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  • Displaying Google Calendar event data on FullCalendar

    - by aurealus
    I am using Google Calendar as a storage engine for a calendar system I am building, however, I am using a single Google user account with multiple calendars, i.e. each user on my system has their own calendar within the one user account. I'm able to create a calendar per user just fine, but I would like to have FullCalendar retrieve the events for display purposes, without manually getting the magic cookie url from Google Calendar settings. I would like to be able to retrieve it programmatically or 'proxy' the feed via an authenticated call to get event data that I'm doing in Django. $('#calendar').fullCalendar({ events: $.fullCalendar.gcalFeed( "http://www.google.com/calendar_url/" <-- or /my/event/feed/url ) });

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  • IE 7 anchor background

    - by Oden
    Why does IE 7 not handle, the css background property for anchors? css: .nav a { float: left; display: block; padding: 5px; height: 25px; line-height: 25px; font-weight: bold; } .nav a:hover { background: #fff; color: #000; } html: <div class="nav"> <a href="#">anchor</a> </div> It has no background, but only in ie7. Why?

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  • iphone memory leaks and malloc?

    - by Brodie4598
    Okay so im finally to the point where I am testing my iPad App on an actual iPad... One thing that my app does is display a large (2mb) image in a scroll view. This is causing the iPad to get memory warnings. I run the app in the instruments to check for the leak. When I load the image, a leak is detected and i see the following in the allocations: ALl Allocations: 83.9 MB Malloc 48.55 MB: 48.55 MB Malloc 34.63 MB: 34.63 MB What im trying to understand is how to plug the leak obviously, but also why a 2MB image is causing a malloc of 20x that size I am very new to programming in obj-c so im sure this is an obvious thing, but I just cant figure it out. Here is the code:

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Sorting/Paginating/Filtering Complex Multi-AR Object Tables in Rails

    - by Matt Rogish
    I have a complex table pulled from a multi-ActiveRecord object array. This listing is a combined display of all of a particular user's "favorite" items (songs, messages, blog postings, whatever). Each of these items is a full-fledged AR object. My goal is to present the user with a simplified search, sort, and pagination interface. The user need not know that the Song has a singer, and that the Message has an author -- to the end user both entries in the table will be displayed as "User". Thus, the search box will simply be a dropdown list asking them which to search on (User name, created at, etc.). Internally, I would need to convert that to the appropriate object search, combine the results, and display. I can, separately, do pagination (mislav will_paginate), sorting, and filtering, but together I'm having some problems combining them. For example, if I paginate the combined list of items, the pagination plugin handles it just fine. It is not efficient since the pagination is happening in the app vs. the DB, but let's assume the intended use-case would indicate the vast majority of the users will have less than 30 favorited items and all other behavior, server capabilities, etc. indicates this will not be a bottleneck. However, if I wish to sort the list I cannot sort it via the pagination plugin because it relies on the assumption that the result set is derived from a single SQL query, and also that the field name is consistent throughout. Thus, I must sort the merged array via ruby, e.g. @items.sort_by{ |i| i.whatever } But, since the items do not share common names, I must first interrogate the object and then call the correct sort by. For example, if the user wishes to sort by user name, if the sorted object is a message, I sort by author but if the object is a song, I sort by singer. This is all very gross and feels quite un-ruby-like. This same problem comes into play with the filter. If the user filters on the "parent item" (the message's thread, the song's album), I must translate that to the appropriate collection object method. Also gross. This is not the exact set-up but is close enough. Note that this is a legacy app so changing it is quite difficult, although not impossible. Also, yes there is some DRY that can be done, but don't focus on the style or elegance of the following code. Style/elegance of the SOLUTION is important, however! :D models: class User < ActiveRecord::Base ... has_and_belongs_to_many :favorite_messages, :class_name => "Message" has_and_belongs_to_many :favorite_songs, :class_name => "Song" has_many :authored_messages, :class_name => "Message" has_many :sung_songs, :class_name => "Song" end class Message < ActiveRecord::Base has_and_belongs_to_many :favorite_messages belongs_to :author, :class_name => "User" belongs_to :thread end class Song < ActiveRecord::Base has_and_belongs_to_many :favorite_songs belongs_to :singer, :class_name => "User" belongs_to :album end controller: def show u = User.find 123 @items = Array.new @items << u.favorite_messages @items << u.favorite_songs # etc. etc. @items.flatten! @items = @items.sort_by{ |i| i.created_at } @items = @items.paginate :page => params[:page], :per_page => 20 end def search # Assume user is searching for username like 'Bob' u = User.find 123 @items = Array.new @items << u.favorite_messages.find( :all, :conditions => "LOWER( author ) LIKE LOWER('%bob%')" ) @items << u.favorite_songs.find( :all, :conditions => "LOWER( singer ) LIKE ... " ) # etc. etc. @items.flatten! @items = @items.sort_by{ |i| determine appropriate sorting based on user selection } @items = @items.paginate :page => params[:page], :per_page => 20 end view: #index.html.erb ... <table> <tr> <th>Title (sort ASC/DESC links)</th> <th>Created By (sort ASC/DESC links))</th> <th>Collection Title (sort ASC/DESC links)</th> <th>Created At (sort ASC/DESC links)</th> </tr> <% @items.each |item| do %> <%= render { :partial => "message", :locals => item } if item.is_a? Message %> <%= render { :partial => "song", :locals => item } if item.is_a? Song %> <%end%> ... </table> #message.html.erb # shorthand, not real ruby print out message title, author name, thread title, message created at #song.html.erb # shorthand print out song title, singer name, album title, song created at

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  • iphone not displaying array variables correctly

    - by Rob
    I was reading a tutorial on how to do a UIPicker and found this code: - (IBAction)buttonPressed { NSInteger row = [userPicker selectedRowInComponent:0]; NSString *selected = [userPickerData objectAtIndex:row]; NSString *title = [[NSString alloc] initWithFormat:@"You selected %a", selected]; UIAlertView *alert = [[UIAlertView alloc] initWithTitle:title message:@"Thank you for Choosing." delegate:nil cancelButtonTitle:@"You're Welcome" otherButtonTitles:nil]; [alert show]; [alert release]; [title release]; } - (void)viewDidLoad { // [super viewDidLoad]; NSArray *array = [[NSArray alloc] initWithObjects:@"New", @"Frank", @"Bob", @"Thor", nil]; self.userPickerData = array; [array release]; } The UIPicker displays correctly and the variables in the picker also display correctly. When the button is pressed then the alert message does come up but it says, "You selected.." and then it's a bunch of gibberish. Why aren't the array variables being passed correctly?

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  • How do I recieve byteArray send from Server and read 4 single bytes at a time.

    - by k80sg
    I need to receive 320 bytes of data from a server which consist of 80 4 bytes int fields. How do I receive them in bytes of 4 and display their respective int values? Thanks. Not sure if this is right for the receiving part: //for reading the data from the socket BufferedInputStream bufferinput=new BufferedInputStream(NewSocket.getInputStream()); DataInputStream datainput=new DataInputStream(bufferinput); byte[] handsize=new byte[32]; // The control will halt at the below statement till all the 32 bytes are not read from the socket. datainput.readFully(handsize);

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  • Is it worth caching a Dictionary for foreign key values in ASP.net?

    - by user169867
    I have a Dictionary<int, string> cached (for 20 minutes) that has ~120 ID/Name pairs for a reference table. I iterate over this collection when populating dropdown lists and I'm pretty sure this is faster than querying the DB for the full list each time. My question is more about if it makes sense to use this cached dictionary when displaying records that have a foreign key into this reference table. Say this cached reference table is a EmployeeType table. If I were to query and display a list of employee names and types should I query for EmployeeName and EmployeeTypeID and use my cached dictionary to grab the EmployeeTypeIDs name as each record is displayed or is it faster to just have the DB grab the EmployeeName and JOIN to get the EmployeeType string bypassing the cached Dictionary all together. I know both will work but I'm interested in what will perform the fastest. Thanks for any help.

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  • Wordpress FORCE UPDATE of permalink settings

    - by Scott B
    I've been having issues on creating new wordpress blogs where I'm setting permalinks via script on theme activation. However, even though they appear to be correct when I check the permalink settings in WP, my new pages are throwing 404 errors. The only fix I've found is that I have to go back to permalink options and click "Save Changes", even though, according to the display, I've made no changes to need to save... I'm setting permalinks to /%postname%/ Here's how I'm doing it. if(get_option('permalink_structure')==""){update_option('permalink_structure', '/%postname%/');} That script gets run when my theme is activated. Any ideas why it only partially does the job?

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  • wx Python is not properly drawing customtree items

    - by uberjumper
    Hi, I am currently using wx.CustomTree, to use to display a series of configuration settings. I generally fill them with wx.TextCtrl / wx.Combobox, to allow the user to edit / enter stuff. Here is my code: class ConfigTree(CT.CustomTreeCtrl): """ Holds all non gui drawing panel stuff """ def __init__(self, parent): CT.CustomTreeCtrl.__init__(self, parent, id = common.ID_CONTROL_SETTINGS, style = wx.TR_DEFAULT_STYLE | wx.TR_HAS_BUTTONS | wx.TR_HAS_VARIABLE_ROW_HEIGHT | wx.TR_SINGLE) #self.HideWindows() #self.RefreshSubtree(self.root) self.population_size_ctrl = None self.SetSizeHints(350, common.FRAME_SIZE[1]) self.root = self.AddRoot("Configuration Settings") child = self.AppendItem(self.root, "Foo", wnd=wx.TextCtrl(self, wx.ID_ANY, "Lots Of Muffins")) The problem is, any children nodes, the data for these nodes is not filled in. When i basically expand the configuration settings tree node. I see the "Foo" node, however the textbox is empty. This is the same for both text node, Until i actually click on the child node. I've looked tried every form of update / etc. Does anyone have any ideas?

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  • counter variable not working?

    - by jaycode
    Just like many things in rails, sometimes it works, sometimes it doesn't... Showing app/views/admin/products/_variant.html.erb where line #8 raised: undefined local variable or method `variant_counter' for #<ActionView::Base:0x107f7ae10> I only want to display variant_counter from partial _variant. This was the render caller code: <%= render :partial => '/admin/products/variant', :collection => product.variants %> The funny thing is, I have been using partial counter heaps number of times, somehow now I encountered this issue. Could anybody point me out what are there to find out what may went wrong?

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  • Animating removeFromSuperview

    - by brettr
    I'd like to animate the transition from a subview back to the super view. I display the subview using: [UIView beginAnimations:@"curlup" context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationDuration:.5]; [UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:self.view cache:YES]; [self.view addSubview:self.mysubview.view]; [UIView commitAnimations]; The above works fine. It's going back to the super view that I don't get any animation: [UIView beginAnimations:@"curldown" context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationDuration:.5]; [UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:self.view cache:YES]; [self.view removeFromSuperview]; [UIView commitAnimations]; Is there something different I should be doing to get the subview to animate when removed?

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  • Image rendering on browser or temporary images?

    - by Muralha
    I'm trying to make a statistics page where it will show several data and charts. The charts need to be pictures so that the user can save it/drag-and-drop to his/her personal reports. I'm using Gruff Graphs for Ruby to produce the charts but I don't know the best way to display the results safe and protected. Some of my ideas/tries are: save the chart to a file (jpg, png)? problem: data is available to anyone (don't have access to cron, to delete data from time to time) render in the browser (has to work on IE)? Use javascript (Raphaël—JavaScript Library) or Google API and output a PDF report (need plugin or gem, right)? use send_data? i've tried to output other way than inline, because I needs to show other data, is it possible? Thanks for any help.

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  • How can I pass a raw System.Drawing.Image to an .ashx?

    - by Mike C
    I am developing an application that stores images as Base64 strings in xml files. I also want to allow the user to crop the image before saving it to the file, preferably all in memory without having to save a temp file, and then delete it afterwards. In order to display the newly uploaded image, I need to create a HTTP handler that I can bind the asp:Image to. The only examples for doing this online require passing the .ashx an ID and then pulling the image from a DB or other data store. Is it possible to somehow pass the raw data to the .ashx in order to get back the image? Thanks, Mike

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  • matlab: figure size, same axis size

    - by Art
    I have a figure with fixed size, like that: hFig = figure(1); set(hFig, 'Position', [200 200 500 500]) But the thing is, that I want to have my AXIS with fixed size (i want them to be a square), not (necessary) the whole figure... - see image attached, Y axis is a bit longer than X axis (of course longer in a meaning of display... X and Y axis range is set to the same value). How to adjust it? Thanks!

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  • Html.DescriptionFor<T>

    - by Stacey
    I'm trying to emulate the Html Helper for "LabelFor" to work with the [Description] Attribute. I'm having a lot of trouble figuring out how to get the property from the helper though. This is the current signature... class Something { [Description("Simple Description")] [DisplayName("This is a Display Name, not a Description!")] public string Name { get; set; } } public static MvcHtmlString DescriptionFor<TModel, TValue>(this HtmlHelper<TModel> html, Expression<Func<TModel, TValue>> expression);

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  • WPF/MVVM - should we create a different Class for each ViewModel ?

    - by FMFF
    I'm attempting the example from the excellent "How Do I" video for MVVM by Todd Miranda found in MSDN. I'm trying to adapt the example for my learning purpose. In the example, he has a ViewModel called EmployeeListViewModel. Now if I want to include Departments, should I create another ViewModel such as DepartmentListViewModel? The example has EmployeeRepository as the Data Source. In my case, I'm trying to use an Entity object as the datasource (Employees.edmx in Model folder and EmployeeRepository.cs in DataAccess folder). If I want to display the list of Departments, should I create a separate class called DepartmentRepository and put all department related method definitions there? What if I want to retrieve the employee name and their department's name together? Where should I place the methods for this? I'm very new to WPF and MVVM and please let me know if any of the above needs to be re-phrased. Thank you for all the help.

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  • Using glRotate and glTranslate with collision detection.

    - by Cetra
    Hey guys, Say I use glRotate to translate the current view based on some arbitrary user input (i.e, if key left is pressed then rtri+=2.5f) glRotatef(rtri,0.0f,1.0f,0.0f); Then I draw the triangle in the rotated position: glBegin(GL_TRIANGLES); // Drawing Using Triangles glVertex3f( 0.0f, 1.0f, 0.0f); // Top glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glEnd(); // Finished Drawing The Triangle How do I get the resulting translated vertexes for use in collision detection? Or will I have to manually apply the transform myself and thus doubling up the work? The reason I ask is that I wouldn't mind implementing display lists.

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  • ASP.NET MVC: Problem generating thumbnails...need help!

    - by Ryan Pitts
    Ok, so i'm new to asp.net mvc and i'm trying to make a web application photo gallery. I've posted once on here about this issue i am having of trying to generate thumbnails on-the-fly on the page instead of the actual full-size images. Basically, the functionality i am looking for is to be able to have thumbnails on the page and then be able to click the images to see the full-size version. I am pulling the images and images info from an XML file. So, i did this so i could display them dynamically and so it would be easier to make changes later. Later, i am going to add functionality to upload new images to specific galleries (when i figure out how to do that as well). I am providing a link to download the project i am working on so you can see the code. I would appreciate any help with this! Thanks! URL to project: http://www.diminished4th.com/TestArtist.zip Ryan

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  • Ruby character encoding problems in netbeans and command wíndow

    - by salgo60
    I use netbeans as development IDE and runs the application from cmd but have problems to display ISO 8859-1 characters like åäö correct in both cmd window and when I run the application from netbeans Question: What is best practice to set it up Right now I do @output.puts indent + "V" + 132.chr + "lkommen till Ruby Camping!" to get ä My environment chcp 65001 Active code page: 65001 ruby main.rb Source encoding: <Encoding:US-ASCII> Default external: #<Encoding:UTF-8> Default internal: nil Locale charmap: "CP65001" where I have in the code def self.printEncoding puts "Source encoding: #{__ENCODING__.inspect}" if defined? __ENCODING__ if defined? Environment::Encoding puts "Default external: #{Encoding.default_external.inspect}" puts "Default internal: #{Encoding.default_internal.inspect}" puts "Locale charmap: #{ Encoding.locale_charmap.inspect}" end puts "LANG environment variable: #{ENV['LANG'].inspect}" unless ENV['LANG'].nil? end ruby -v ruby 1.9.1p378 (2010-01-10 revision 26273) [i386-mingw32]

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  • CSS - Force overflowing elements to disappear if partially hidden

    - by Kelso.b
    Let's say we have a box with some short paragraphs: <div style="overflow:hidden"> <p>Some text</p> <p>Some text</p> <p>Some text</p> <p>Some text</p> </div> The height of the box is variable, so sometimes one of the paragraphs' text is partially hidden. Is there a CSS property that would force the paragraph to either display fully or not at all, or would this need to be calculated using javascript?

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  • Aligning a formtable with button

    - by Hulk
    In the below code how to align the the print button next to the table and not below or above it. <div id="content"> <form action="Empform" method="post" name="emp"> <tr><th>Name</t></tr> <tr><td></td></tr> </table> <br> <br> <label>Comments: </label> <br> <textarea rows=10 cols=75></textarea> </form> <input type="button" value="Copy" id="print" onclick="javascript:copy();" style="display:inline;/> <br> </div> Thanks..

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  • Firefox fails to detect content type set by PHP

    - by Ying
    Hi all, I want a php page to 'display' a pdf. Here is the code: <?php header("Content-type: application/pdf"); readfile('Reportage - Berlin.pdf'); //tried echo(readfile(...)) as well ?> Not very complicated I think, but somehow firefox cant detect that this is a pdf. This works in Safari but in firefox, i get a prompt to download the file, so i get like a pdftest.php file. I know im getting my file because if I rename the extension to pdf, i can open it. This seems too simple! am i missing something?

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  • C# Drawing Oracle Spatial Geometries

    - by Keeper
    I need to create a simple app which can display geometries from Oracle Spatial in C#. These geometries are exported from AutoCAD Map 3D 2010 to Oracle Spatial. I need to pan, zoom, manage layers of these objects, events (like right click to popup a contextual menu, potentially different for every object), creating/deleting points (maybe also other polygons): a sort of simple AutoCAD interface. Should I look for an AutoCAD OEM license? Is there a drawing framework which can handle this or do I need to create my own?

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  • Haxe app and Gtk-WARNING on linux servers

    - by Cambiata
    Hi! I'm trying a Haxe-compiled solution called FAR (Flash Archiver) created by Edwin Van Rijkom (http://code.google.com/p/vanrijkom-flashlibs/) wich uses a command-line tool for creating compressed archives. When running the FAR tool locally on my ubuntu laptop, everything works fine. When running remotely (terminal as Root) on my Ubuntu and Debian servers, it gives the following error: Gtk-WARNING **: cannot open display: I've tried to reach Edvin about this, but no response so far. Maybe it has something to do with installation or user rights on the server? Any clue?

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