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  • Finding web source of Drag&Drop with Qt

    - by UncaughtException
    I'm trying to implement a simple notebook in Qt. Microsoft OneNote allows text or an image from a website to be inserted by Drag&Drop with an attached link to the source that looks like this for the stackoverflow logo on the 'ask' page: Inserted from <http://stackoverflow.com/questions/ask. With the QT dropsite example, I examined all the information thats transported by the QMimeData object, but didn't find something really helpful. Do you know a way to do this in pure Qt or at least with not so much platform-dependant code?

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  • setup Qt and PyQt on mac osx so my app can also deployable on windows

    - by hk_programmer
    Hi, I've been coding with Python and C++ and now need to work on building a gui for data visualization purposes. I work on Mac Snow Leopard (intel), python 3.1 using gcc 4.2.1 (from Xcode 3.1) I wanted to first install Qt and then PyQt. And my goals are to be able to: - quickly prototype GUI and the accompanied logic that drives the GUI using PyQt and python - if I decided I need the speed, or if it's fairly easy to translate my GUI into C++ using the Qt tools, I have the options to translate my app into C++ - Be able to deploy my application onto Windows (both the python and c++ version of my app) Give the goals above, what are the correct steps I should take and what issues i should be aware of when setting up Qt and PyQt. Which other deployment tools do I need? From my readings so far, here's what I have: download the Qt source for mac and configure it with -platform macx-g++42 -arch x86_64 -no-framework (i've read somewhere that building as framework causes some trouble in deployment and/or debugging, can't find the article anymore) download latest SIP source and build download latest PyQt and build from source (any special options I should pay attention to?) For deployment, I've read that I would need to use py2exe/cx_freeze for windows, p2app for mac: http://arstechnica.com/open-source/guides/2009/03/how-to-deploying-pyqt-applications-on-windows-and-mac-os-x.ars but seems like what the article describe is deploying an app you build on windows on the windows platform and vice versa. How do you deploy to windows (is it even possible?) if you are writing your Qt app on a mac ? Really appreciate the help

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  • compiling maya (3d application ) with qt

    - by knishua
    including the maya ( 3d application ) classes in qt program gives lot of errors..... i have added all required include paths and libs...the same problem persists .... this is pro file for my qt project TARGET = FileCon TEMPLATE = app SOURCES += main.cpp \ dialog.cpp HEADERS += dialog.h \ ConvertFunction.h FORMS += dialog.ui LIBS += "C:/Program Files/Autodesk/Maya2008/lib" \ -lOpenMaya.lib \ -lFoundation.lib \ -lOpenMayalib INCLUDEPATH += "C:/Program Files/Autodesk/Maya2008/include" DEFINES = _BOOL \ WIN32 \ REQUIRE_IOSTREAM /////////////////////////////////////////// How is it possible to use maya classes with qt.

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  • How does exactly Qt works?

    - by Somebody still uses you MS-DOS
    I have seen that you can write your application in Qt, and it can be run in different operating systems. And - correct me if I'm wrong - you don't need to have Qt already installed in all of these platforms. How exactly this approach works? Does Qt compiles to the desired platform, does it bundle some "dlls" (libs), how does it do it? Is different from programming a Java application for the sake of cross-platform? If you use Python to write a Qt application with Python bindings, does the final user needs to have Python installed?

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  • How to install the Qt mobility ?

    - by Shadow
    Hi, i have installed Qt 4.6.2 and developing the application for symbian. Now i want use Qt mobility API for accessing the contacts.. how can i install the Qt mobility and acces the API.. my build environment is windows XP :) Thanks

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  • installing widgets for qt

    - by Lakshan Perera
    I resently found a very useful set of widgets set for qt from http://www.wysota.eu.org/wwwidgets/ and I downloaded wwWidgets 1.0 installer for MinGW and simply installed it. now I can see those widgets in qt creator, and I can drag and drop them. but when compiling the project it says that those include files are not found. (ex: qwwled.h not found) but I see that file is in C:\Qt\4.8.3\include\wwWidgets please if someone can help me in this issue I would be very thankful. im using qt 4.8.3 with mingw 4.4

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  • A Few Questions About QT

    - by ForgiveMeI'mAN00b
    Is it free? It looks like on the website it says "Try Now", which makes me worry that it just gives you a demo. Do you have to pay the QT company anything to distribute a program using QT, or can you just throw it (the program) out there and just say you used QT. Is it native c++, or something wierd, like, the same way .NET programs aren't actual c++, they just look like it. Would somebody who uses my program have to install the QT framework before they can run it, or will the program run without any installation? Can it easily be compiled to work on a Windows, Linux and Mac OS?

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  • How to install Qt on Windows after building?

    - by Piotr Dobrogost
    I can't find any information on how to install Qt built on Windows. In wiki article How to set up shadow builds on Mac and Linux there's description of -prefix option in configure script but this option is not available on Windows. I know I can use Qt right from the build folder but it does not seem the right thing not to perform an install step. One problem with this approach is size; Qt's build folder takes about 4GB space whereas after installing using binary installer Qt takes about 1GB space. I guess the difference is due to temporary files created during building. I hope some install procedure would install (copy) only needed files leaving temporary files in the build folder.

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  • How do I determine the cause of Qt's "*** is not a valid Qt plugin" error?

    - by chadjoan
    When I print the value of errorString from my QPluginLoader object, I get this: The file 'C:/pyprojects/test/qsqlpsqld4.dll' is not a valid Qt plugin. I would like to avoid some days worth of doing the time consuming "guess-and-check" methodology that my current internet searches reveal (so far none of them seem relevant anyways). Is there a way for me to get the Qt library itself to tell me why it is refusing to load this plugin? I don't want to guess; I want to know. Context: I am on Windows 7 running Qt 4.8.5 (32-bit, MinGW) and the qsqlpsqld4.dll file is also 32-bit and compiled with MinGW. I am using PySide to interact with Qt.

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  • XSLT processing with Qt

    - by swegi
    Hi, I like to display some (X)HTML content in a Qt application using QtWebKit. The content should be generated from XML documents via XSLT. As I am new to Qt, my questions are as follows: 1) Can QtWebKit display XML documents with the xml-stylesheet element set? 2) Can Qt apply XSLT to an XML document and return the result as a string or write it to a file?

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  • Installing Qt libraries on OS X

    - by AXL79
    I'm trying to install the Qt 4.8.3 precompiled libraries downloaded from http://qt-project.org/downloads on my OS X 10.6 machine. Unfortunately the package doesn't seem to actually install any libraries (although it claims to do so in the readme) I've read loads of instructions of how to configure and build Qt from source but these are precompiled, as in 'you don't have to compile them yourself'. So I must be missing something. Is there anyone out there who knows how to actually install Qt on OS X so that it is possible to link against them -without- building the whole thing from source. Thanks

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  • How does exactly Qt work?

    - by Somebody still uses you MS-DOS
    I have seen that you can write your application in Qt, and can be run in different operating systems. And - correct me if I'm wrong - you don't need to have Qt installed in all of these plataforms. How does exactly this works? Does Qt compiles to the desired plataform, it bundles some "dlls" (libs), how? Is different from programming a Java application for the sake of cross-plataform? If you use Python to write a Qt application with Python bindings, does the final user needs to have Python installed?

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  • Camera doesn't move

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but I couldn't make it move. #define PI_OVER_180 0.0174532925f #define GL_CLAMP_TO_EDGE 0x812F #include "metinalifeyyaz.h" #include <GL/glu.h> #include <GL/glut.h> #include <QTimer> #include <cmath> #include <QKeyEvent> #include <QWidget> #include <QDebug> metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); 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); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); 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); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • Where is the handy designer for setting Permissions and schema diagram designer in a SQL2005 Databas

    - by BlackMael
    I have just installed the GDR RTM version of Visual Studio Team System Database Edition GDR RTM. It all seems to work wonderfully, but I seem to have to edit XML (Database.sqlpermissions) for specify SQL Permissions. Am I missing something? For that matter where is the schema diagram tool? I understand GDR exposes alot for extending the Database Edition components, so am I supposed to wait for third party extensions to provide the diagram tool and permissions designer?

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  • Web Designer and/or Developer

    - by chimps
    we've outsourced our app development, the dev's have created a DB hosted on Amazon-EC2. we're in talks with a web designer for website but the designer does not do any backend integration. i.e connect the website with DB created by app developers do you recommend getting designs from the designer and getting a freelancer to do the front-back end integration, I mean would there be issues/complications? Or go with designer who provides the complete package?

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  • Sharing SharePoint Lists across sites without SharePoint Designer

    - by Ryan
    The problem I've been having is how to show a list from one sub-site to another. I don't have server admin privileges so I am unable to use SharePoint Designer to edit any part of the site. The situation: One parent page with two sub-sites. sub-site #1 has a list on it with several text columns, and one column to be used as a 'visible' column. sub-site #2 has to show a view of the list on sub-site #1 filtering on the 'visible' column The two solutions I've found are to create a linked list in SharePoint Designer directly, or use a Content Query Web Part, edit the part to show the correct columns, and use SharePoint Designer to edit the item style to actually display the proper information. Is there any way to accomplish this without using SharePoint Designer?

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  • Workflow Foundation (WF) -- Why does Visual Studio's designer not use my custom ActivityDesignerThem

    - by stakx
    Problem: I am trying to customize a custom Workflow Foundation activity (called CustomActivity) so that it will display with a specific background color. What I've got so far: First, I'm defining a custom ActivityDesignerTheme as follows: public class CustomActivityTheme : ActivityDesignerTheme { public CustomActivityTheme(WorkflowTheme theme) : base(theme) { this.BackColorStart = Color.FromArgb(0xff, 0xf4, 0xf4, 0xf4); this.BackColorEnd = Color.FromArgb(0xff, 0xc0, 0xc0, 0xc0); this.BackgroundStyle = LinearGradientMode.Horizontal; } } Then, I am applying this theme to a custom ActivityDesigner (apparently the theme must be applied to a designer, and not to an activity): [ActivityDesignerTheme(typeof(CustomActivityTheme))] public class CustomActivityDesigner : SequentialActivityDesigner { ... } Ultimately, I am applying the custom designer to my custom Activity: [Designer(typeof(CustomActivityDesigner))] public partial class CustomActivity : SequenceActivity { ... } Now, according to some code examples that I've seen, this should do the trick. However, when I include an instance of my CustomActivity in a workflow, my custom theme is not applied and it is displayed in the Visual Studio Designer as any standard activity would (white background etc.). I tried re-compiling and even re-starting Visual Studio a couple of times, just to make sure the used assembly is up-to-date, but to no avail. My question: What am I missing? Why does Visual Studio's Workflow Designer not respect the CustomActivityTheme when it displays a CustomActivity?

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  • Java errors on Lotus Domino Designer Client 8.5.1

    - by ajcooper
    I have a clean install of Lotus Notes 8.5.1 (now with FP3) and I'm getting the following errors in Designer. This is with a new database with a couple of forms and views. I'm finding this is typical across all databases. Is there something I need to install/configure etc.? I'm not new to Notes, but I'm new to 8.5 Thanks Aidan Description Resource Path Location Type Cannot resolve plug-in: org.eclipse.core.runtime plugin.xml TestAgent.nsf line 9 Plug-in Problem Cannot resolve plug-in: org.eclipse.ui plugin.xml TestAgent.nsf line 8 Plug-in Problem Cannot resolve plug-in: com.ibm.commons plugin.xml TestAgent.nsf line 10 Plug-in Problem Cannot resolve plug-in: com.ibm.commons.vfs plugin.xml TestAgent.nsf line 12 Plug-in Problem Cannot resolve plug-in: com.ibm.commons.xml plugin.xml TestAgent.nsf line 11 Plug-in Problem Cannot resolve plug-in: com.ibm.designer.runtime plugin.xml TestAgent.nsf line 15 Plug-in Problem Cannot resolve plug-in: com.ibm.designer.runtime.directory plugin.xml TestAgent.nsf line 14 Plug-in Problem Cannot resolve plug-in: com.ibm.jscript plugin.xml TestAgent.nsf line 13 Plug-in Problem Cannot resolve plug-in: com.ibm.notes.java.api plugin.xml TestAgent.nsf line 20 Plug-in Problem Cannot resolve plug-in: com.ibm.xsp.core plugin.xml TestAgent.nsf line 16 Plug-in Problem Cannot resolve plug-in: com.ibm.xsp.core plugin.xml TestAgent.nsf line 21 Plug-in Problem Cannot resolve plug-in: com.ibm.xsp.designer plugin.xml TestAgent.nsf line 18 Plug-in Problem Cannot resolve plug-in: com.ibm.xsp.designer plugin.xml TestAgent.nsf line 22 Plug-in Problem Cannot resolve plug-in: com.ibm.xsp.domino plugin.xml TestAgent.nsf line 19 Plug-in Problem Cannot resolve plug-in: com.ibm.xsp.domino plugin.xml TestAgent.nsf line 23 Plug-in Problem Cannot resolve plug-in: com.ibm.xsp.extsn plugin.xml TestAgent.nsf line 17 Plug-in Problem Cannot resolve plug-in: com.ibm.xsp.extsn plugin.xml TestAgent.nsf line 24 Plug-in Problem Cannot resolve plug-in: com.ibm.xsp.rcp plugin.xml TestAgent.nsf line 25 Plug-in Problem

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  • Visual Studio 2005 - OleDbConnection throws "Invalid authorization specification" in Form Designer,

    - by Jason Dagit
    I have a form with an OleDbConnection object on it. This form fails to load in the Form Designer with the message: One or more errors encountered while loading the designer. The errors are listed below. Some errors can be fixed by rebuilding your project, while others may require code changes. Invalid authorization specification at ADODB.ConnectionClass.Open(String ConnectionString, String UserID, String Password, Int32 Options) ... (stack trace continues into user code) I've tracked this down to the OleDbConnection string. If I hardcode in the server IP, username/password/dbinstance into the constructor of the GUI form then the form will load in the designer. At run-time it is not an issue because we require the user to provide the login details. The question: Is it possible to use the OleDbConnection and the Form designer without supplying the database credentials in the source code of the form? For example, is there a property of the OleDbConnection or Form that I can set so that it doesn't need to access the database during Form design? My concern is that if we ever move the database server or change the login that the code will stop working in the designer.

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  • Sharepoint designer is replacing french characters with &#65533;

    - by chris
    First of all, I'm not a web designer, I'm a programmer, so I'm working a bit out of my knowledge area. However, as the person in my office who has some working knowledge of French, I'm stuck with this issue. The Problem: Sharepoint Designer is replacing all French accented characters with the &#65533; (square box or diamond-? �) character. It doesn't appear to matter if I enter the 'é' character as alt-130 (in either design or source or as &eacute; Everything works fine when editing, but when the file is saved and loaded into a browser, it replaces the characters. When reloading into designer, the file shows the 65533 symbol. EDIT: More info. I use &#233; and save, close SP designer, Reloading SP designer will show the é (instead of the code) in source. Next reload will have replaced it with &#65533; Question 1: (more important) HOW DO I STOP THIS!? Question 2: (more interesting) Why does this happen? Charset is iso-8859-1

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  • C# menustrip designer

    - by Iceyoshi
    Hi, I'm not sure when this happened but when I was trying to edit a menustrip in my program (in the VS designer), I noticed that the menu items had be grouped or merged. Like: File Edit Format Insert ... Instead of being able to click each menu item and add sub-items to them in the designer, they all were grouped together so I couldn't edit the menu items separately, it's quite painful. I couldn't find any properties related to this, so how could I ungroup the menu items in the designer?

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