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  • IE7 resize problems

    - by moshe_ravid
    i have a page that contains content which need to be dynamically changed according to the current page size. in order to do that, during the onload event, i attach some JS function to the "onresize" window event. it looks like that: window.onresize = function() { //do something here... }; This is working fine in any browse, except IE7! These are the problems i'm having: It seems that in IE7, when i resize the window vertically only (i.e. clicking with the mouse on the bottom border, and drag it down), it does not fire the "onresize" event. sometimes, i get an infinite loop of "onresize" event, causing the browser to hang forever. I will appreciate any help with any of these issues. thanks, Moe

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  • jQuery append Google Adsense to div..

    - by SoulieBaby
    Hi everyone, I'm having issues with google adsense and it loading before my jQuery and killing my codes, so I thought I'd try to append the Google Adsense javascript to the appropriate div using the document ready function, here's the code I'm trying to write: <script language="javascript" type="text/javascript"> $(document).ready(function(){ $(".googleBanners").html("<script language='javascript' type='text/javascript'>\n" + "google_ad_client = 'pub-8487967187298044';\n" + "google_ad_slot = '1088799521';\n" + "google_ad_width = 250;\n" + "google_ad_height = 250;\n" + "</" + "script>\n" + "<script language='javascript' src='http://pagead2.googlesyndication.com/pagead/show_ads.js' type='text/javascript'>" + "</" + "script>"); }); </script> But I'm not so good writing javascript/jQuery so if someone could help me implement this that would be fantastic. The error in FF I'm currently getting is "Error: google_protectAndRun is not defined". I'm not sure what that means, but I'm guessing I've written the jQuery code wrong.. lol

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  • C# - How to override GetHashCode with Lists in object

    - by Christian
    Hi, I am trying to create a "KeySet" to modify UIElement behaviour. The idea is to create a special function if, eg. the user clicks on an element while holding a. Or ctrl+a. My approach so far, first lets create a container for all possible modifiers. If I would simply allow a single key, it would be no problem. I could use a simple Dictionary, with Dictionary<Keys, Action> _specialActionList If the dictionary is empty, use the default action. If there are entries, check what action to use depending on current pressed keys And if I wasn't greedy, that would be it... Now of course, I want more. I want to allow multiple keys or modifiers. So I created a wrapper class, wich can be used as Key to my dictionary. There is an obvious problem when using a more complex class. Currently two different instances would create two different key, and thereby he would never find my function (see code to understand, really obvious) Now I checked this post: http://stackoverflow.com/questions/638761/c-gethashcode-override-of-object-containing-generic-array which helped a little. But my question is, is my basic design for the class ok. Should I use a hashset to store the modifier and normal keyboardkeys (instead of Lists). And If so, how would the GetHashCode function look like? I know, its a lot of code to write (boring hash functions), some tips would be sufficient to get me started. Will post tryouts here... And here comes the code so far, the Test obviously fails... public class KeyModifierSet { private readonly List<Key> _keys = new List<Key>(); private readonly List<ModifierKeys> _modifierKeys = new List<ModifierKeys>(); private static readonly Dictionary<KeyModifierSet, Action> _testDict = new Dictionary<KeyModifierSet, Action>(); public static void Test() { _testDict.Add(new KeyModifierSet(Key.A), () => Debug.WriteLine("nothing")); if (!_testDict.ContainsKey(new KeyModifierSet(Key.A))) throw new Exception("Not done yet, help :-)"); } public KeyModifierSet(IEnumerable<Key> keys, IEnumerable<ModifierKeys> modifierKeys) { foreach (var key in keys) _keys.Add(key); foreach (var key in modifierKeys) _modifierKeys.Add(key); } public KeyModifierSet(Key key, ModifierKeys modifierKey) { _keys.Add(key); _modifierKeys.Add(modifierKey); } public KeyModifierSet(Key key) { _keys.Add(key); } }

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  • RSA encryption results in server execution timeout

    - by Nilambari
    Hi, I am using PHP Crypt_RSA (http://pear.php.net/package/Crypt_RSA) for encrypting and decrypting the contents. Contents are of 1kb size. Following are the results: keylength = 1024 Encryption function takes time: 225 secs keylength = 2048 Encryption function takes time: 115 secs I need to reduce this execution time as most of the live apache servers have 120 sec limit for execution time. How to reduce this execution time? RSA alorithm docs says the only 1024 - 2048 keys are generated. I ACTUALLY tried to generate larger key, but it always results in execution timeout. How do i work on reducing encryption - decryption execution time? Thanks, Nila

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  • onbeforeunload in safari does not run code server side

    - by Deepa
    On browser close or F5, I have to perform some code on server side For this I have a button. On click of that button which has onclientclick and onclick functions written. I also wrote an event on window.onbeforeunload which does a button.click(). window.onbeforeunload=function(e) { button.click() } My problem is that this runs the code of the client side click function of the button, however server side code does not get executed. This happens only when i close the browser. When I do F5 it works perfectly. Also this happens only on Safari. In FF and mozila it works perfectly . How can i

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  • Overriding classes/functions from a .dll.

    - by Jeff
    Say I have class A and class B. B inherits from class A, and implements a few virtual functions. The only problem is that B is defined in a .dll. Right now, I have a function that returns an instance of class A, but it retrieves that from a static function in the .dll that returns an instance of class B. My plan is to call the created object, and hopefully, have the functions in the .dll executed instead of the functions defined in class A. For some reason, I keep getting restricted memory access errors. Is there something I don't understand that will keep this plan from working?

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  • DrawString with character wrapping

    - by Roy
    Hi all, I'm creating a fatal error dialog for a Windows Mobile Application using C#. The problem is when I try to draw the stacktrace using DrawString, half of my stacktrace is getting clipped off because DrawString uses word wrapping instead of character wrapping. For those who don't understand the explanation: When i draw the stacktrace, it comes out as this: at company.application.name.space.Funct at company.application.name.Function(St at etc. etc. And i want it to print like this: at company.application.name.space.Funct ion(String sometext, Int32 somenumbe r) at company.application.name.Function(St ring sometext, Int32 somenumber, Int 32 anothernumber) at etc. etc. Is this possible in Csharp?

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  • Is there any way to get MSVC to pass structs arguments in registers on x64?

    - by Luke
    For a function with signature: struct Pair { void *v1, *v2 }; void f(Pair p); compiled on x64, I would like Pair's fields to be passed via register, as if the function was: void f(void *v1, void *v2); Compiling a test with gcc 4.2.1 for x86_64 on OSX 10.6, I can see this is exactly what happens by examining the disassembly. However, compiling with MSVC 2008 for x64 on Windows, the disassembly shows that Pair is passed on the stack. I understand that platform ABIs can prevent this optimization; does anyone know any MSVC-specific annotations, calling conventions, flags, or other hacks that can get this to work? Thank you!

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  • JavaScript: 'foo.value' not working in IE?

    - by pete
    Hi! A few hours ago, I was instructed how to style a specific textarea with JS. The following piece of code (thanks again, Mario Menger) works like a charm in Firefox but unfortunately nothing happens in Internet Explorer (7 tested only so far). var foo = document.getElementById('HCB_textarea'); var defaultText = 'Your message here'; foo.value = defaultText; foo.style.color = '#888'; foo.onfocus = function(){ foo.style.color = '#000'; if ( foo.value == defaultText ) { foo.value = ''; } }; foo.onblur = function(){ foo.style.color = '#888'; if ( foo.value == '' ) { foo.value = defaultText; } }; I've already tried to replace 'value' by 'innerHTML' (for IE only) but to no effect. Any suggestions? TIA

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  • Parse error: syntax error, unexpected T_PUBLIC in ..... ?

    - by tonsils
    Hi, I am new to php and trying out this tutorial at : http://css-tricks.com/php-for-beginners-building-your-first-simple-cms/ Unfortunately I am getting the following error and can't seem to track down the reason: Parse error: syntax error, unexpected T_PUBLIC in ../simpleCMS.php on line 56 My code for simpleCMS.php is as is in the tutorial link above. FYI, my line 56 is the following line of code in simpleCMS.php public function display_admin() { Above this line is public function display_public() Can anyone possibly see what I could be doing wrong and again, my code is the same code from the tutorial website and have downloaded the files that came with it? Hoping someone can point me in the right direction. Furthermore, I am using Mac OS X MAMP to run my Apache/MySQL Server locally. My other question is, when I using the following command: mysql_connect($this->host,$this->username,$this->password) is my hostname 'localhost' alone or do I also have to include port alongside the localhost? Thanks again.

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  • Mapping functions of 2D numpy arrays

    - by perimosocordiae
    I have a function foo that takes a NxM numpy array as an argument and returns a scalar value. I have a AxNxM numpy array data, over which I'd like to map foo to give me a resultant numpy array of length A. Curently, I'm doing this: result = numpy.array([foo(x) for x in data]) It works, but it seems like I'm not taking advantage of the numpy magic (and speed). Is there a better way? I've looked at numpy.vectorize, and numpy.apply_along_axis, but neither works for a function of 2D arrays. EDIT: I'm doing boosted regression on 24x24 image patches, so my AxNxM is something like 1000x24x24. What I called foo above applies a Haar-like feature to a patch (so, not terribly computationally intensive).

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  • Using C Structs which contains ObjC Objects?

    - by GuidoMB
    I'm using C structs in objc and I've created a function that assembles the structure like the one from the Cocoa API. The things is that this structure is not like NSRect o NSPoint this structure packs objc objects soo I'm seeing a potential memory leak here. Do I need to provide a function to 'release' the structure? I'am not creating a ISKNewsCategory class because there will be no behavior but Do you think this is a good approach or I should define the class even doe there will be no behavior? typedef struct ISK_NewsCategory { NSString *name; NSString *code } ISKNewsCategory; NS_INLINE ISKNewsCategory ISKMakeNewsCategory(NSString *name, NSString *code) { ISKNewsCategory category; category.name = [name retain]; category.code = [code retain]; return category; }

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  • Winforms - Visually remove button click event

    - by Wayne Koorts
    .NET newbie alert Using Visual C# 2008 Express Edition I have accidentally created a click event for a button. I then deleted the automatically-created method code, which resulted in an error saying that the function, which had now been referenced in the form loading code, could no longer be found. Deleting the following line from the Form1.Designer.cs file's InitializeComponent() function... this.btnCopy.Click += new System.EventHandler(this.btnCopy_Click); ... seems to do the trick, however, it makes me feel very dirty because of the following warning at the beginning of the #region: /// Required method for Designer support - do not modify /// the contents of this method with the code editor. I haven't been able to find a way to do this using the form designer, which I assume is the means implied by this warning. What is the correct way to do this?

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  • Optimizing a 3D World Javascript Animation

    - by johnny
    Hi! I've recently come up with the idea to create a tag cloud like animation shaped like the earth. I've extracted the coastline coordinates from ngdc.noaa.gov and wrote a little script that displayed it in my browser. Now as you can imagine, the whole coastline consists of about 48919 points, which my script would individually render (each coordinate being represented by one span). Obviously no browser is capable of rendering this fluently - but it would be nice if I could render as much as let's say 200 spans (twice as much as now) on my old p4 2.8 Ghz (as a representative benchmark). Are there any javascript optimizations I could use in order to speed up the display of those spans? One 'coordinate': <div id="world_pixels"> <span id="wp_0" style="position:fixed; top:0px; left:0px; z-index:1; font-size:20px; cursor:pointer;cursor:hand;" onmouseover="magnify_world_pixel('wp_0');" onmouseout="shrink_world_pixel('wp_0');" onClick="set_askcue_bar('', 'new york')">new york</span> </div> The script: $(document).ready(function(){ world_pixels = $("#world_pixels span"); world_pixels.spin(); setInterval("world_pixels.spin()",1500); }); z = new Array(); $.fn.spin = function () { for(i=0; i<this.length; i++) { /*actual screen coordinates: x/y/z --> left/font-size/top 300/13/0 300/6/300 | / |/ 0/13/300 ----|---- 600/13/300 /| / | 300/20/300 300/13/600 */ /*scale font size*/ var resize_x = 1; /*scale width*/ var resize_y = 2.5; /*scale height*/ var resize_z = 2.5; var from_left = 300; var from_top = 20; /*actual math coordinates: 1 -1 | / |/ 1 ----|---- -1 /| / | 1 -1 */ //var get_element = document.getElementById(); //var font_size = parseInt(this.style.fontSize); var font_size = parseInt($(this[i]).css("font-size")); var left = parseInt($(this[i]).css("left")); if (coast_line_array[i][1]) { } else { var top = parseInt($(this[i]).css("top")); z[i] = from_top + (top - (300 * resize_z)) / (300 * resize_z); //global beacause it's used in other functions later on var top_new = from_top + Math.round(Math.cos(coast_line_array[i][2]/90*Math.PI) * (300 * resize_z) + (300 * resize_z)); $(this[i]).css("top", top_new); coast_line_array[i][3] = 1; } var x = resize_x * (font_size - 13) / 7; var y = from_left + (left- (300 * resize_y)) / (300 * resize_y); if (y >= 0) { this[i].phi = Math.acos(x/(Math.sqrt(x^2 + y^2))); } else { this[i].phi = 2*Math.PI - Math.acos(x/(Math.sqrt(x^2 + y^2))); i } this[i].theta = Math.acos(z[i]/Math.sqrt(x^2 + y^2 + z[i]^2)); var font_size_new = resize_x * Math.round(Math.sin(coast_line_array[i][4]/90*Math.PI) * Math.cos(coast_line_array[i][0]/180*Math.PI) * 7 + 13); var left_new = from_left + Math.round(Math.sin(coast_line_array[i][5]/90*Math.PI) * Math.sin(coast_line_array[i][0]/180*Math.PI) * (300 * resize_y) + (300 * resize_y)); //coast_line_array[i][6] = coast_line_array[i][7]+1; if ((coast_line_array[i][0] + 1) > 180) { coast_line_array[i][0] = -180; } else { coast_line_array[i][0] = coast_line_array[i][0] + 0.25; } $(this[i]).css("font-size", font_size_new); $(this[i]).css("left", left_new); } } resize_x = 1; function magnify_world_pixel(element) { $("#"+element).animate({ fontSize: resize_x*30+"px" }, { duration: 1000 }); } function shrink_world_pixel(element) { $("#"+element).animate({ fontSize: resize_x*6+"px" }, { duration: 1000 }); } I'd appreciate any suggestions to optimize my script, maybe there is even a totally different approach on how to go about this. The whole .js file which stores the array for all the coordinates is available on my page, the file is about 2.9 mb, so you might consider pulling the .zip for local testing: metaroulette.com/files/31218.zip metaroulette.com/files/31218.js P.S. the php I use to create the spans: <?php //$arbitrary_characters = array('a','b','c','ddsfsdfsdf','e','f','g','h','isdfsdffd','j','k','l','mfdgcvbcvbs','n','o','p','q','r','s','t','uasdfsdf','v','w','x','y','z','0','1','2','3','4','5','6','7','8','9',); $arbitrary_characters = array('cat','table','cool','deloitte','askcue','what','more','less','adjective','nice','clinton','mars','jupiter','testversion','beta','hilarious','lolcatz','funny','obama','president','nice','what','misplaced','category','people','religion','global','skyscraper','new york','dubai','helsinki','volcano','iceland','peter','telephone','internet', 'dialer', 'cord', 'movie', 'party', 'chris', 'guitar', 'bentley', 'ford', 'ferrari', 'etc', 'de facto'); for ($i=0; $i<96; $i++) { $arb_digits = rand (0,45); $arbitrary_character = $arbitrary_characters[$arb_digits]; //$arbitrary_character = "."; echo "<span id=\"wp_$i\" style=\"position:fixed; top:0px; left:0px; z-index:1; font-size:20px; cursor:pointer;cursor:hand;\" onmouseover=\"magnify_world_pixel('wp_$i');\" onmouseout=\"shrink_world_pixel('wp_$i');\" onClick=\"set_askcue_bar('', '$arbitrary_character')\">$arbitrary_character</span>\n"; } ?>

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  • JavaScript: jQuery Datepicker - simple highlighting of specific days, who can help? (source inside)

    - by Klicker.eu
    Hi guys, i want to use the Datepicker for highlighting specific dates. Here is my latest code: <script type="text/javascript"> var dates = [30/04/2010, 01/05/2010]; $(function(){ $('#datepicker').datepicker({ numberOfMonths: [2,3], dateFormat: 'dd/mm/yy', beforeShowDay: highlightDays }); function highlightDays(date) { for (var i = 0; i < dates.length; i++) { if (dates[i] == date) { return [true, 'highlight']; } } return [true, '']; } }); </script> my CSS is: #highlight, .highlight { background-color: #cccccc; } Well the calendar comes up, but there is nothing highlighted. Where is the problem in my code? If anyone could help that would be great. Another option/solution could be: disable all dates, but make available only dates in an array. Thanks!

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • Is there anyway to prevent onbeforeunload event from triggering when using internet explorer

    - by newName
    I have a function that is suppose to trigger when user closes their browser and I have put the code in the "window.onbeforeunload" function. The thing is every time if I reloads the page in Internet Explorer, the onbeforeunload event will also trigger which is a problem because I only wants it to trigger only when the user closes or navigates away from the current page but not on a page refresh/reload. Therefore I'm not sure if onbeforeunload is intended to trigger even on a page refresh/reload and if it is intended to, then is there another way to work round it? Thanks

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  • Not Recieving JSON object into my Zend Controller

    - by davykiash
    Am am sucessfully parsing and sending json values from my client for my server side controller to recieve and parse $("#test2").click(function() { $.ajax({ type: "POST", url: "<?php echo $this->baseUrl() ?>/expensetypes/add", data: JSON.stringify(wrapFormValues($('#expensetypes'))), contentType: "application/json; charset=utf-8", dataType: "json", success: function(msg){ alert( "Data Saved: " + msg ); } }); }); However in my controller the code $this->getRequest()->getPost() doesnt seem to recieve the json object that my client is sending though firebug clearly shows that my json object is being parsed and sent. What am I missing?

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  • How do I define functions using PLT Scheme macros?

    - by nickname
    I am trying to write a macro that defines a special class of data structure with associated functions. I know this is possible; it is done multiple times in the core language itself. As a specific example, how would I define the define-struct macro in Scheme itself. It needs to create make-struct, struct-<<field>>, etc functions. I tried doing this using define, however, this only defines the function in the macro's lexical scope. How can I actually define a function in a macro?

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  • Using Facebook Connect with jQTouch?

    - by Volmar
    Hi, i'm starting a new jQTouch-project now and i'm thinking of using facebook connect to make it easier for users to register with my site. do anyone have any experience with this? I'm using the Facebook PHP SDK (from github), and i first tried to use it with the built in example, it worked good. i later tried it with jQTouch (the latest build from the SVN). when i create the log in/log out link inside a ul.roundedli element it does not work because jQTouch have some special function that handles links clicked inside a li-element. how can i go around this function and make it work with the connect-link, i'm using the display=touch version of the autentication dialog. when i add the link outside of the ul.roundedli-element it works in desktop safari but not in mobile safari. any ideas?

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  • jQuery - Iframe validation - cannot get values

    - by Henry
    See demo: http://tinyurl.com/3xow97t The editor is under development. Now we check if it has an value - this works well with all form fields that have the class .required... but it does not work with the iframe. the iframe has a div with id #content. $('form .meet').focus(function() { $('iframe').each(function() { ** if($(this).contents().find('#content').val() == '') { ** $(this).addClass('warning'); } }) }); That means it should add the class .warning if the iframe is empty. But it always does, so what am i doing wrong? Does it not work, because the JS does not see the text i currently typed in? ^^ Regards Henry

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  • Need to calculate offsetRight in javascript

    - by Dan Bailiff
    I need to calculate the offsetRight of a DOM object. I already have some rather simple code for getting the offsetLeft, but there is no javascript offsetRight property. If I add the offsetLeft and offsetWidth, will that work? Or is there a better way? function getOffsetLeft(obj) { if(obj == null) return 0; var offsetLeft = 0; var tmp = obj; while(tmp != null) { offsetLeft += tmp.offsetLeft; tmp = tmp.offsetParent; } return offsetLeft; } function getOffsetRight(obj) { if (obj == null) return 0; var offsetRight = 0; var tmp = obj; while (tmp != null) { offsetRight += tmp.offsetLeft + tmp.offsetWidth; tmp = tmp.offsetParent; } return offsetRight; }

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  • Getting the executed output of an aspx page after a short delay

    - by Ankur
    Hi all, I have an aspx page which has some javascript code like <script> setTimeout("document.write('" + place.address + "');",1); </script> As it is clear from the code it will going to write something on the page after a very short delay of 1 ms. I have created an another page to get the page executed by some query string and get its output. The problem is I can not avoid the delay as simply writing document.write(place.address); will not print anything as it takes a little time to get values so if i set it in setTimeout for delayed output of 1 ms it always return me a value If I request the output from another page using System.Net.WebClient wc = new System.Net.WebClient(); System.IO.StreamReader sr = new System.IO.StreamReader(wc.OpenRead("http://localhost:4859/Default.aspx?lat=" + lat + "&lng=" + lng)); string strData = sr.ReadToEnd(); I get the source code of the document instead of the desired output can anyone help me out for either avoiding that delay or else delayed the client request ouput so that i get a desired value not the source code The js on default.aspx is <script type="text/javascript"> var geocoder; var address; function initialize() { geocoder = new GClientGeocoder(); var qs=new Querystring(); if(qs.get("lat") && qs.get("lng")) { geocoder.getLocations(new GLatLng(qs.get("lat"),qs.get("lng")),showAddress); } else { document.write("Invalid Access Or Not valid lat long is provided."); } } function getAddress(overlay, latlng) { if (latlng != null) { address = latlng; geocoder.getLocations(latlng, showAddress); } } function showAddress(r) { place = r.Placemark[0]; setTimeout("document.write('" + place.address + "');",1); //document.write(place.address); } </script> and the code on requestClient.aspx is as System.Net.WebClient wc = new System.Net.WebClient(); System.IO.StreamReader sr = new System.IO.StreamReader(wc.OpenRead("http://localhost:4859/Default.aspx?lat=" + lat + "&lng=" + lng)); string strData = sr.ReadToEnd();

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  • Virtual/soft buttons for (Home, menu,Back, Search) always on top?

    - by Ken
    How can I make an app or maybe service that looks like (Nexus One touch buttons) for the navigation keys (Home, menu,Back, Search) The buttons should always be visibly and always stay on top and send the command to the app thats running. Someone have ideas and sample codes how to do that? * I see an app with name (Smart Taskmanager) wich always detect when you touch the right side of the screen and then detect when you slide the finger to left. So I think its possible, with this function I think its possible to implementate the code to simulate the (Home, Meny, Back, Search) buttons. * I also see and test an app wich show a "cracked display" always ontop so that tecnic maybe shold be useful to always show the buttons/bitmanp on top. Thoose function, to show the button and catch the "touch event" and send the event to the active program, thats what i dont can figure out how to do. Thats my thought! I Hope there are some deep developer wich know this solution! Regards Ken

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