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  • Is it possible to disable the iPhone's automatic hyperlinks?

    - by mririgo
    We send out a notification email whenever we have "phishing" emails reported to us. In these emails, we include a copy-paste of the text inside the original phishing email as a sample of what is reported to us. Our code strips all hyperlinks out of the email via PHP, but still includes (in plain text) the link. When users receive this email in their client (Thunderbird, Outlook, Horde/IMP, etc), the hyperlink is removed. However, the iPhone likes to take web addresses in plain text and automatically turn them into hyperlinks. Is there any possible way to stop this action from happening via a HTML tag or by using PHP to replace certain parts of the hyperlink?

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  • How to encode 'á' to '&#225' with C# ?? (UTF8)

    - by Llorens Marti
    Hi all I'm trying to write an XML file with UTF-8 encode, and the original string can have invalid characters like 'á', so, i need to change these invalid characters to a valid ones. I know that there is an encoding method that take, for example, character 'á' and transform it to group of characters 'á'. I am trying to achive this with C#but i have no succes on it. I am using Encoding.UTF8 functions but i only end with the sema character (i.e: á) or a '?' character. So, do you know with is the correct way to achive this character change with C# ?? Thanks for your time and help :) LLORENS

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  • App Engine: how would you... snapshotting entities

    - by Andrew B.
    Let's say you have two kinds, Message and Contact, related by a db.ListProperty of keys on Message. A user creates a message, adds some contacts as recipients, and emails the message. Later, the user deletes one of the contact entities that was a recipient of the message. Our application should delete the appropriate Contact entity, but we want to preserve the original recipient list for the message that was sent for the user's records. In essence, we want a snapshot of the message entity at the time it was sent. If we naively delete the contact entity, though, we lose snapshot integrity; if not, we are left with an invalid key. How would you handle this situation, either in controller logic or model changes? class User(db.Model): email = db.EmailProperty(required=True) class Contact(db.Model): email = db.EmailProperty(required=True) user = db.ReferenceProperty(User, collection_name='contacts') class Message(db.Model): recipients = db.ListProperty(db.Key) # contacts sender = db.ReferenceProperty(User, collection_name='messages') body = db.TextProperty() is_emailed = db.BooleanProperty(default=False)

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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  • Two Different Types of Associatons on the Same Two Tables in Rails

    - by tmo256
    I have two models, users and themes, that I'm currently joining in a HABTM association in a themes_users table. Basically, after a user creates a new theme, it becomes available to other users to select for their own use. However, only the original creator of the theme should have the ability to edit it. So, I need to have some other kind of association to handle that relationship, something like an created_by_id field in the theme. In this way, the user model acts as two different roles: they can be an implementer of a theme AND/OR the owner of the theme. The implementer relationship is handled by the themes_users join table; the question is: What is the right way to handle this secondary association? Do I need to make users polymorphic and then make the created_by_id reference an "owner"? Or is there something easier? Thanks so much for your help!

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  • In a process using lots of memory, how can I spawn a shell without a memory-hungry fork()?

    - by kdt
    On an embedded platform (with no swap partition), I have an application whose main process occupies most of the available physical memory. The problem is that I want to launch an external shell script from my application, but using fork() requires that there be enough memory for 2x my original process before the child process (which will ultimately execl itself to something much smaller) can be created. So is there any way to invoke a shell script from a C program without incurring the memory overhead of a fork()? I've considered workarounds such as having a secondary smaller process which is responsible for creating shells, or having a "watcher" script which I signal by touching a file or somesuch, but I'd much rather have something simpler.

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  • Replace the surround of an html element with another document

    - by KvanteTore
    I have an html page with (among other things) a Unity3D window. I would like to replace everything on the page without causing the Unity window to reload. I have tried the following jquery-tastic function replaceSurround(keepElem, newElem) { keepElem.siblings().remove(); keepElem.prepend(newElem.prevAll()); keepElem.append(newElem.nextAll()); var keepParent = keepElem.parent(); var newParent = newElem.parent(); if (keepParent && newParent) { replaceSurround(keepParent, newParent); } } where keepElem is an element in the original document and newElem is the corresponding element in the new document, but it did not work very well.

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  • Comment ajouter des fichiers DjVu dans DjVu en PDF Convertisseur ? [closed]

    - by jeanne1987
    English Translation Step 1: First, you should download the DjVu Browser Plug-in and install it and click the print button on the interface DjVu Browser Plug-in and select "OXPDFCreator" as the default printer, click OK ". And then, it will automatically appear on the interface djvu pdf converter. Once you click the create button, you complete any of converters for djvu to pdf. Original (French) Question Step 1: Tout d'abord, il faut télécharger DjVu Browser plug-in et l'installer et cliquez le bouton "imprimer " sur l'interface de DjVu Browser plug-in et choisir "OXPDFCreator" comme imprimante par défaut, cliquer "OK". Et puis, il apparaîtra automatiquement sur l'interface de djvu en pdf convertisseur. Une fois que vous cliquez le bouton "créer", vous terminez une converssion de djvu à pdf. Plus de information de [urDjVu to PDF

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  • Generating a beveled edge for a 2D polygon

    - by Metaphile
    I'm trying to programmatically generate beveled edges for geometric polygons. For example, given an array of 4 vertices defining a square, I want to generate something like this. But computing the vertices of the inner shape is baffling me. Simply creating a copy of the original shape and then scaling it down will not produce the desired result most of the time. My algorithm so far involves analyzing adjacent edges (triples of vertices; e.g., the bottom-left, top-left, and top-right vertices of a square). From there, I need to find the angle between them, and then create a vertex somewhere along that angle, depending on how deep I want the bevel to be. And because I don't have much of a math background, that's where I'm stuck. How do I find that center angle? Or is there a much simpler way of attacking this problem?

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  • Can't store Data URI to database without stripping + characters

    - by citizencane
    I am trying to grab a reference to images with src's in URI scheme. An example would be the images on google.com/news. if I alert(escape(saveObj.image)); I get something like below: data%3Aimage/jpeg%3Bbase64%2C/9j/4AAQSkZJRgABAQAAAQABAAD/2wBDAAgGBgcGBQgHBwcJCQgKDBQNDAsLDBkSEw8UHRofHh0aHBwgJC4nICIsIxwcKDcpLDAxNDQ0Hyc5PTgyPC4zNDL/2wBDAQkJCQwLDBgNDRgyIRwhMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjL/wAARCABQAFADASIAAhEBAxEB/8QAHAAAAQUBAQEAAAAAAAAAAAAABgIDBAUHAQAI/8QAPhAAAgECBAMFBgIGCwEAAAAAAQIDBBEABRIhEzFhBkFRcYEUIjKRobFCwRUjJFKC0QcWJSZiY3Jzg7Lw4f/EABoBAAIDAQEAAAAAAAAAAAAAAAMEAAIFBgH/xAAmEQABBAEEAQMFAAAAAAAAAAABAAIDESEEEjFBBRMisVFhcZGh/9oADAMBAAIRAxEAPwAr7L5pD2gyY5JXEtLGAFY/EU2sR1U2+nXF/pZFKuffViGPW5ximQUEz1cNdPNKms6g8TlWBufDcHyxsdLUmqoYqhiWZ1BYtsSe+/ I pass that from the js file and am using django to get that into a mysql table of type utf8_unicode_ci using modelform.save, but when i examine what's in the database, I see: data:image/jpeg;base64,/9j/4AAQSkZJRgABAQAAAQABAAD/2wBDAAgGBgcGBQgHBwcJCQgKDBQNDAsLDBkSEw8UHRofHh0aHBwgJC4nICIsIxwcKDcpLDAxNDQ0Hyc5PTgyPC4zNDL/2wBDAQkJCQwLDBgNDRgyIRwhMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjL/wAARCABQAFADASIAAhEBAxEB/8QAHAAAAQUBAQEAAAAAAAAAAAAABgIDBAUHAQAI/8QAPhAAAgECBAMFBgIGCwEAAAAAAQIDBBEABRIhEzFhBkFRcYEUIjKRobFCwRUjJFKC0QcWJSZiY3Jzg7Lw4f/EABoBAAIDAQEAAAAAAAAAAAAAAAMEAAIFBgH/xAAmEQABBAEEAQMFAAAAAAAAAAABAAIDESEEEjFBBRMisVFhcZGh/9oADAMBAAIRAxEAPwAr7L5pD2gyY5JXEtLGAFY/EU2sR1U2 nXF/pZFKuffViGPW5ximQUEz1cNdPNKms6g8TlWBufDcHyxsdLUmqoYqhiWZ1BYtsSe The key difference is that in my database all of the '+' characters from the original have been stripped and replaced with spaces. Any ideas? I'm going blind trying to figure this out! :P

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  • What is the effect on record size of reordering columns in PostgreSQL?

    - by Summer
    Since Postgres can only add columns at the end of tables, I end up re-ordering by adding new columns at the end of the table, setting them equal to existing columns, and then dropping the original columns. So, what does PostgreSQL do with the memory that's freed by dropped columns? Does it automatically re-use the memory, so a single record consumes the same amount of space as it did before? But that would require a re-write of the whole table, so to avoid that, does it just keep a bunch of blank space around in each record? Thanks! ~S

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  • GDI+, using DrawImage to draw a transperancy mask of the source image

    - by sold
    Is it possible to draw a transperancy mask of an image (that is, paint all visible pixels with a constant color) using Graphics::DrawImage? I am not looking for manually scanning the image pixel-by-pixel and creating a seperate mask image, I wonder if it's possible to draw one directly from the original image. My guessing is that it should be done with certain manipulations to ImageAttributes, if possible at all. The color of the mask is arbitrary and should be accurate, and it would be a plus if there can be a threshold value for the transparency.

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  • Rails - Paperclip, getting width and height of image in model

    - by Corey Tenold
    Trying to get the width and height of the uploaded image while still in the model on the initial save. Any way to do this? Here's the snippet of code I've been testing with from my model. Of course it fails on "instance.photo_width". has_attached_file :photo, :styles => { :original => "634x471>", :thumb => Proc.new { |instance| ratio = instance.photo_width/instance.photo_height min_width = 142 min_height = 119 if ratio > 1 final_height = min_height final_width = final_height * ratio else final_width = min_width final_height = final_width * ratio end "#{final_width}x#{final_height}" } }, :storage => :s3, :s3_credentials => "#{RAILS_ROOT}/config/s3.yml", :path => ":attachment/:id/:style.:extension", :bucket => 'foo_bucket' So I'm basically trying to do this to get a custom thumbnail width and height based on the initial image dimensions. Any ideas?

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  • Jquery toggle with two elements

    - by Jesse
    I am using a toggle on a graphic to slide out a contact form. The problem is, the contact form can cover up the graphic element on low resolutions. I thought a solution would be to include a "close this" inside the form, that would use the same toggle effect. When I add the close this element to the code, instead of working in tandem with the original graphic element, it starts the chain back over, and slides the contact form even further out. Site is here: http://www.tritonloyaltysupport.com/status Code for toggle here: $(this).html(div_form); //show / hide function $('div.contactable').toggle( function() { $('#overlay').css({display: 'block'}); $('#contactForm').animate({"marginRight": "-=0px"}, "fast"); $('#contactForm').animate({"marginRight": "+=390px"}, "slow"); }, function() { $('#contactForm').animate({"marginRight": "-=390px"}, "slow"); $('#overlay').css({display: 'none'}); } );

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  • Setting up Android application for Analytics and tracking

    - by Samuh
    Tracking events and setting up Analytics for Websites seems easy. You create an account with one of the Analytics service providers like Google. They give you javascript code that you embed in your pages (whichever event you wish to track) and voila..you're done. I have written a native application for Android phones, which is actually an adaptation of the actual web site. Now, I am required to setup Analytics and tracking for this native application. Question: How to do setup a native application for Analytics? We have Java Script code(not Google Analytics but for some other engine) that works for the original web site. Is there a way to incorporate that in the native application? I know Android supports Java Script via WebViews(Webkit);my application does not have webviews, it is native! I have not worked on JavaScript since school so excuse me if I sound naive. Thanks.

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  • Reflection: How to get the underlying type of a by-ref type

    - by Qwertie
    I was surprised to learn that "ref" and "out" parameters are not marked by a special attribute, despite the existence of ParameterInfo.IsOut, ParameterInfo.IsIn (both of which are always false as far as I can see), ParameterAttributes.In and ParameterAttributes.Out. Instead, "ref" parameters are actually represented by a special kind of "Type" object and "out" parameters are just ref parameters with an additional attribute (what kind of attribute I don't yet know). Anyway, to make a by-ref argument you call Type.MakeByRefType(), but my question is, if you already have a by-ref type, how do you get back to the original Type? Hint: it's not UnderlyingSystemType: Type t = typeof(int); Console.WriteLine(t.MakeByRefType().UnderlyingSystemType==t); // FALSE

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  • Accordion table cell - How to dynamically expand/contract uitableviewcell?

    - by s.newave
    Hi, I am trying create an accordion type of uitableviewcell that, when the user selects the cell, it expands to display a detailed info view inline similar to how the digg app works. I initially tried replacing the current tablecell with a customcell in cellForRowAtIndex however the animation looks a bit choppy as you can see the cell being replaced and overall the effect doesnt work to well. If you look at the digg app and others who have done this it seems that they arent replacing the current cell but instead perhaps adding a subview to the cell? The original cell however doesnt seem to animate at all and only the new view accordions into the table. Does anyone have any ideas how to accomplish a similar effect?

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  • Get File Size of Modified Image Before Writing to Disk

    - by Otaku
    I'm doing a conversion from .jpg to .png in System.Drawing and one thing that I've found is that this conversion tends to make the resulting converted .png much larger than the .jpg original. Sometimes more than 10x larger after converting to .png. Given that seems to always be the case (unless you know of a way around this), is there any way to determine the file size of that .png before it is saved to disk? For example, maybe write it to a stream first and then get that stream size? How would I go about doing this?

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  • git squash and preserve last commit's timestamp

    - by Crend King
    Consider I have commits ... -- A -- B -- C If I use git rebase -i to squash all three commits into one, we could pick A squash B squash C I see the resulted commit A has its original timestamp. How could make it inherit the timestamp of commit C (the last one)? What I can think of is git commit --amend --date=<new_time>, but I need to remember the timestamp of commit C before squash or from reflog. I find the timestamp of the latest timestamp is more reasonable, because it show when do I actually finish the work that are in the commits. Thanks.

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  • How to remove duplicate records in a table?

    - by Mason Wheeler
    I've got a table in a testing DB that someone apparently got a little too trigger-happy on when running INSERT scripts to set it up. The schema looks like this: ID UNIQUEIDENTIFIER TYPE_INT SMALLINT SYSTEM_VALUE SMALLINT NAME VARCHAR MAPPED_VALUE VARCHAR It's supposed to have a few dozen rows. It has about 200,000, most of which are duplicates in which TYPE_INT, SYSTEM_VALUE, NAME and MAPPED_VALUE are all identical and ID is not. Now, I could probably make a script to clean this up that creates a temporary table in memory, uses INSERT .. SELECT DISTINCT to grab all the unique values, TRUNCATE the original table and then copy everything back. But is there a simpler way to do it, like a DELETE query with something special in the WHERE clause?

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  • How can I do these operations in C?

    - by Juan Antonio
    Hello, I'm converting some assembly code to C to be able to use it with the current compiler environment I have to work with. I've reached 2 operations I don't know how to translate to C. Anyone know how to do it? In both, offset is an unsigned 32-bit integer and shift is a signed integer value. C_FLAG is a bool. OP1: __asm { __asm mov ecx, shift __asm ror offset, cl } OP2: __asm { __asm bt dword ptr C_FLAG, 0 __asm rcr offset, 1 } Thank you very much for your expertise. P.S.: I'm not the original developer, nor I have seen many x86 assembly code...

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  • How to tell if a user updated my app or installed a new one

    - by user310318
    I need a way to tell if the app being used by a user is a fresh new install (new user), or was a pre-existing user who updated. The previous app version did not track UDID's, and didn't save anything (it just ran as a simple app). Is there a way for an update to tell if the user previously installed the app? Even if that app didn't save anything into the documents folder, and the app didnt communicate with a server (UDID post)? (id like to be able to offer bonus features to my existing loyal users who had already installed the original app and updated) thanks!!

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  • How to diagnose, and reverse (not prevent) Unicode mangling

    - by Steve Bennett
    Somewhere upstream of me, "something" happened that looks like unicode mangling. One symptom is that a lowercase u umlaut (ü) gets converted to "ü" (ie, character FC gets converted to C3 BC). Assuming that I have no control over this upstream process, how can I reverse-engineer what's going on? And if that is possible, can I crank the sausage machine backwards and get the original text back? (If it helps to understand this case, the text I received was in the form of a MySQL dump. I think somwewhere in the dump/transport process it got mangled.)

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  • git merge different repositories?

    - by baloo
    I've been using SVN for all my projects. Sometimes project B is originating as a copy from project A. When project A has a generic change, I can use svn merge A within directory B and it will merge those changes. Now, if I wanted to use git. I don't like having all my projects in the same repository since I then have to clone everything and can't pick just one project like in SVN. But having one repository for each project, how do I go about doing the same like I did earlier with SVN? The question is: What's the best way to structure it if I want several subprojects that really all relates to one original project and to keep them in sync? And that I also want to be able to check them out separately

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  • Android : Stop image scaling down

    - by John Smith
    Hi, I'm trying to draw an image in a view but having problems trying to maintain the scale of the original image. Basically, I have a small view and I would like to show part of the image in the view. The intention then is to perform a translation on the image so that a different part appears in the view. No matter what I try, either the image is down-scaled automatically to fit the view or the whole image is viewable. I've tried playing about with the settings on BitmapDrawable, ImageView and Layout to no avail. Anyone know a good way to achieve this?

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