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  • File.OpenText method is not declared error

    - by Nandini
    Hi, i have a fileupload control from which i need the path of a text file. After selecting the file,i need to open the file for reading the data from the text file.For this, i used the following code to open the text file. fp=File.OpenText(FileUpload2.PostedFile.FileName) This is working fine in my system.The FileUpload2.PostedFile.FileName statement gives the path of the file.The File.OpenText method opens the selected file.But when i run my project in IIS,it gives the following error: "File.OpenText is not declared." The FileUpload2.PostedFile.FileName statement is not retrieving the path, it retrieves only only the filename.what could be the reason?

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  • Overtime culture slowly creeping in - How do I handle this?

    - by bobsmith123
    Our company was one of the very few companies that did not enforce overtime. As such, all my team members promptly worked 40-48 hours a week and everything was good. We hired a few new developers and one of them has positioned himself to be a team lead. He has started working overtime, sending emails in the middle of the night which has come somewhat as a shock for the laid back team. Obviously, the higher ups seem to love him for being the "bad guy" enforcing overtime. Before this goes out of control, what steps do I take to stop this from continuing. I would rather not bring this up with the bosses for the fear of being seen as a whining team member. I am not sure if I should reply to his email outside work hours and encourage him to enforce this culture on our team. Thoughts?

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  • Customizing the behavior of ControlDesigners for Controls derived from native .NET controls.

    - by Eric
    My question is related to this question: http://stackoverflow.com/questions/93541/baseline-snaplines-in-custom-winforms-controls However, in my case, I have created a new control that derives from TextBox rather than containing a TextBox. I would like to have a custom ControlDesigner, but I would like to modify the behavior of the TextBox's designer rather than having to write a complete designer myself. In particular, I'd like to be able to return the TextBox's SnapLines while providing some custom verbs. Is there a good way to do this? EDIT: To clarify, this is for Windows Forms in .NET 2.0.

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  • netbeans custom jax-ws stubs..

    - by Sam
    Hi, I am using netbeans 6.9. I have made a JAX-WS service that returns a complex type, I have also made a JAX-WS client to consume it. The JAX-WS system automaticly creates a class for the client, inferred from the WSDl spec. I want to make my own class for this using JAXB annotations, so that I can add some extra functions to it. How do I go about replacing the autogenerated file with my own one? Could I also use the same class in the service to control how it is transmitted? Thanks!

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  • How can I integrate a bitbucket repository with the hosted on-demand version of FogBugz?

    - by carrier
    I use the on-demand (hosted) version of FogBugz. I would like to start using Mercurial for source control. I would like to integrate FogBugz and a BitBucket repository. I gave it a bit of a try but things weren't going very well. FogBugz requires that you hook up your Mercurial client to a fogbugz.py python script. TortoiseHg doesn't seem to have the hgext directory that they refer to in instructions. So has anyone successfully done something similar?

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  • Can one TabBarItem be used for two different ViewControllers?

    - by Kash
    I am creating an app with three tabBarItems, but I want to control four ViewControlers with three tabBars. I am trying to use one tabBar for two different viewcontrollers. I am able to change the tabBartitle and icon upon tap, but I cannot reset it so it can go back to it's previous status with previous title and icon. Also, I am confused about using the tabBarController or just tabBar and to call what function to reload/refresh the tabBar status and where exactly? I am fairly new to the iPhone SD, please describe your answer clearly any help will be highly appreciated.

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  • Fade between looped background images using jQuery

    - by da5id
    I'm trying to get the background image of a legacy div (by which I mean it already has a background image, which I cannot control & thus have to initially over-write) to smoothly fade between new images indefinitely. Here's what I have so far: var images = [ "/images/home/19041085158.jpg", "/images/home/19041085513.jpg", "/images/home/19041085612.jpg" ]; var counter = 0; setInterval(function() { $(".home_banner").css('backgroundImage', 'url("'+images[counter]+'")'); counter++; if (counter == images.length) { counter = 0; } }, 2000); Trouble is, it's not smooth (I'm aiming for something like the innerfade plugin). EDIT: question originally said "and it's not indefinite (it only runs once through the array).", but Mario corrected my stupid naming error. EDIT2: I'm now using Reigel's answer (see below), which works perfectly, but I still can't find any way to fade between the images smoothly. All help greatfully appreciated :)

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  • javascript keypress function: case-insensitive a-z, numbers and a few special chars?

    - by user239831
    hey guys, $('.s').keyup(function(e) { if (!/[A-Za-z0-9]/.test(String.fromCharCode(e.which))) { return false; } I wonder what is the best regex solution for my application. I have an ajax-based search that should just trigger the search when actual characters are pressed like a-Z (upper and lowercase), numbers and maybe a questionmark, a dash(hyphen), and an exclamation mark. Also the spacebar should be enabled. Otherwise the ajax search would be triggered as well if the shift-, option, or control-key, is pressed. What's the easiest regex pattern to understand here? thank you for your help

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  • Android: How to find the position clicked from the context menu

    - by Josemalive
    Hi, I have a list view filled with data. I set up a context menu for the listview using the following code: list.setOnCreateContextMenuListener ( new View.OnCreateContextMenuListener() { public void onCreateContextMenu(ContextMenu menu, View view, ContextMenu.ContextMenuInfo menuInfo) { AdapterContextMenuInfo mi =(AdapterContextMenuInfo) menuInfo; menu.add(0, 0, 0, "Delete item"); } } ); I have the following method override to control de contextmenu menuitem selected: @Override public boolean onContextItemSelected(MenuItem item) { switch(item.getItemId()) { case 0: ShowAlert("hello from delete item"); break; default: return super.onContextItemSelected(item); } return true; } In this overrided method, how could i find the item of the list view that was clicked? Thanks in advance. Best Regards. Jose

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  • In Django, I want to insert a database record by sending myself an email?

    - by littlejim84
    Hello. I'm looking into a possible feature for my little to-do application... I like the idea that I can send an email to a particular email address, containing a to-do task I need to complete, and this will be read by my web application and be put in the database... So, when I come to log into my application, the to-do task I emailed will be there as a entry in the app. Is this possible? I have a slice with SliceHost (basically a dedicated server) so I have total control on what to install etc. I'm using Python/Django/MySQL for this. Any ideas on what steps to take to make this happen?

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  • How to use client side code in Visual studio ASP.NET

    - by Robert
    I am a quite new to web development and I am trying to do some small form updates without causing a postback. For example making a control visible when a drop down list is changed. I have so far come across some features that achieve this like the RequiredFieldValidator inside an update panels. However, these are specific to a single task. What are my options to achieve these client side updates in Visual Studio? At the moment I don't know any JavaScript, so I would prefer another solution if it exists.

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  • Multithreading Errors in C#

    - by Adam
    Hi. I am trying to update a text box. I thought my threading code would fix the problem, but it does not. Can anyone help with this? new Thread((ThreadStart)delegate { txtCapacitance.Text = Math.Round(capacitance, 3).ToString(); }).Start(); Gives the following error: Cross-thread operation not valid: Control 'txtCapacitance' accessed from a thread other than the thread it was created on. Note that all this is being started by a dataReceived function which is called whenever USB data is received.

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  • Search Lucene with precise edit distances

    - by askullhead
    I would like to search a Lucene index with edit distances. For example, say, there is a document with a field FIRST_NAME; I want all documents with first names that are 1 edit distance away from, say, 'john'. I know that Lucene supports fuzzy searches (FIRST_NAME:john~) and takes a number between 0 and 1 to control the fuzziness. The problem (for me) is this number does not directly translate to an edit distance. And when the values in the documents are short strings (less than 3 characters) the fuzzy search has difficulty finding them. For example if there is a document with FIRST_NAME 'J' and I search for FIRST_NAME:I~0.0 I don't get anything back.

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  • Web-based document merge solution?

    - by rugcutter
    We are looking for a web-based document merge solution. Our application is a web-based project management tool built using Xataface - PHP on Windows IIS + mySQL. We have a function that allows the user to generate a status report in Microsoft Word format based on data in the tool. Currently this function is implemented using LiveDocX. We have a status report template, and LiveDocX performs the merge into the template using data from our project management tool. The main drawback is LiveDocx is web-service based. We are looking to replace LiveDocX in order to reduce our dependence on the up-time of a third-party web-service that we cannot control. Does anyone have any suggestions on a web based document merge solution that I can install on my IIS or PHP based server?

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  • How to assign permissions for Copy/Paste on windows

    - by jalchr
    Well, as everyone knows there is no way you can assign permissions for Copy/Paste of files on windows platform. I need to control the copy process from a central file server, in a way that helps me know: which user performed the copy Which files were copied where did he pasted them Total size of data copied Time of copy operation If user exceeds the allowed "Copy-Limit", a dialog box requests him to enter administrative credentials or deny him (as it would be configured) Store all this data in a file for later review or send by email. I need to collect this data by putting a utility program on the server itself, without any other installation on client computers. I know about monitoring the Clipboard, but which clipboard would it be? the user's clipboard or the server's clipboard ? And what about drag-drop operation, which doesn't even pass through the clipboard? Any knowledge of whether SystemFileWatcher is useful in such case ? Any ideas ?

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  • div in an iframe

    - by Hulk
    In an iframe how to make a div to hide and on mouse over the bottom of the page bring it to front again. This is just like a control that appears in medial players,hide when mouse out and show when mouse over <div> <img src="play.gif"/> <img src="next.gif"/> <img src="last.gif"/> <img src="first.gif"/> <img src="previous.gif"/> <img src="next.gif"/> </div> Thanks..

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  • Where to place java applet policy file?

    - by makdere
    Hi all, I am working on an artificial intelligence project which is a logic game and aims two user connecting to the server on the network who acts as an Admin and then start to play one by one. In order to create connections, i have a server code which is just listening on localhost:8000 and assigning team values to the clients as they arrive. After connecting, clients make their move under Admin's control. The question is that when i try to put my code to work in the browser it fails with the following error: java.security.AccessControlException: access denied (java.net.SocketPermission 127.0.0.1:8000 connect,resolve) Even though i have created my own policy, first granting only Socket access permission to the codebase of my project folder (file:///home/xxx/projects/-), after it didnt work i granted all permissions from all codebase. I tried placing my policy file both in the home directory and in the same directory where my applet code resides. Appreciate any tips, thanks.

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  • Search object array for matching possible multiple values using different comparison operators

    - by Sparkles
    I have a function to search an array of objects for a matching value using the eq operator, like so: sub find { my ( $self, %params ) = @_; my @entries = @{ $self->{_entries} }; if ( $params{filename} ) { @entries = grep { $_->filename eq $params{filename} } @entries; } if ( $params{date} ) { @entries = grep { $_->date eq $params{date} } @entries; } if ( $params{title} ) { @entries = grep { $_->title eq $params{title} } @entries; } .... I wanted to also be able to pass in a qr quoted variable to use in the comparison instead but the only way I can think of separating the comparisons is using an if/else block, like so: if (lc ref($params{whatever}) eq 'regexp') { #use =~ } else { #use eq } Is there a shorter way of doing it? Because of reasons beyond my control I'm using Perl 5.8.8 so I can't use the smart match operator. TIA

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  • Swapping UIImages causing 'unrecognized selector sent to instance' ?

    - by user158103
    Error: [__NSCFDate drawAtPoint:]: unrecognized selector sent to instance 0xd251e0 Termininating app due to uncaught exception 'NSInvalidArgumentException' Scenario: for the most part this works. But I notice this error, even on the simulator, when I swapping UIImages, slowly, but consistently. For example, I have a retained reference to a UIImage that im drawing. By the click of a picker control I am changing the face image (this occurs in another view-controller). I can consistently recreate this error by continuously changing the faces. It usually crashes at about the 4th swap or more. My theory: It's not loading the image, therefore the image reference is nil. I know ive read a bit about UIImage being cached, so I wouldnt think im running out of memory. Any ideas? Thanks!

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  • JQuery returns wrong value for IE Compatibility

    - by o-logn
    Hey , I'm using JQuery and there seems to be a problem when I run IE in compatibility mode (and generally any IE less than version 8). I'm trying to use attr("value") for a button control. In IE8, and other browsers, this works fine and the result of this code: alert($(this).attr("value")); is simply the value of set in the button attribute (e.g. Home, Settings, Help etc..) However, when this is run in IE compatibility view, I get the entire HTML as the output value: <SPAN class=ui-button-text>Home</SPAN> This causes my checks to fail. Is there a way to return just the Home section across all browsers? Thanks

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  • MPVolumeView is not visible on the view

    - by Faiz
    Hi everybody, I am using MPVolumeView in an application to control the volume of a audio track. I have used following code. but volume view is not visible on the view. Anybody has faced the same problem?? MPVolumeView *myVolume = [[MPVolumeView alloc] initWithFrame:CGRectMake(10, 10, 300, 40)]; [myVolume sizeToFit]; [self.view addSubview:myVolume]; [myVolume release]; any solution?? Thanx in advance.

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  • the MVCC effect on migration from oracle to db2

    - by Ryan Fernandes
    I have a simple (actually simplified :) ) scenario that is possibly the cause for the headache I've been having for the last few days... My current application (that serves 100's of users) currently uses Oracle as the database. I have no stored procs (I wish actually). Now, I've been asked if the product will work if I migrate to IBM DB2 as the database. So, after taking Oracle for granted all this while.... and having re-read Tom's article on MVCC (Multiversion Concurrency Control) and going through this post stating that DB2 is not 'on the list' or 'just tip-toeing in the area' as it were... I know I can't be sure that the product will work with DB2 as is. Is there no hope.. or is there a nice disclaimer I could use.. ?

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • arguments into instance methods in ruby

    - by aharon
    So, I'd like to be able to make a call x = MyClass.new('good morning', 'good afternoon', 'good evening', 'good night', ['hello', 'goodbye']) that would add methods to the class whose values are the values of the arguments. So now: p x.methods #> [m_greeting, a_greeting, e_greeting, n_greeting, r_greeting, ...] And p x.m_greeting #> "good morning" p x.r_greeting #> ['hello', 'goodbye'] I realize that this is sort of what instance variables are to do (and that if I wanted them immutable I could make them frozen constants) but, for reasons beyond my control, I need to make methods instead. Thanks!

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  • Artificial Intelligence in online game using Google App Engine

    - by Hortinstein
    I am currently in the planning stages of a game for google app engine, but cannot wrap my head around how I am going to handle AI. I intend to have persistant NPCs that will move about the map, but short of writing a program that generates the same XML requests I use to control player actions, than run it on another server I am stuck on how to do it. I have looked at the Task Queue feature, but due to long running processes not being an option on the App engine, I am a little stuck. I intend to run multiple server instances with 200+ persistant NPC entities that I will need to update. Most action is slowly roaming around based on player movements/concentrations, and attacking close range players...(you can probably guess the type of game im developing)

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