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  • How does the iPhone SDK Core Data system store date types to sqlite?

    - by Andrew Arrow
    I used core data to do this: NSManagedObjectContext *m = [self managedObjectContext]; Foo *f = (Foo *)[NSEntityDescription insertNewObjectForEntityForName:@"Foo" inManagedObjectContext:m]; f.created_at = [NSDate date]; [m insertObject:f]; NSError *error; [m save:&error]; Where the created_at field is defined as type "Date" in the xcdatamodel. When I export the sql from the sqlite database it created, created_at is defined as type "timestamp" and the values look like: 290902422.72624 Nine digits before the . and then some fraction. What is this format? It's not epoch time and it's not julianday format. Epoch would be: 1269280338.81213 julianday would be: 2455278.236746875 (notice only 7 digits before the . not 9 like I have) How can I convert a number like 290902422.72624 to epoch time? Thanks!

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  • Gnome Terminal intercepts ctrl-F1

    - by frank
    Gnome Terminal does not pass on to applications the keypress ctrl-F1. It's an official bug: https://bugs.launchpad.net/ubuntu/+source/gnome-terminal/+bug/932940 The bug is marked Feb. 2012 but lives on in serendipity since 2009. The bug report is not even complete since shift-ctrl-F1 is also affected. However, I noticed that those two keys are the default keys for switch-to-workspace-1 and move-to-workspace-1. So I disabled them. Zero, zippo, zilch: Gnome Terminal would still swallow the keys. Next, I assigned to those two workspace functions totally different keys. The new keybindings did work, Gnome Terminal would still swallow ctrl-F1 and shift-ctrl-F1. Where are the default workspace keybindings stored? [Not in a xml-file.]

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  • Openvpn - stuck on Connecting

    - by user224277
    I've got a problem with openvpn server... every time when I trying to connect to the VPN , I am getting a window with login and password box, so I typed my login and password (login = Common Name (user1) and password is from a challenge password from the client certificate. Logs : Jun 7 17:03:05 test ovpn-openvpn[5618]: Authenticate/Decrypt packet error: packet HMAC authentication failed Jun 7 17:03:05 test ovpn-openvpn[5618]: TLS Error: incoming packet authentication failed from [AF_INET]80.**.**.***:54179 Client.ovpn : client #dev tap dev tun #proto tcp proto udp remote [Server IP] 1194 resolv-retry infinite nobind persist-key persist-tun ca ca.crt cert user1.crt key user1.key <tls-auth> -----BEGIN OpenVPN Static key V1----- d1e0... -----END OpenVPN Static key V1----- </tls-auth> ns-cert-type server cipher AES-256-CBC comp-lzo yes verb 0 mute 20 My openvpn.conf : port 1194 #proto tcp proto udp #dev tap dev tun #dev-node MyTap ca /etc/openvpn/keys/ca.crt cert /etc/openvpn/keys/VPN.crt key /etc/openvpn/keys/VPN.key dh /etc/openvpn/keys/dh2048.pem server 10.8.0.0 255.255.255.0 ifconfig-pool-persist ipp.txt #push „route 192.168.5.0 255.255.255.0? #push „route 192.168.10.0 255.255.255.0? keepalive 10 120 tls-auth /etc/openvpn/keys/ta.key 0 #cipher BF-CBC # Blowfish #cipher AES-128-CBC # AES #cipher DES-EDE3-CBC # Triple-DES comp-lzo #max-clients 100 #user nobody #group nogroup persist-key persist-tun status openvpn-status.log #log openvpn.log #log-append openvpn.log verb 3 sysctl : net.ipv4.ip_forward=1

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  • Dell laptop keyboard doesn't work

    - by Tam
    I'm trying to fix my in-laws laptop, it's a Dell Studio 1745 that's running Windows 7 64 bit. The problem is that most of the keys on the keyboard do not work. The function keys work and the caps lock and numpad keys work, but no other keys do. If I hit the F2 key enough times when starting up, I can get to the BIOS, but after that even the function keys stop working. If I let it go all the way to the Windows login screen, I can see that the caps lock and num lock work - little images on screen actually appear, but they don't toggle the state of the key, i.e.,capslock is always off, numlock is always off. Using the fn+function combo works, so changing the brightness, etc. works fine. I'm stumped. I've tried disconnecting power and battery and leaving it for an hour or so before starting up but that hasn't helped either. Also - this might be a red herring - the touchpad is failing as well, the MS Device Manager says that it's failing with status 10, "unable to start device"

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  • does a ruby on rails rack class get access to the entire rails environment?

    - by Andrew Arrow
    that is when the def call(env) method is invoked by hitting any url, can I inside that method make some ActiveRecord queries, use classes defined in lib, etc. etc. Or is it more like an irb console without the rails env loaded? Another way to put it with a rake task example: task :foo => :environment do # with env end task :foo2 do # without env end I would think rack classes would NOT get the environment so they are super fast and don't take all the overhead of a normal rails request. But that doesn't seem to be the case. I CAN make ActiveRecord queries inside my rack class. So what is the advantage of rack then?

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  • Do I have to call release on an objective-c retain class variable when setting it to a new object?

    - by Andrew Arrow
    Say I have: @property (nonatomic,retain) NSString *foo; in some class. And I call: myclass.foo = [NSString stringWithString:@"string1"]; myclass.foo = [NSString stringWithString:@"string2"]; Should I have called [myclass.foo release] before setting it to "string2" to avoid a memory leak? Or the fact that nothing is pointing to the first "string1" object anymore is good enough? And in the dealloc method [foo release] will be called.

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  • Is it okay for multiple objects to retain the same object in Objective-C/Cocoa?

    - by Andrew Arrow
    Say I have a tableview class that lists 100 Foo objects. It has: @property (nonatomic, retain) NSMutableArray* fooList; and I fill it up with Foos like: self.fooList = [NSMutableArray array]; while (something) { Foo* foo = [[Foo alloc] init]; [fooList addObject:foo]; [foo release]; } First question: because the NSMutableArray is marked as retain, that means all the objects inside it are retained too? Am I correctly adding the foo and releasing the local copy after it's been added to the array? Or am I missing a retain call? Then if the user selects one specific row in the table and I want to display a detail Foo view I call: FooView* localView = [[FooView alloc] initWithFoo:[self.fooList objectAtIndex:indexPath.row]]; [self.navigationController pushViewController:localView animated:YES]; [localView release]; Now the FooView class has: @property (nonatomic, retain) Foo* theFoo; so now BOTH the array is holding on to that Foo as well as the FooView. But that seems okay right? When the user hits the back button dealloc will be called on FooView and [theFoo release] will be called. Then another back button is hit and dealloc is called on the tableview class and [fooList release] is called. You might argue that the FooView class should have: @property (nonatomic, assign) Foo* theFoo; vs. retain. But sometimes the FooView class is called with a Foo that's not also in an array. So I wanted to make sure it was okay to have two objects holding on to the same other object.

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  • Windows 7 64bit keyboard issues

    - by Scott
    I have a Pavilion dv4 notebook running Windows 7 64bit Enterprise edition. This morning I started to notice some really strange behavior in how it handled its built-in keyboard. At random intervals there will be a long delay in key presses, to which some keys will never show and other keys will continue to repeat until you hit the backspace. Other keys get mapped incorrectly to other keys. If I hook up an external keyboard the problem does not appear. Before I reformat the machine and do a fresh install, I thought I would check here to see if anyone has experienced this same issue and if so, how did you fix it?

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  • Libgdx detect when player is outside of screen

    - by Rockyy
    Im trying to learn libGDX (coming from XNA/MonoDevelop), and I'm making a super simple test game to get to know it better. I was wondering how to detect if the player sprite is outside of the screen and make it so it is impossible to go outside of the screen edges. In XNA you could do something like this: // Prevent player from moving off the left edge of the screen if (player.Position.X < 0) player.Position = new Vector2(0, player.Position.Y); How is this achieved in libgdx? I think it's the Stage that handles the 2D viewport in libgdx? This is my code so far: private Texture texture; private SpriteBatch batch; private Sprite sprite; @Override public void create () { float w = Gdx.graphics.getWidth(); float h = Gdx.graphics.getHeight(); batch = new SpriteBatch(); texture = new Texture(Gdx.files.internal("player.png")); sprite = new Sprite(texture); sprite.setPosition(w/2 -sprite.getWidth()/2, h/2 - sprite.getHeight()/2); } @Override public void render () { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){ if(Gdx.input.isKeyPressed(Input.Keys.CONTROL_LEFT)) sprite.translateX(-1f); else sprite.translateX(-10.0f); } if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){ if(Gdx.input.isKeyPressed(Input.Keys.CONTROL_LEFT)) sprite.translateX(1f); else sprite.translateX(10f); } batch.begin(); sprite.draw(batch); batch.end(); }

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  • Blending animations for more character movements

    - by Noob Saibot
    I am making a hack n slash 3rd person game. And I want the character movements to be more dynamic not like fighting games where you have a moves list. I want to animate tons of different animations and have them "Tween" between each other? Because I want the controls to not be keyboard mouse. I want it to be all keyboard. that way you have up to 10 inputs (All your fingers) to blend and morph animations to create more fluid movements. In the end this will almost be similar to characters typing a phrase or string of keys rather than move forward mouse look click to melee. My question is. Has anyone done this before and would someone go about trying to tween lets say one for key on the keyboard excluding Tab, Caps, R+Shift, L+Shift, Enter, R+Ctrl, L+Ctrl, L+Alt, R+Alt, Windows Key, and Menu. So thats all the numbers, letters and punctuation keys. Thats 46 keys gives me a combination of 46P1 = 5502622159812088949850305428800254892961651752960000000000L (used Python) and with a minimum entry value of 2 keypresses shortening to half. This is not humanly possible to create so many inique animations in one lifetime. But I'm guessing there is a reason this hasn't been done already. Or if I just used 10 basic keys. Maybe ASDF SPACE (RIGHT HAND) 456+0 (LEFT HAND KEYPAD) it would give me 3,628,800 posible unique animations.

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  • PHP MYSQL loop to check if LicenseID Values are contained in mysql DB [closed]

    - by Jasper
    I have some troubles to find the right loop to check if some values are contained in mysql DB. I'm making a software and I want to add license ID. Each user has x keys to use. Now when the user start the client, it invokes a PHP page that check if the Key sent in the POST method is stored in DB or not. If that key isn't store than I need to check the number of his keys. If it's than X I'll ban him otherwise i add the new keys in the DB. I'm new with PHP and MYSQL. I wrote this code and I would know if I can improve it. <?php $user = POST METHOD $licenseID = POST METHOD $resultLic= mysql_query("SELECT id , idUser , idLicense FROM license WHERE idUser = '$user'") or die(mysql_error()); $resultNumber = mysql_num_rows($resultLic); $keyFound = '0'; // If keyfound is 1 the key is stored in DB while ($rows = mysql_fetch_array($resultLic,MYSQL_BOTH)) { //this loop check if the $licenseID is stored in DB or not for($i=0; $i< $resultNumber ; i++) { if($rows['idLicense'] === $licenseID) { //Just for the debug echo("License Found"); $keyFound = '1'; break; } //If key isn't in DB and there are less than 3 keys the new key will be store in DB if($keyfound == '0' && $resultNumber < 3) { mysql_query( Update users set ...Store $licenseID in Table) } // Else mean that the user want user another generated key (from the client) in the DB and i will be ban (It's wrote in TOS terms that they cant use the software on more than 3 different station) else { mysql_query( update users set ban ='1'.....etc ); } } ?> I know that this code seems really bad so i would know how i can improve it. Someone Could give me any advice? I choose to have 2 tables: users where all information about the users is, with fields id, username, password and another table license with fields id, idUsername, idLicense (the last one store license that the software generate)

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  • libgdx intersection problem between rectangle and circle

    - by Chris
    My collision detection in libgdx is somehow buggy. player.png is 20*80px and ball.png 25*25px. Code: @Override public void create() { // ... batch = new SpriteBatch(); playerTex = new Texture(Gdx.files.internal("data/player.png")); ballTex = new Texture(Gdx.files.internal("data/ball.png")); player = new Rectangle(); player.width = 20; player.height = 80; player.x = Gdx.graphics.getWidth() - player.width - 10; player.y = 300; ball = new Circle(); ball.x = Gdx.graphics.getWidth() / 2; ball.y = Gdx.graphics.getHeight() / 2; ball.radius = ballTex.getWidth() / 2; } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); // draw player, ball batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(ballTex, ball.x, ball.y); batch.draw(playerTex, player.x, player.y); batch.end(); // update player position if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.LEFT)) player.x -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.RIGHT)) player.x += 250 * Gdx.graphics.getDeltaTime(); // don't let the player leave the field if(player.y < 0) player.y = 0; if(player.y > 600 - 80) player.y = 600 - 80; // check collision if (Intersector.overlaps(ball, player)) Gdx.app.log("overlaps", "yes"); }

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  • Moving my sprite in XNA using classes

    - by Tom
    Hey, im a newbie at this programming lark and its really frustrating me. I'm trying to move a snake in all directions while using classes. Ive created a vector2 for speed and ive attempted creating a method which moves the snake within the snake class. Now I'm confused and not sure what to do next. Appreciate any help. Thanks :D This is what i've done in terms of the method... public Vector2 direction() { Vector2 inputDirection = Vector2.Zero; if (Keyboard.GetState().IsKeyDown(Keys.Left)) inputDirection.X -= -1; if (Keyboard.GetState().IsKeyDown(Keys.Right)) inputDirection.X += 1; if (Keyboard.GetState().IsKeyDown(Keys.Up)) inputDirection.Y -= -1; if (Keyboard.GetState().IsKeyDown(Keys.Down)) inputDirection.Y += 1; return inputDirection * snakeSpeed; } Appreciate any help. Thanks :D EDIT: Well let me make everything clear. Im making a small basic game for an assignment. The game is similar to the old snake game on the old Nokia phones. I've created a snake class (even though I'm not sure whether this is needed because im only going to be having one moving sprite within the game). After I written the code above (in the snake class), the game ran with no errors but I couldn't actually move the image :( EDIT2: Thanks so much for everyones responses!!

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  • Expiry time in notify-send notifications

    - by gsingh2011
    On my HP computer running Ubuntu 12.04, the brightness and volume increments were much higher than I wanted. On top of that, the notification for the volume was just plain wrong (0% sound did not correspond to 0 on the progress bar). So I decided to override these options with my own commands. I used CompizConfig Settings Manager to add custom commands to the brightness and volume keys (this couldn't be done in the regular settings because these keys were handled by the BIOS, unlike normal function keys). I used xbacklight to control the brightness and amixer to control the volume. The problem is that the nice notify-send notifications don't show up when I manually set the brightness/volume, so now I have to do that myself too. However, there are two problems with notify-send: The expire time option doesn't work You have to wait until a notification is finished before the next one comes up Before I overrided the brightness/volume keys, the system was able to send notifications without these two restrictions. Notifications disappeared within 3 seconds (instead of the default 10), and if I double tapped the volume or brightness button, the progress bar would immediately change to the new brightness (instead of showing the old progress bar for 10 seconds and then showing the new one). Since the system was able to do it, I was wondering how I can achieve the same type of notifications?

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  • Isometric Movement in Javascript In the DOM

    - by deep
    I am creating a game using Javascript. I am not using the HTML5 Canvas Element. The game requires both side view controlles, and Isometric controls, hence the movementMode variable. I have got the specific angles, but I am stuck on an aspect of this. https://chillibyte.makes.org/thimble/movement function draw() { if (keyPressed) { if (whichKey == keys.left) { move(-1,0) } if (whichKey == keys.right) { move(1,0) } if (whichKey == keys.up) { move(0,-1) } if (whichKey == keys.down) { move(0,1) } } } This gives normal up, down , left, and right. i want to refactor this so that i can plugin two variables into the move() function, which will give the movement wanted. Now for the trig. /| / | / | y / | /a___| x Take This Right angled Triangle. given that x is 1, y must be equal to tan(a) That Seems right. However, when I do Math.tan(45), i get a number similar to 1.601. Why? To Sum up this question. I have a function, and i need a function which will converts an angle to a value, which will tell me the number of pixels that i need to go up by, if i only go across 1. Is it Math.tan that i want? or is it something else?

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  • How stoper one annimation model on XNA?

    - by Mehdi Bugnard
    I met a Difficulty for one stoper annimation. Everything works great starter for the animation. But I do not see how stoper and can continue the annimation paused. The "animationPlayer.StartClip (clip)" is used to choke the annimation but impossible to find a way to stoper Thans's a lot Here is my code to use. protected override void LoadContent() { //Model - Player model_player = Content.Load<Model>("Models\\Player\\models"); // Look up our custom skinning information. SkinningData skinningData = model_player.Tag as SkinningData; if (skinningData == null) throw new InvalidOperationException ("This model does not contain a SkinningData tag."); // Create an animation player, and start decoding an animation clip. animationPlayer = new AnimationPlayer(skinningData); AnimationClip clip = skinningData.AnimationClips["ArmLowAction_006"]; animationPlayer.StartClip(clip); } protected overide update(GameTime gameTime) { KeyboardState key = Keyboard.GetState(); // If player don't move -> stop anim if (!key.IsKeyDown(Keys.W) && !keyStateOld.IsKeyUp(Keys.S) && !keyStateOld.IsKeyUp(Keys.A) && !keyStateOld.IsKeyUp(Keys.D)) { //animation stop ? not exist ? animationPlayer.Stop(); isPlayerStop = true; } else { if(isPlayerStop == true) { isPlayerStop = false; animationPlayer.StartClip(Clip); } }

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  • How to read default key value with dconf or gsettings?

    - by Zta
    I would like to know the default value of a dconf/gsettings key. My question is a followup of the question below: Where can I get a list of SCHEMA / PATH / KEY to use with gsettings? What I'm trying to do, so create a script that reads all my personal preferences so I can back them up and restore them. I plan to iterate though all keys, like the script above, see what keys have been changed from their default value, and make a note of these, that can be restored later. I see that the dconf-editor display the keys' default value, but I'd very much like to script this. Also, I don't see how parsing the schemas /usr/share/glib-2.0/schemas/ can be automated. Maybe someone can help? gsettings get-default|list-defaults would be nice =) (Geesh, it was much easier in the old days where you just kept your ~/.somethingrc in subversion ... =\ Based on the answer given below, I've updated the script to print schema, key, key's data type, default value, and actual value: #!/bin/bash for schema in $(gsettings list-schemas | sort); do for key in $(gsettings list-keys $schema | sort); do type="$(gsettings range $schema $key | tr "\n" " ")" default="$(XDG_CONFIG_HOME=/tmp/ gsettings get $schema $key | tr "\n" " ")" value="$(gsettings get $schema $key | tr "\n" " ")" echo "$schema :: $key :: $type :: $default :: $value" done done This workaround basically covers what I need. I'll continue working on the backup scrip from here.

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  • How to pause and resume a game in XNA using the same key?

    - by user13095
    I'm attempting to implement a really simple game state system, this is my first game - trying to make a Tetris clone. I'd consider myself a novice programmer at best. I've been testing it out by drawing different textures to the screen depending on the current state. The 'Not Playing' state seems to work fine, I press Space and it changes to 'Playing', but when I press 'P' to pause or resume the game nothing happens. I tried checking current and previous keyboard states thinking it was happening to fast for me to see, but again nothing seemed to happen. If I change either the pause or resume, so they're both different, it works as intended. I'm clearly missing something obvious, or completely lacking some know-how in regards to how update and/or the keyboard states work. Here's what I have in my Update method at the moment: protected override void Update(GameTime gameTime) { KeyboardState CurrentKeyboardState = Keyboard.GetState(); // Allows the game to exit if (CurrentKeyboardState.IsKeyDown(Keys.Escape)) this.Exit(); // TODO: Add your update logic here if (CurrentGameState == GameStates.NotPlaying) { if (CurrentKeyboardState.IsKeyDown(Keys.Space)) CurrentGameState = GameStates.Playing; } if (CurrentGameState == GameStates.Playing) { if (CurrentKeyboardState.IsKeyDown(Keys.P)) CurrentGameState = GameStates.Paused; } if (CurrentGameState == GameStates.Paused) { if (CurrentKeyboardState.IsKeyDown(Keys.P)) CurrentGameState = GameStates.Playing; } base.Update(gameTime); }

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  • Rotate camera with mouse? [closed]

    - by ezio160324
    Once again, using tutorial 10 at NeHe. I want the code if (keys[VK_RIGHT]) // Is The Right Arrow Being Pressed? { yrot -= 1.5f; // Rotate The Scene To The Left } if (keys[VK_LEFT]) // Is The Left Arrow Being Pressed? { yrot += 1.5f; // Rotate The Scene To The Right } and if (keys[VK_PRIOR]) { lookupdown -= 1.0f; } if (keys[VK_NEXT]) { lookupdown += 1.0f; } to be done with the mouse instead of left/right arrow and Page Up/ Page Down. I tried everything I could think of. Can anyone help? EDIT: I tried using WM_MOUSEMOVE message. I just could not figure it out. EDIT2: I am using pure OpenGL to do this. No window management system or other libs such as GLUT, GLFW, SDL, SFML etc. Just OpenGL. OpenGL and GLEW. EDIT: Issue has been solved.

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  • Make your CHM Help Files show HTML5 and CSS3 content

    - by Rick Strahl
    The HTML Help 1.0 specification aka CHM files, is pretty old. In fact, it's practically ancient as it was introduced in 1997 when Internet Explorer 4 was introduced. Html Help 1.0 is basically a completely HTML based Help system that uses a Help Viewer that internally uses Internet Explorer to render the HTML Help content. Because of its use of the Internet Explorer shell for rendering there were many security issues in the past, which resulted in locking down of the Web Browser control in Windows and also the Help Engine which caused some unfortunate side effects. Even so, CHM continues to be a popular help format because it is very easy to produce content for it, using plain HTML and because it works with many Windows application platforms out of the box. While there have been various attempts to replace CHM help files CHM files still seem to be a popular choice for many applications to display their help systems. The biggest alternative these days is no system based help at all, but links to online documentation. For Windows apps though it's still very common to see CHM help files and there are still a ton of CHM help out there and lots of tools (including our own West Wind Html Help Builder) that produce output for CHM files as well as Web output. Image is Everything and you ain't got it! One problem with the CHM engine is that it's stuck with an ancient Internet Explorer version for rendering. For example if you have help content that uses HTML5 or CSS3 content you might have an HTML Help topic like the following shown here in a full Web Browser instance of Internet Explorer: The page clearly uses some CSS3 features like rounded corners and box shadows that are rendered using plain CSS 3 features. Note that I used Internet Explorer on purpose here to demonstrate that IE9 on Windows 7 can properly render this content using some of the new features of CSS, but the same is true for all other recent versions of the major browsers (FireFox 3.1+, Safari 4.5+, WebKit 9+ etc.). Unfortunately if you take this nice and simple CSS3 content and run it through the HTML Help compiler to produce a CHM file the resulting output on the same machine looks a bit less flashy: All the CSS3 styling is gone and although the page display and functionality still works, but all the extra styling features are gone. This even though I am running this on a Windows 7 machine that has IE9 that should be able to render these CSS features. Bummer. Web Browser Control - perpetually stuck in IE 7 Mode The problem is the Web Browser/Shell Components in Windows. This component is and has been part of Windows for as long as Internet Explorer has been around, but the Web Browser control hasn't kept up with the latest versions of IE. In a nutshell the control is stuck in IE7 rendering mode for engine compatibility reasons by default. However, there is at least one way to fix this explicitly using Registry keys on a per application basis. The key point from that blog article is that you can override the IE rendering engine for a particular executable by setting one (or more) registry flags that tell the Windows Shell which version of the Internet Explorer rendering engine to load. An application that wishes to use a more recent version of Internet Explorer can then register itself during installation for the specific IE version desired and from then on the application will use that version of the Web Browser component. If the application is older than the specified version it falls back to the default version (IE 7 rendering). Forcing CHM files to display with IE9 (or later) Rendering Knowing that we can force the IE usage for a given process it's also possible to affect the CHM rendering by setting same keys on the executable that's hosting the CHM file. What that executable file is depends on the type of application as there are a number of ways that can launch the help engine. hh.exeThe standalone Windows CHM Help Viewer that launches when you launch a CHM from Windows Explorer. You can manually add hh.exe to the registry keys. YourApplication.exeIf you're using .NET or any tool that internally uses the hhControl ActiveX control to launch help content your application is your host. You should add your application's exe to the registry during application startup. foxhhelp9.exeIf you're building a FoxPro application that uses the built-in help features, foxhhelp9.exe is used to actually host the help controls. Make sure to add this executable to the registry. What to set You can configure the Internet Explorer version used for an application in the registry by specifying the executable file name and a value that specifies the IE version desired. There are two different sets of keys for 32 bit and 64 bit applications. 32 bit only or 64 bit: HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Internet Explorer\MAIN\FeatureControl\FEATURE_BROWSER_EMULATION Value Key: hh.exe 32 bit on 64 bit machine: HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Internet Explorer\MAIN\FeatureControl\FEATURE_BROWSER_EMULATION Value Key: hh.exe Note that it's best to always set both values ideally when you install your application so it works regardless of which platform you run on. The value specified is a DWORD value and the interesting values are decimal 9000 for IE9 rendering mode depending on !DOCTYPE settings or 9999 for IE 9 standards mode always. You can use the same logic for 8000 and 8888 for IE8 and the final value of 7000 for IE7 (one has to wonder what they're going todo for version 10 to perpetuate that pattern). I think 9000 is the value you'd most likely want to use. 9000 means that IE9 will be used for rendering but unless the right doctypes are used (XHTML and HTML5 specifically) IE will still fall back into quirks mode as needed. This should allow existing pages to continue to use the fallback engine while new pages that have the proper HTML doctype set can take advantage of the newest features. Here's an example of how I set the registry keys in my Tarma Installmate registry configuration: Note that I set all three values both under the Software and Wow6432Node keys so that this works regardless of where these EXEs are launched from. Even though all apps are 32 bit apps, the 64 bit (the default one shown selected) key is often used. So, now once I've set the registry key for hh.exe I can now launch my CHM help file from Explorer and see the following CSS3 IE9 rendered display: Summary It sucks that we have to go through all these hoops to get what should be natural behavior for an application to support the latest features available on a system. But it shouldn't be a surprise - the Windows Help team (if there even is such a thing) has not been known for forward looking technologies. It's a pretty big hassle that we have to resort to setting registry keys in order to get the Web Browser control and the internal CHM engine to render itself properly but at least it's possible to make it work after all. Using this technique it's possible to ship an application with a help file and allow your CHM help to display with richer CSS markup and correct rendering using the stricter and more consistent XHTML or HTML5 doctypes. If you provide both Web help and in-application help (and why not if you're building from a single source) you now can side step the issue of your customers asking: Why does my help file look so much shittier than the online help… No more!© Rick Strahl, West Wind Technologies, 2005-2012Posted in HTML5  Help  Html Help Builder  Internet Explorer  Windows   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • SortedDictionary and SortedList

    - by Simon Cooper
    Apart from Dictionary<TKey, TValue>, there's two other dictionaries in the BCL - SortedDictionary<TKey, TValue> and SortedList<TKey, TValue>. On the face of it, these two classes do the same thing - provide an IDictionary<TKey, TValue> interface where the iterator returns the items sorted by the key. So what's the difference between them, and when should you use one rather than the other? (as in my previous post, I'll assume you have some basic algorithm & datastructure knowledge) SortedDictionary We'll first cover SortedDictionary. This is implemented as a special sort of binary tree called a red-black tree. Essentially, it's a binary tree that uses various constraints on how the nodes of the tree can be arranged to ensure the tree is always roughly balanced (for more gory algorithmical details, see the wikipedia link above). What I'm concerned about in this post is how the .NET SortedDictionary is actually implemented. In .NET 4, behind the scenes, the actual implementation of the tree is delegated to a SortedSet<KeyValuePair<TKey, TValue>>. One example tree might look like this: Each node in the above tree is stored as a separate SortedSet<T>.Node object (remember, in a SortedDictionary, T is instantiated to KeyValuePair<TKey, TValue>): class Node { public bool IsRed; public T Item; public SortedSet<T>.Node Left; public SortedSet<T>.Node Right; } The SortedSet only stores a reference to the root node; all the data in the tree is accessed by traversing the Left and Right node references until you reach the node you're looking for. Each individual node can be physically stored anywhere in memory; what's important is the relationship between the nodes. This is also why there is no constructor to SortedDictionary or SortedSet that takes an integer representing the capacity; there are no internal arrays that need to be created and resized. This may seen trivial, but it's an important distinction between SortedDictionary and SortedList that I'll cover later on. And that's pretty much it; it's a standard red-black tree. Plenty of webpages and datastructure books cover the algorithms behind the tree itself far better than I could. What's interesting is the comparions between SortedDictionary and SortedList, which I'll cover at the end. As a side point, SortedDictionary has existed in the BCL ever since .NET 2. That means that, all through .NET 2, 3, and 3.5, there has been a bona-fide sorted set class in the BCL (called TreeSet). However, it was internal, so it couldn't be used outside System.dll. Only in .NET 4 was this class exposed as SortedSet. SortedList Whereas SortedDictionary didn't use any backing arrays, SortedList does. It is implemented just as the name suggests; two arrays, one containing the keys, and one the values (I've just used random letters for the values): The items in the keys array are always guarenteed to be stored in sorted order, and the value corresponding to each key is stored in the same index as the key in the values array. In this example, the value for key item 5 is 'z', and for key item 8 is 'm'. Whenever an item is inserted or removed from the SortedList, a binary search is run on the keys array to find the correct index, then all the items in the arrays are shifted to accomodate the new or removed item. For example, if the key 3 was removed, a binary search would be run to find the array index the item was at, then everything above that index would be moved down by one: and then if the key/value pair {7, 'f'} was added, a binary search would be run on the keys to find the index to insert the new item, and everything above that index would be moved up to accomodate the new item: If another item was then added, both arrays would be resized (to a length of 10) before the new item was added to the arrays. As you can see, any insertions or removals in the middle of the list require a proportion of the array contents to be moved; an O(n) operation. However, if the insertion or removal is at the end of the array (ie the largest key), then it's only O(log n); the cost of the binary search to determine it does actually need to be added to the end (excluding the occasional O(n) cost of resizing the arrays to fit more items). As a side effect of using backing arrays, SortedList offers IList Keys and Values views that simply use the backing keys or values arrays, as well as various methods utilising the array index of stored items, which SortedDictionary does not (and cannot) offer. The Comparison So, when should you use one and not the other? Well, here's the important differences: Memory usage SortedDictionary and SortedList have got very different memory profiles. SortedDictionary... has a memory overhead of one object instance, a bool, and two references per item. On 64-bit systems, this adds up to ~40 bytes, not including the stored item and the reference to it from the Node object. stores the items in separate objects that can be spread all over the heap. This helps to keep memory fragmentation low, as the individual node objects can be allocated wherever there's a spare 60 bytes. In contrast, SortedList... has no additional overhead per item (only the reference to it in the array entries), however the backing arrays can be significantly larger than you need; every time the arrays are resized they double in size. That means that if you add 513 items to a SortedList, the backing arrays will each have a length of 1024. To conteract this, the TrimExcess method resizes the arrays back down to the actual size needed, or you can simply assign list.Capacity = list.Count. stores its items in a continuous block in memory. If the list stores thousands of items, this can cause significant problems with Large Object Heap memory fragmentation as the array resizes, which SortedDictionary doesn't have. Performance Operations on a SortedDictionary always have O(log n) performance, regardless of where in the collection you're adding or removing items. In contrast, SortedList has O(n) performance when you're altering the middle of the collection. If you're adding or removing from the end (ie the largest item), then performance is O(log n), same as SortedDictionary (in practice, it will likely be slightly faster, due to the array items all being in the same area in memory, also called locality of reference). So, when should you use one and not the other? As always with these sort of things, there are no hard-and-fast rules. But generally, if you: need to access items using their index within the collection are populating the dictionary all at once from sorted data aren't adding or removing keys once it's populated then use a SortedList. But if you: don't know how many items are going to be in the dictionary are populating the dictionary from random, unsorted data are adding & removing items randomly then use a SortedDictionary. The default (again, there's no definite rules on these sort of things!) should be to use SortedDictionary, unless there's a good reason to use SortedList, due to the bad performance of SortedList when altering the middle of the collection.

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  • How can I sort out Xephyr's keyboard mapping?

    - by qedi
    When I start up Xephyr inside of X, my keyboard map becomes wonky mostly just for non-printing characters. I can't use arrow keys. According to xev, The down arrow gets mapped to Super_R. The up arrow is Print Screen. PgDown is mapped to "Menu". My keyboard works fine in the original X display (:0), but in the Xephyr subdisplay (:1), nothing else quite works right. I don't have any funky xmodmap things going on in my main X display that I'm aware of. All I really do is setxkbmap -option ctrl:swapcaps.

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  • Making a tab key on the right side of a full sized mac keyboard

    - by StoneBreaker
    I use mac OSX with a full sized keyboard (F1-F19, number pad arrow keys and FN, Home, End, Page UP/Down delete mini pad above the arrow keys). My mouse is on the left side of the keyboard. This allows use of the return key, the arrow keys and the number pad etc. with my right hand. I would like to assign a key or key combination on the right side of the keyboard to operate the same as the tab key. I am thinking a Function key or the Home key, or FN+?? I have QuickKeys and could use that if someone knows how. If there is no way to make a key the equivalent of the tab key, then at the least I would like to make some equivalent to Cmd+Tab that I can use with my right hand. Thanks for any help and ideas.

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  • Tunning scrolling in urxvt

    - by Ivan Petrushev
    Hello, I'm using rxvt-unicode version 9.06 at Ubuntu 9.10. I was used to aterm, where you can use SHIFT + up/down arrow to scroll the printed output with a line up or down. You can also use SHIFT + pgup/pgdown to scroll one screen up or down. In urxvt I can use the pgup/pgdown combination as well, but can't use the up/down arrow combination. It is very useful to be able to scroll by single lines. Do you have any idea how to enable the up/down arrow scrolling? This is my ~/.inputrc: set show-all-if-ambiguous on And this is my ~/.Xdefaults: URxvt*geometry:80x35 URxvt*transparent:true URxvt*shading:40 URxvt*saveLines:12000 URxvt*foreground:White URxvt*background:Blue URxvt*font: -*-terminus-*-*-*-*-14-*-*-*-*-*-*-* URxvt*color4:RoyalBlue URxvt*color12:RoyalBlue URxvt*scrollBar:true URxvt*scrollBar_right:false URxvt*scrollstyle:rxvt

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  • I will need a formula showing counts, totals and sub-totals for data set from different sheet

    - by Sapthagiri
    I am using MS2003 EXCEL. I have a cell in Sheet 1 with a color value and totals, with sub-totals. On sheet 2, I have a data set with 3 columns (colors, dress, type). On Sheet 1, I will need a tabulation showing Totals for Colors, with totals at sub-group of dress (shirt,pants) split by type totals (Full, Half, Tee) Below table represents my Data set in Sheet 2 Colors Make Dress Type -------------------------------- Red Arrow shirt full Red Levi shirt half blue Rugger Pant full yellow Wrangler shirt tee yellow Rugger Pant half yellow Arrow shirt tee yellow Wrangler Pant half Green Rugger Pant full Red Levi shirt tee blue Rugger Pant full blue Arrow shirt full blue Wrangler Pant half Green Levi shirt full I will need a formula showing counts, totals and sub-totals on Sheet 1 for data set from Sheet 2. Refer my table below which represent my expected data on Sheet 1, total Shirt Full Half Tees Pants Full Shorts Red 10 8 4 3 1 2 1 1 Blue Green Yellow Please note I am not looking for a Pivot table solution.

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