Integration video, Quickly was not used, so the way that the application was structured was slightly different, and the code used in the video does not seem to function properly without modification in a default Quickly ubuntu-application template application. Screenshots Here is a screenshot of the application icon as it is currently displayed in the Unity Launcher. Here is a screenshot of the kind of Unity launcher progress bar functionality that I would like (overlayed on mail icon: wiki.ubuntu.com). Code class TestWindow(Window): __gtype_name__ = "TestWindow" def finish_initializing(self, builder): # pylint: disable=E1002 """Set up the main window""" super(TestWindow, self).finish_initializing(builder) self.AboutDialog = AboutTestDialog self.PreferencesDialog = PreferencesTestDialog # Code for other initialization actions should be added here. self.add_launcher_integration() def add_launcher_integration(self): self.launcher = Unity.LauncherEntry.get_for_desktop_id("test.destkop") self.launcher.set_property("progress", 0.75) self.launcher.set_property("progress_visible", True) Expected Behavior I would expect the above code to show a progress bar that is 75% full overlayed on the icon for the test application in the Unity Launcher, but the application only runs and displays no progress bar when the command quickly run is executed. Problem Investigation I believe that the problem is that I am not properly getting a reference to the application's main window, however, I am not sure how to properly fix this problem. I also believe that the line: self.launcher = Unity.LauncherEntry.get_for_desktop_id("test.destkop") may be another source of complication because Quickly creates .desktop.in files rather than ordinary .desktop files, so I am not sure if that might be causing issues as well. Perhaps, another source of the issue is that I do not entirely understand the difference between .desktop and .desktop.in files. Does it possibly make sense to make a copy of the test.desktop.in file and rename it test.desktop, and place it in /usr/share/applications in order for get_for_desktop_id("test,desktop") to reference the correct .desktop file? Related Research Links Although, I am still not clear on the difference between .desktop and .desktop.in files, I have done some research on .desktop files and I have come across a couple of links: Desktop Entry Files (library.gnome.org) Desktop File Installation Directory (askubuntu.com) Unity Launcher API (wiki.ubuntu.com) Desktop Files: putting your application in the desktop menus (developer.gnome.org) Desktop Menu Specification (standards.freedesktop.org)

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  • To My 24 Year Old Self, Wherever You Are&hellip;

    - by D'Arcy Lussier
    A decade is a milestone in one’s life, regardless of when it occurs. 2011 might seem like a weird year to mark a decade, but 2001 was a defining year for me. It marked my emergence into the technology industry, an unexpected loss of innocence, and triggered an ongoing struggle with faith and belief. Once you go through a valley, climbing the mountain and looking back over where you travelled, you can take in the entirety of the journey. Over the last 10 years I kept journals, and in this new year I took some time to review them. For those today that are me a decade ago, I share with you what I’ve gleamed from my experiences. Take it for what it’s worth, and safe travels on your own journeys through life. Life is a Performance-Based Sport Have confidence, believe you’re capable, but realize that life is a performance-based sport. Everything you get in life is based on whether you can show that you deserve it. Performance is also your best defense against personal attacks. Just make sure you know what standards you’re expected to hit and if people want to poke holes at you let them do the work of trying to find them. Sometimes performance won’t matter though. Good things will happen to bad people, and bad things to good people. What’s important is that you do the right things and ensure the good and bad even out in your own life. How you finish is just as important as how you start. Start strong, end strong. Respect is Your Most Prized Reward Respect is more important than status or ego. The formula is simple: Performing Well + Building Trust + Showing Dedication = Respect Focus on perfecting your craft and helping your team and respect will come. Life is a Team Sport Whatever aspect of your life, you can’t do it alone. You need to rely on the people around you and ensure you’re a positive aspect of their lives; even those that may be difficult or unpleasant. Avoid criticism and instead find ways to help colleagues and superiors better whatever environment you’re in (work, home, etc.). Don’t just highlight gaps and issues, but also come to the table with solutions. At the same time though, stand up for yourself and hold others accountable for the commitments they make to the team. A healthy team needs accountability. Give feedback early and often, and make it verbal. Issues should be dealt with immediately, and positives should be celebrated as they happen. Life is a Contact Sport Difficult moments will happen. Don’t run from them or shield yourself from experiencing them. Embrace them. They will further mold you and reveal who you will become. Find Your Tribe and Embrace Your Community We all need a tribe: a group of people that we gravitate to for support, guidance, wisdom, and friendship. Discover your tribe and immerse yourself in them. Don’t look for a non-existent tribe just to fill the need of belonging though that will leave you empty and bitter when they don’t meet your unrealistic expectations. Try to associate with people more experienced and more knowledgeable than you. You’ll always learn, and you’ll always remember you have much to learn. Put yourself out there, get involved with the community. Opportunities will present themselves. When we open ourselves up to be vulnerable, we also give others the chance to do the same. This helps us all to grow and help each other, it’s very important. And listen to your wife. (Easter *is* a romantic holiday btw, regardless of what you may think.) Don’t Believe Your Own Press Clippings (and by that I mean the ones you write) Until you have a track record of performance to refer to, any notions of grandeur are just that: notions. You lose your rookie status through trials and tribulations, not by the number of stamps in your passport. Be realistic about your own “experience and leadership” and be honest when you aren’t ready for something. And always remember: nobody really cares about you as much as you think they do. Don’t Let Assholes Get You Down The world isn’t evil, but there is evil in the world. Know the difference and don’t paint all people with the same brush. Do be wary of those that use personal beliefs to describe their business (i.e. “We’re a [religion] company”). What matters is the culture of the organization, and that will tell you the moral compass and what is truly valued. Don’t make someone or something a priority that only makes you an option. Life is unfair and enemies/opponents will succeed when you fail. Don’t waste your energy getting upset at this; the only one that will lose out is you. As mentioned earlier, nobody really cares about you as much as you think they do. Misc Ecclesiastes is bullshit. Everything is certainly *not* meaningless. Software development is about delivery, not the process. Having a great process means nothing if you don’t produce anything. Watch “The Weatherman” (“It’s not easy, but easy doesn’t enter into grownup life.”). Read Tony Dungee’s autobiography, even if you don’t like football, and even if you aren’t a Christian. Say no, don’t feel like you have to commit right away when someone asks you to.

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  • How do I access the preferences from my main dialog window? Also how do I add a new preference?

    - by Captain_Glen
    class PreferencesCalorieBurnerDialog(PreferencesDialog): __gtype_name__ = "PreferencesCalorieBurnerDialog" def finish_initializing(self, builder): # pylint: disable=E1002 """Set up the preferences dialog""" super(PreferencesCalorieBurnerDialog, self).finish_initializing(builder) # Bind each preference widget to gsettings settings = Gio.Settings("net.launchpad.calorie-burner") widget = self.builder.get_object('example_entry') settings.bind("example", widget, "text", Gio.SettingsBindFlags.DEFAULT) #Custom preference widget = self.builder.get_object('weight') settings.bind("weight", widget, "float", Gio.SettingsBindFlags.DEFAULT) Main Dialog self.PreferencesDialog.get_weight()???

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  • Finding vectors with two points

    - by Christian Careaga
    We're are trying to get the direction of a projectile but we can't find out how For example: [1,1] will go SE [1,-1] will go NE [-1,-1] will go NW and [-1,1] will go SW we need an equation of some sort that will take the player pos and the mouse pos and find which direction the projectile needs to go. Here is where we are plugging in the vectors: def update(self): self.rect.x += self.vector[0] self.rect.y += self.vector[1] Then we are blitting the projectile at the rects coords.

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  • Creating an online community - use templates or self-develop?

    - by ican ican
    PHPMotion, Joomla or develop my own? I'm thinking of developing a common interest online community. It will be have UGC, stats, etc.. functionality, and perhaps an online store. Though cost is an issue at this time, I want to be professional and effective. Should I use existing free platform templates, like PHP, Joomla, or should I develop my own? What are the advantages/disadvantages of either option? As a rough estimate, how much will it cost me to develop and manage my own? And how long will it take. In general what should I be careful about on this journey?

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  • What is the best certification for the self-taught ASP.Net programmer? [closed]

    - by Wahid Bitar
    I learned the C#.Net language from books and many other resources then i did some good projects with ASP.Net "Web Forms & MVC". But i wanna a good certificate to get a better work out of my country as i suppose. I've two choices: Apply for a " college / institute " and start study academic courses to be more professional and maybe in two years I'll "hopefully" graduate with this college certificate. Apply for kind of " Certifications by Companies " like MCTS from Microsoft or something like that and study their straightforward courses then maybe with three or four months I'll get this "Not official Certificate". Is the second type of certifications good for learning and work or the best is the hard way ?. Please give me advises with certifications names please. ======================= Update: This is not related to certain country or region. I'm asking about a good certification and courses for an ASP.Net and C# in general programmer.

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  • Quick and Good: ( Requirement -> Validation -> Design ) for self use?

    - by Yugal Jindle
    How to casually do the required Software Engineering and designing? I am an inexperienced developer and face the following problem: My company is a start up and has no fix Software engineering systems. I am assigned tasks with not very clear and conflicting requirements. I don't have to follow any designs or verify requirements officially. Problem: I code all day and finally get stuck where requirement conflicts and I have to start over again. I can-not spend a lot of time doing proper SRS or SDD. How should I: List out Requirements for myself. (Not an official document) How to verify and validate the requirements? How to visualize them? How to design them with minimum effort? (As its going to be with me only) I don't want to waste my time coding something that's gonna collapse according to requirement conflict or something! I don't want to compromise with quality but don't want to re-write everything on some change that I didn't expected. I imagine making a diagram for my thought process that will show me conflict in the diagram itself, then finally correcting the diagram - I decide my design and structure my code in terms of interfaces or something. And then finally start implementing my design. I am able to sense the lack of systematic approach, but don't know how to proceed! Update: Please suggest me some tools that can ask me the questions and help me aggregate important details. How can I have diagram that I talked about for requirement verification?

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  • Get selected object from TreeView

    - by GoGoDo
    I've been working on a minor (first time) app with quickly and hit a hurdle - how do I get the selected row (the data) from a TreeView? The data to the TreeView is passed from a list of files in a directory, and I need to know which rows were selected (and thus which files were). What is the best way to do that? Here's the current code: self.treeview = self.builder.get_object("treeview") select = self.treeview.get_selection() select.connect("changed", self.on_tree_selection_changed) def on_tree_selection_changed(selection): model, treeiter = self.treeview.selection-get() if treeiter != None: print "You selected", model[treeiter][0]

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  • Cocos2D - Detecting collision

    - by Grace
    I am a beginner in cocos2d and im facing a problem with detecting collision for my coins. Sometimes it works sometimes it doesn't. So basically, im creating a game which the user (ship) have to avoid the obstacles and collect coins on the way. The collision of the obstacle works well but not for the coins. I was thinking maybe the loops for creating many coins is the problem but im not sure. Can anyone help? My codes: - (void)update:(ccTime)dt{ double curTime = CACurrentMediaTime(); if (curTime > _nextBridgeSpawn) { float randSecs = [self randomValueBetween:3.0 andValue:5.0]; _nextBridgeSpawn = randSecs + curTime; float randX = [self randomValueBetween:50 andValue:500]; float randDuration = [self randomValueBetween:8.0 andValue:10.0]; CCSprite *bridge = [_bridge objectAtIndex:_nextBridge]; _nextBridge++; if (_nextBridge >= _bridge.count) _nextBridge = 0; [bridge stopAllActions]; bridge.position = ccp(winSize.width/2, winSize.height); bridge.visible = YES; [bridge runAction:[CCSequence actions: [CCMoveBy actionWithDuration:randDuration position:ccp(0, -winSize.height)], [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; this is where i declare my coins (continued from the update method) int randCoin = [self randomValueBetween:0 andValue:5]; _coin = [[CCArray alloc] initWithCapacity:randCoin]; for(int i = 0; i < randCoin; ++i) { coin = [CCSprite spriteWithFile:@"coin.png"]; coin.visible = NO; [self addChild:coin]; [_coin addObject:coin]; } float randCoinX = [self randomValueBetween:winSize.width/5 andValue:winSize.width - (border.contentSize.width *2)]; float randCoinY = [self randomValueBetween:100 andValue:700]; float randCoinPlace = [self randomValueBetween:30 andValue:60]; for (int i = 0; i < _coin.count; ++i) { CCSprite *coin2 = [_coin objectAtIndex:i]; coin2.position = ccp(randCoinX, (bridge.position.y + randCoinY) + (randCoinPlace *i)); coin2.visible = YES; [coin2 runAction:[CCSequence actions: [CCMoveBy actionWithDuration:randDuration position:ccp(0, -winSize.height-2000)], [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; } } this is to check for collision (also in the update method) for (CCSprite *bridge in _bridge) { if (!bridge.visible) continue; if (CGRectIntersectsRect(ship.boundingBox, bridge.boundingBox)){ bridge.visible = NO; [ship runAction:[CCBlink actionWithDuration:1.0 blinks:5]]; } } } //this is the collision for coins which only work at times for (CCSprite *coin2 in _coin) { if (!coin2.visible) continue; if (CGRectIntersectsRect(ship.boundingBox, coin2.boundingBox)) { NSLog(@"Coin collected"); coin2.visible = NO; } } } Thank you.

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