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  • Publish to Facebook Stream via PHP using Graph API

    - by Liquid
    I'm trying to post a message to a user's wall using the new graph API and PHP. Connection seems to work fine, but no post appears. I'm not sure how to set up the posting code correctly. Please help me out. Sorry for the broken-looking code, for some reason StackOverflow didn't want to close it all in the code block. Below is my full code. Am I missing an extender permission requests, or is that taken care in this code: PHP Code <?php include_once 'facebook.php'; $facebook = new Facebook(array( 'appId' => 'xxxxxxxxxxxxxxxxxx', 'secret' => 'xxxxxxxxxxxxxxxxxxxxxxxxxx', 'cookie' => true )); $session = $facebook->getSession(); if (!$session) { $url = $facebook->getLoginUrl(array( 'canvas' => 1, 'fbconnect' => 0 )); echo "<script type='text/javascript'>top.location.href = '$url';</script>"; } else { try { $uid = $facebook->getUser(); $me = $facebook->api('/me'); $updated = date("l, F j, Y", strtotime($me['updated_time'])); echo "Hello " . $me['name'] . "<br />"; echo "You last updated your profile on " . $updated; $connectUrl = $facebook->getUrl( 'www', 'login.php', array_merge(array( 'api_key' => $facebook->getAppId(), 'cancel_url' => 'http://www.test.com', 'req_perms' => 'publish_stream', 'display' => 'page', 'fbconnect' => 1, 'next' => 'http://www.test.com', 'return_session' => 1, 'session_version' => 3, 'v' => '1.0', ), $params) ); $result = $facebook->api( '/me/feed/', 'post', array('access_token' => $facebook->access_token, 'message' => 'Playing around with FB Graph..') ); } catch (FacebookApiException $e) { echo "Error:" . print_r($e, true); } } ?>

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  • How do I add a toolbar to a region with ExtJS

    - by gargantaun
    I have a border layout in ExtJS, The north region contains some HTML, but also needs to contain a toolbar like this... So i've managed to get the border layout set up, added the html to the North Region of the layout, but I can't find any workable examples of how to implement a tool bar. I have found lot's of examples of toolbars on their own, but I've not got the luxury or learning ExtJs thoroughly so it's all greek to me. I suspect there's a way to define a tool bar outside of the cumbersome JSON style flow of creating a layout and somehow attaching it to the region, and I'm hoping it's relativley simple to do. If someone can explain how I'd do this, it would really help. Here's the code so far... //make sure YOUR path is correct to this image!! Ext.BLANK_IMAGE_URL = '../../ext-2.0.2/resources/images/default/s.gif'; //this runs on DOM load - you can access all the good stuff now. Ext.onReady(function(){ var viewport = new Ext.Viewport({ layout: "border", border: false, renderTo: Ext.getBody(), items: [ // ------------------------------------------------------------------ { region: "north", id : "toolbar-area", xtype: 'panel', html: [ "<div id=\"html-header\">", "<div id=\"council-logo\"></div>", "<ul id=\"ancillary-menu\">", "<li><a href=\"#\">Logout</a></li>", "<li><a href=\"#\">Gazeteer Home</a></li>", "<li>Hello Rachel</li>", "</ul>", "<img id=\"inteligent-logo\" src=\"applied-images/logos/inteligent.gif\">", "</div>" ], /* ++++++++++++++++++++++++++++++++++++++++++++ */ /* The toolbar needs to go around here.... */ /* ++++++++++++++++++++++++++++++++++++++++++++ */ height: 100 }, // ------------------------------------------------------------------ // WEST // ------------------------------------------------------------------ { region: 'west', xtype: 'panel', split: true, resizeable: false, maxWidth : 350, minWidth : 349, collapsible: true, title: 'Gazetteer Explorer', width: 350, minSize: 150, // -------------------------------------------------------------- title: 'Nested Layout', layout: 'border', border: false, id: "west", items: [ { // *********************************************** // Search Form // *********************************************** region : "north", height: 300, split : true, id : "left-form-panel", items : [{ xtype : "form", id : "search-form", items : [ // Authority combo box // =============================== { xtype : "combo", fieldLabel : "Authority", name : "authority", hiddenName : "authority", id : "authority-combo" }, // =============================== // Search Fieldset // =============================== { xtype : "fieldset", autoHeight : true, title : "Search by...", id : "search-fieldset", items : [ // Ref Number text Box // %%%%%%%%%%%%%%%% { xtype : "textfield", name : "ref-number", fieldLabel : "Ref. Number", id : "ref-number-textfield" }, // %%%%%%%%%%%%%%%% // Streetname Combo // %%%%%%%%%%%%%%% { xtype : "combo", name : "street-name", hiddenName : "street-name", fieldLabel : "Street Name", id : "street-name-combo" }, // %%%%%%%%%%%%%%%% // Postcode Combo // %%%%%%%%%%%%%%%% { xtype : "combo", name : "postcode", hiddenName : "postcode", fieldLabel : "Postcode", id : "postcode-combo" }, // %%%%%%%%%%%%%%%% // Postcode Combo // %%%%%%%%%%%%%%%% { xtype : "combo", name : "town", hiddenName : "town", fieldLabel : "Town", id : "towm-combo" }, // %%%%%%%%%%%%%%%% // Postcode Combo // %%%%%%%%%%%%%%%% { xtype : "combo", name : "locality", hiddenName : "locality", fieldLabel : "Locality", id : "locality-combo" }, // %%%%%%%%%%%%%%% // Search Button // %%%%%%%%%%%%%%%% { xtype : "button", text : "Search", id : "search-button" }, // Reset Button // %%%%%%%%%%%%%%% { xtype : "button", text : "Reset", id : "reset-button" } ] }, // ======================= ] }] // ********************************************* }, { region: 'center', html: 'Tree view goes here' } ] }, // ------------------------------------------------------------------ { region: 'center', xtype: 'panel', // -------------------------------------------------------------- layout: 'border', border: false, items: [ { region: 'center', height: 200, split: true, html: 'Map goes here' }, { region: 'south', title: "Selection", split: true, height: 200, collapsible: true, html: 'Nested Center' } ] }, // ------------------------------------------------------------------ { region: 'east', }, // ------------------------------------------------------------------ { region: 'south', }] }); }); Sorry there's so much code, but ExtJS makes me scared to touch anything that's working.

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  • error C2440: 'initializing' : cannot convert from 'const wchar_t [9]' to 'LPCSTR'

    - by numerical25
    When I add the following to my code. // Define the input layout D3D10_INPUT_ELEMENT_DESC layout[] = { { L"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; UINT numElements = sizeof(layout)/sizeof(layout[0]); I get the following error 1>c:\users\numerical25\desktop\intro todirectx\msdntutorials\tutorial0\tutorial\tutorial\main.cpp(43) : error C2440: 'initializing' : cannot convert from 'const wchar_t [9]' to 'LPCSTR' The error points straight to that line of code. if i remove the code, everything compiles correctly.

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  • Conway's Game of Life - C++ and Qt

    - by Jeff Bridge
    I've done all of the layouts and have most of the code written even. But, I'm stuck in two places. 1) I'm not quite sure how to set up the timer. Am I using it correctly in the gridwindow class? And, am I used the timer functions/signals/slots correctly with the other gridwindow functions. 2) In GridWindow's timerFired() function, I'm having trouble checking/creating the vector-vectors. I wrote out in the comments in that function exactly what I am trying to do. Any help would be much appreciated. main.cpp // Main file for running the grid window application. #include <QApplication> #include "gridwindow.h" //#include "timerwindow.h" #include <stdexcept> #include <string> #include <fstream> #include <sstream> #include <iostream> void Welcome(); // Welcome Function - Prints upon running program; outputs program name, student name/id, class section. void Rules(); // Rules Function: Prints the rules for Conway's Game of Life. using namespace std; // A simple main method to create the window class and then pop it up on the screen. int main(int argc, char *argv[]) { Welcome(); // Calls Welcome function to print student/assignment info. Rules(); // Prints Conway's Game Rules. QApplication app(argc, argv); // Creates the overall windowed application. int rows = 25, cols = 35; //The number of rows & columns in the game grid. GridWindow widget(NULL,rows,cols); // Creates the actual window (for the grid). widget.show(); // Shows the window on the screen. return app.exec(); // Goes into visual loop; starts executing GUI. } // Welcome Function: Prints my name/id, my class number, the assignment, and the program name. void Welcome() { cout << endl; cout << "-------------------------------------------------------------------------------------------------" << endl; cout << "Name/ID - Gabe Audick #7681539807" << endl; cout << "Class/Assignment - CSCI-102 Disccusion 29915: Homework Assignment #4" << endl; cout << "-------------------------------------------------------------------------------------------------" << endl << endl; } // Rules Function: Prints the rules for Conway's Game of Life. void Rules() { cout << "Welcome to Conway's Game of Life." << endl; cout << "Game Rules:" << endl; cout << "\t 1) Any living cell with fewer than two living neighbours dies, as if caused by underpopulation." << endl; cout << "\t 2) Any live cell with more than three live neighbours dies, as if by overcrowding." << endl; cout << "\t 3) Any live cell with two or three live neighbours lives on to the next generation." << endl; cout << "\t 4) Any dead cell with exactly three live neighbours becomes a live cell." << endl << endl; cout << "Enjoy." << endl << endl; } gridcell.h // A header file for a class representing a single cell in a grid of cells. #ifndef GRIDCELL_H_ #define GRIDCELL_H_ #include <QPalette> #include <QColor> #include <QPushButton> #include <Qt> #include <QWidget> #include <QFrame> #include <QHBoxLayout> #include <iostream> // An enum representing the two different states a cell can have. enum CellType { DEAD, // DEAD = Dead Cell. --> Color = White. LIVE // LIVE = Living Cell. ---> Color = White. }; /* Class: GridCell. A class representing a single cell in a grid. Each cell is implemented as a QT QFrame that contains a single QPushButton. The button is sized so that it takes up the entire frame. Each cell also keeps track of what type of cell it is based on the CellType enum. */ class GridCell : public QFrame { Q_OBJECT // Macro allowing us to have signals & slots on this object. private: QPushButton* button; // The button inside the cell that gives its clickability. CellType type; // The type of cell (DEAD or LIVE.) public slots: void handleClick(); // Callback for handling a click on the current cell. void setType(CellType type); // Cell type mutator. Calls the "redrawCell" function. signals: void typeChanged(CellType type); // Signal to notify listeners when the cell type has changed. public: GridCell(QWidget *parent = NULL); // Constructor for creating a cell. Takes parent widget or default parent to NULL. virtual ~GridCell(); // Destructor. void redrawCell(); // Redraws cell: Sets new type/color. CellType getType() const; //Simple getter for the cell type. private: Qt::GlobalColor getColorForCellType(); // Helper method. Returns color that cell should be based from its value. }; #endif gridcell.cpp #include <iostream> #include "gridcell.h" #include "utility.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(); } // 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 } gridwindow.h // A header file for a QT window that holds a grid of cells. #ifndef GRIDWINDOW_H_ #define GRIDWINDOW_H_ #include <vector> #include <QWidget> #include <QTimer> #include <QGridLayout> #include <QLabel> #include <QApplication> #include "gridcell.h" /* class GridWindow: This is the class representing the whole window that comes up when this program runs. It contains a header section with a title, a middle section of MxN cells and a bottom section with buttons. */ class GridWindow : public QWidget { Q_OBJECT // Macro to allow this object to have signals & slots. private: std::vector<std::vector<GridCell*> > cells; // A 2D vector containing pointers to all the cells in the grid. QLabel *title; // A pointer to the Title text on the window. QTimer *timer; // Creates timer object. public slots: void handleClear(); // Handler function for clicking the Clear button. void handleStart(); // Handler function for clicking the Start button. void handlePause(); // Handler function for clicking the Pause button. void timerFired(); // Method called whenever timer fires. public: GridWindow(QWidget *parent = NULL,int rows=3,int cols=3); // Constructor. virtual ~GridWindow(); // Destructor. std::vector<std::vector<GridCell*> >& getCells(); // Accessor for the array of grid cells. private: QHBoxLayout* setupHeader(); // Helper function to construct the GUI header. QGridLayout* setupGrid(int rows,int cols); // Helper function to constructor the GUI's grid. QHBoxLayout* setupButtonRow(); // Helper function to setup the row of buttons at the bottom. }; #endif gridwindow.cpp #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) { 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(handleClear())); buttonRow->addWidget(clearButton); // 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(handleStart())); 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())); buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); 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++) { 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() { 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() { this->timer->stop(); // Stops the timer. delete this->timer; // Deletes timer. } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } void GridWindow::timerFired() { // I'm not sure how to write this code. // I want to take the original vector-vector, and also make a new, empty vector-vector of the same size. // I would then go through the code below with the original vector, and apply the rules to the new vector-vector. // Finally, I would make the new vector-vecotr the original vector-vector. (That would be one step in the simulation.) cout << cells[1][2]; /* for (unsigned int m = 0; m < original.size(); m++) { for (unsigned int n = 0; n < original.at(m).size(); n++) { unsigned int neighbors = 0; //Begin counting number of neighbors. if (original[m-1][n-1].getType() == LIVE) // If a cell next to [i][j] is LIVE, add one to the neighbor count. neighbors += 1; if (original[m-1][n].getType() == LIVE) neighbors += 1; if (original[m-1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n-1].getType() == LIVE) neighbors += 1; if (original[m][n+1].getType() == LIVE) neighbors += 1; if (original[m+1][n-1].getType() == LIVE) neighbors += 1; if (original[m+1][n].getType() == LIVE) neighbors += 1; if (original[m+1][n+1].getType() == LIVE) neighbors += 1; if (original[m][n].getType() == LIVE && neighbors < 2) // Apply game rules to cells: Create new, updated grid with the roundtwo vector. roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == LIVE && neighbors > 3) roundtwo[m][n].setType(DEAD); else if (original[m][n].getType() == LIVE && (neighbors == 2 || neighbors == 3)) roundtwo[m][n].setType(LIVE); else if (original[m][n].getType() == DEAD && neighbors == 3) roundtwo[m][n].setType(LIVE); } }*/ }

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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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  • Dataflow in Controllers & Layouts in Zend Framework

    - by favo
    I use a basic setup which uses a layout.phtml for the HTML Layout and view scripts for the content part. I want to control some variables in the layout in my controllers, i.e. the title of my site. How can I access my layout to output variables from within the controller? Thanks for your feedback!

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  • Ingredient Substitutes while Baking

    - by Rekha
    In our normal cooking, we substitute the vegetables for the gravies we prepare. When we start baking, we look for a good recipe. At least one or two ingredient will be missing. We do not know where to substitute what to bring same output. So we finally drop the plan of baking. Again after a month, we get the interest in baking. Again one or two lack of ingredient and that’s it. We keep on doing this for months. When I was going through the cooking blogs, I came across a site with the Ingredient Substitutes for Baking: (*) is to indicate that this substitution is ideal from personal experience. Flour Substitutes ( For 1 cup of Flour) All Purpose Flour 1/2 cup white cake flour plus 1/2 cup whole wheat flour 1 cup self-rising flour (omit using salt and baking powder if the recipe calls for it since self raising flour has it already) 1 cup plus 2 tablespoons cake flour 1/2 cup (75 grams) whole wheat flour 7/8 cup (130 grams) rice flour (starch) (do not replace all of the flour with the rice flour) 7/8 cup whole wheat Bread Flour 1 cup all purpose flour 1 cup all purpose flour plus 1 teaspoon wheat gluten (*) Cake Flour Place 2 tbsp cornstarch in 1 cup and fill the rest up with All Purpose flour (*) 1 cup all purpose flour minus 2 tablespoons Pastry flour Place 2 tbsp cornstarch in 1 cup and fill the rest up with All Purpose flour Equal parts of All purpose flour plus cake flour (*) Self-rising Flour 1½ teaspoons of baking powder plus ½ teaspoon of salt plus 1 cup of all-purpose flour. Cornstarch (1 tbsp) 2 tablespoons all-purpose flour 1 tablespoon arrowroot 4 teaspoons quick-cooking tapioca 1 tablespoon potato starch or rice starch or flour Tapioca (1 tbsp) 1 – 1/2 tablespoons all-purpose flour Cornmeal (stone ground) polenta OR corn flour (gives baked goods a lighter texture) if using cornmeal for breading,crush corn chips in a blender until they have the consistency of cornmeal. maize meal Corn grits Sweeteners ( for Every 1 cup ) * * (HV) denotes Healthy Version for low fat or fat free substitution in Baking Light Brown Sugar 2 tablespoons molasses plus 1 cup of white sugar Dark Brown Sugar 3 tablespoons molasses plus 1 cup of white sugar Confectioner’s/Powdered Sugar Process 1 cup sugar plus 1 tablespoon cornstarch Corn Syrup 1 cup sugar plus 1/4 cup water 1 cup Golden Syrup 1 cup honey (may be little sweeter) 1 cup molasses Golden Syrup Combine two parts light corn syrup plus one part molasses 1/2 cup honey plus 1/2 cup corn syrup 1 cup maple syrup 1 cup corn syrup Honey 1- 1/4 cups sugar plus 1/4 cup water 3/4 cup maple syrup plus 1/2 cup granulated sugar 3/4 cup corn syrup plus 1/2 cup granulated sugar 3/4 cup light molasses plus 1/2 cup granulated white sugar 1 1/4 cups granulated white or brown sugar plus 1/4 cup additional liquid in recipe plus 1/2 teaspoon cream of tartar Maple Syrup 1 cup honey,thinned with water or fruit juice like apple 3/4 cup corn syrup plus 1/4 cup butter 1 cup Brown Rice Syrup 1 cup Brown sugar (in case of cereals) 1 cup light molasses (on pancakes, cereals etc) 1 cup granulated sugar for every 3/4 cup of maple syrup and increase liquid in the recipe by 3 tbsp for every cup of sugar.If baking soda is used, decrease the amount by 1/4 teaspoon per cup of sugar substituted, since sugar is less acidic than maple syrup Molasses 1 cup honey 1 cup dark corn syrup 1 cup maple syrup 3/4 cup brown sugar warmed and dissolved in 1/4 cup of liquid ( use this if taste of molasses is important in the baked good) Cocoa Powder (Natural, Unsweetened) 3 tablespoons (20 grams) Dutch-processed cocoa plus 1/8 teaspoon cream of tartar, lemon juice or white vinegar 1 ounce (30 grams) unsweetened chocolate (reduce fat in recipe by 1 tablespoon) 3 tablespoons (20 grams) carob powder Semisweet baking chocolate (1 oz) 1 oz unsweetened baking chocolate plus 1 Tbsp sugar Unsweetened baking chocolate (1 oz ) 3 Tbsp baking cocoa plus 1 Tbsp vegetable oil or melted shortening or margarine Semisweet chocolate chips (1 cup) 6 oz semisweet baking chocolate, chopped (Alternatively) For 1 cup of Semi sweet chocolate chips you can use : 6 tablespoons unsweetened cocoa powder, 7 tablespoons sugar ,1/4 cup fat (butter or oil) Leaveners and Diary * * (HV) denotes Healthy Version for low fat or fat free substitution in Baking Compressed Yeast (1 cake) 1 envelope or 2 teaspoons active dry yeast 1 packet (1/4 ounce) Active Dry yeast 1 cake fresh compressed yeast 1 tablespoon fast-rising active yeast Baking Powder (1 tsp) 1/3 teaspoon baking soda plus 1/2 teaspoon cream of tartar 1/2 teaspoon baking soda plus 1/2 cup buttermilk or plain yogurt 1/4 teaspoon baking soda plus 1/3 cup molasses. When using the substitutions that include liquid, reduce other liquid in recipe accordingly Baking Soda(1 tsp) 3 tsp Baking Powder ( and reduce the acidic ingredients in the recipe. Ex Instead of buttermilk add milk) 1 tsp potassium bicarbonate Ideal substitution – 2 tsp Baking powder and omit salt in recipe Cream of tartar (1 tsp) 1 teaspoon white vinegar 1 tsp lemon juice Notes from What’s Cooking America – If cream of tartar is used along with baking soda in a cake or cookie recipe, omit both and use baking powder instead. If it calls for baking soda and cream of tarter, just use baking powder.Normally, when cream of tartar is used in a cookie, it is used together with baking soda. The two of them combined work like double-acting baking powder. When substituting for cream of tartar, you must also substitute for the baking soda. If your recipe calls for baking soda and cream of tarter, just use baking powder. One teaspoon baking powder is equivalent to 1/4 teaspoon baking soda plus 5/8 teaspoon cream of tartar. If there is additional baking soda that does not fit into the equation, simply add it to the batter. Buttermilk (1 cup) 1 tablespoon lemon juice or vinegar (white or cider) plus enough milk to make 1 cup (let stand 5-10 minutes) 1 cup plain or low fat yogurt 1 cup sour cream 1 cup water plus 1/4 cup buttermilk powder 1 cup milk plus 1 1/2 – 1 3/4 teaspoons cream of tartar Plain Yogurt (1 cup) 1 cup sour cream 1 cup buttermilk 1 cup crème fraiche 1 cup heavy whipping cream (35% butterfat) plus 1 tablespoon freshly squeezed lemon juice Whole Milk (1 cup) 1 cup fat free milk plus 1 tbsp unsaturated Oil like canola (HV) 1 cup low fat milk (HV) Heavy Cream (1 cup) 3/4 cup milk plus 1/3 cup melted butter.(whipping wont work) Sour Cream (1 cup) (pls refer also Substitutes for Fats in Baking below) 7/8 cup buttermilk or sour milk plus 3 tablespoons butter. 1 cup thickened yogurt plus 1 teaspoon baking soda. 3/4 cup sour milk plus 1/3 cup butter. 3/4 cup buttermilk plus 1/3 cup butter. Cooked sauces: 1 cup yogurt plus 1 tablespoon flour plus 2 teaspoons water. Cooked sauces: 1 cup evaporated milk plus 1 tablespoon vinegar or lemon juice. Let stand 5 minutes to thicken. Dips: 1 cup yogurt (drain through a cheesecloth-lined sieve for 30 minutes in the refrigerator for a thicker texture). Dips: 1 cup cottage cheese plus 1/4 cup yogurt or buttermilk, briefly whirled in a blender. Dips: 6 ounces cream cheese plus 3 tablespoons milk,briefly whirled in a blender. Lower fat: 1 cup low-fat cottage cheese plus 1 tablespoon lemon juice plus 2 tablespoons skim milk, whipped until smooth in a blender. Lower fat: 1 can chilled evaporated milk whipped with 1 teaspoon lemon juice. 1 cup plain yogurt plus 1 tablespoon cornstarch 1 cup plain nonfat yogurt Substitutes for Fats in Baking * * (HV) denoted Healthy Version for low fat or fat free substitution in Baking Butter (1 cup) 1 cup trans-free vegetable shortening 3/4 cups of vegetable oil (example. Canola oil) Fruit purees (example- applesauce, pureed prunes, baby-food fruits). Add it along with some vegetable oil and reduce any other sweeteners needed in the recipe since fruit purees are already sweet. 1 cup polyunsaturated margarine (HV) 3/4 cup polyunsaturated oil like safflower oil (HV) 1 cup mild olive oil (not extra virgin)(HV) Note: Butter creates the flakiness and the richness which an oil/purees cant provide. If you don’t want to compromise that much to taste, replace half the butter with the substitutions. Shortening(1 cup) 1 cup polyunsaturated margarine like Earth Balance or Smart Balance(HV) 1 cup + 2tbsp Butter ( better tasting than shortening but more expensive and has cholesterol and a higher level of saturated fat; makes cookies less crunchy, bread crusts more crispy) 1 cup + 2 tbsp Margarine (better tasting than shortening but more expensive; makes cookies less crunchy, bread crusts tougher) 1 Cup – 2tbsp Lard (Has cholesterol and a higher level of saturated fat) Oil equal amount of apple sauce stiffly beaten egg whites into batter equal parts mashed banana equal parts yogurt prune puree grated raw zucchini or seeds removed if cooked. Works well in quick breads/muffins/coffee cakes and does not alter taste pumpkin puree (if the recipe can handle the taste change) Low fat cottage cheese (use only half of the required fat in the recipe). Can give rubbery texture to the end result Silken Tofu – (use only half of the required fat in the recipe). Can give rubbery texture to the end result Equal parts of fruit juice Note: Fruit purees can alter the taste of the final product is used in large quantities. Cream Cheese (1 cup) 4 tbsps. margarine plus 1 cup low-fat cottage cheese – blended. Add few teaspoons of fat-free milk if needed (HV) Heavy Cream (1 cup) 1 cup evaporated skim milk (or full fat milk) 1/2 cup low fat Yogurt plus 1/2 low fat Cottage Cheese (HV) 1/2 cup Yogurt plus 1/2 Cottage Cheese Sour Cream (1 cup) 1 cup plain yogurt (HV) 3/4 cup buttermilk or plain yogurt plus 1/3 cup melted butter 1 cup crème fraiche 1 tablespoon lemon juice or vinegar plus enough whole milk to fill 1 cup (let stand 5-10 minutes) 1/2 cup low-fat cottage cheese plus 1/2 cup low-fat or nonfat yogurt (HV) 1 cup fat-free sour cream (HV) Note: How to Make Maple Syrup Substitute at home For 1 Cup Maple Syrup 1/2 cup granulated sugar 1 cup brown sugar, firmly packed 1 cup boiling water 1 teaspoon butter 1 teaspoon maple extract or vanilla extract Method In a heavy saucepan, place the granulated sugar and keep stirring until it melts and turns slightly brown. Alternatively in another pan, place brown sugar and water and bring to a boil without stirring. Now mix both the sugars and simmer in low heat until they come together as one thick syrup. Remove from heat, add butter and the extract. Use this in place of maple syrup. Store it in a fridge in an air tight container. Even though this was posted in their site long back, I found it helpful. So posting it for you. via chefinyou . cc image credit: flickr/zetrules

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  • "Well, Swing took a bit of a beating this week..."

    - by Geertjan
    One unique aspect of the NetBeans community presence at JavaOne 2012 was its usage of large panels to highlight and discuss various aspects (e.g., Java EE, JavaFX, etc) of NetBeans IDE usage and tools. For example, here's a pic of one of the panels, taken by Markus Eisele: Above you see me, Sean Comerford from ESPN.com, Gerrick Bivins from Halliburton, Angelo D'Agnano and Ioannis Kostaras from the NATO Programming Center, and Çagatay Çivici from PrimeFaces. (And Tinu Awopetu was also on the panel but not in the picture!) On one of those panels a remark was made which has kind of stuck with me. Henry Arousell, a member of the "NetBeans Platform Discussion Panel", who works on accounting software in Sweden, together with Thomas Boqvist, who was also at JavaOne, said, a bit despondently, I thought, the following words at the start of the demo of his very professional looking accounting software: "Well, Swing took a bit of a beating this week..." That remark comes in the light of several JavaFX sessions held at JavaOne, together with many sessions from the web and mobile worlds making the argument that the browser, tablet, and mobile platforms are the future of all applications everywhere. However, then I had another look at the list of Duke's Choice Award winners: http://www.oracle.com/us/corporate/press/1854931 OK, there are 10 winners of the Duke's Choice Award this year. Three of them (JDuchess, London Java Community, Student Nokia Developer Group) are not awards for software, but for people or groups. So, that leaves seven awards. Three of them (Hadoop, Jelastic, and Parleys) are, in one way or another, some kind of web-oriented solution, though both Hadoop and Jelastic are broader than that, but are service-oriented solutions, relating to cloud technologies. That leaves four others: NATO air defense software, Liquid Robotics software, AgroSense software, and UNHCR Refugee Registration software. All these are, on the software level, Java desktop solutions that, on the UI layer, make use of Java Swing, together with LuciadMaps (NATO), GeoToolkit (AgroSense), and WorldWind (Liquid Robotics). (And, it went even further than that, i.e., this is not passive usage of Swing but active and motivated: Timon Veenstra, during his AgroSense demo, said "There are far more Swing applications out there than we seem to think. Web developers just make more noise." And, during his Liquid Robotics demo, James Gosling said: "Not everything can be done in HTML.") Seems to me that Java Swing was the enabler of more Duke's Choice Award winners this year than any other UI-oriented Java technology. Now, I'm not going to interpret that one way or another, since I've noticed that interpretations of facts tend to validate some underlying agenda. Take any fact anywhere and you can interpret it to prove whatever opinion you're already holding to be true. Therefore, no interpretation from me. Simply stating the fact that Swing, far from taking a beating during JavaOne 2012, was a more significant user interface enabler of Duke's Choice Award winners than any other Java user interface technology. That's not an interpretation, but a fact.

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  • The Case for Complimentary Software Copies

    - by GGBlogger
    As the Geriatric Geek you can understand that I’ve been writing and studying for over 60 years. That means that I’ve seen insane changes in the computer software industry. I’ve made the joke that I get a new college education every 6 months or so. Of course that’s an exaggeration but it doesn’t make the feeling go away. I have a long standing and strong relationship with Microsoft so I’m armed with virtually every tool they make. It also means that I have access to tons of training material. But here’s the rub… Last year I started a definitive read of Professional Visual Basic 2008. The purpose was to fill in holes in my understanding of various things. I’m currently on page 1119 of some 1400 pages. During this sojourn I’ve decided that the future is web related which is to say that the future of “thick client” applications running as Windows applications is likely to slowly disappear. To that end I’ve taken a side trip or two into the world of ASP (including XML), Silverlight and cloud development. After carefully avoiding (that’s tongue in cheek) XML for years I finally had to bite the bullet, so to speak, and start learning XML in earnest. The most recent result of that was trail downloads of Altova’s MissionKit 2010 for Software Architects and Liquid Technologies Liquid XML Studio Developer Edition. These are both beautiful products and I want to learn them and write about them. Now comes the rub… While 30 day evaluations are generous in allowing casual users to assess these technologies for purchase they are NOT long enough to allow an author to evaluate, learn and ultimately write about them. Even if I devoted the full 30 days to learning, using and writing about say Altova’s suite I wouldn’t have enough time. Liquid XML may be a little easier to learn (one product as opposed to 8).  Add to that the fact that I frequently get sidetracked to add to my kit and it really blows out. It can be extremely frustrating when I’ve devoted hours to a project and suddenly discover that to complete it I will either need to purchase a license or abandon the project. Since my life blood does not depend on the product I end up abandoning the project and moving on. So to the folks from whom I request complimentary copies… I guarantee that if I convert your product to doing paid development work I will purchase a license to do that but as long as I am using your product to study for the purpose of writing samples, teaching use or otherwise promoting your product to other paying customers I will ask that you give me a license so that I can do that without facing the dread expiration of a 30 day trial.

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  • How to cull liquids

    - by Cyral
    I use culling on my Tiles in my 2D Tile Based Platformer, so only ones needed are drawn on screen. Thats easy to do. However, My Liquid tiles (Water, lava, etc) require an Update Method aswell as the normal Draw, which does checks against tiles, makes it flow, etc. So how should I cull liquid updates in my game? Not culling is to slow, culling only on screen looks awkward when you move. What do you think would be best for the player? Maybe someway of culling the visible tiles PLUS also adding the width/height of the viewport to start culling tiles at a fast enough rate in front of the player so it dosent look awkward when moving? (Not sure how to do this though, something with MaxSpeed of player and width of screen)

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  • BlackBerry - TouchEvent on multiple managers

    - by rupesh
    Hi all i am new to blackberry application development here is my question i am using two verticalfieldmanager "layout" and "manager" in my application. layout has three custom button field and layout is inside manager. i am not able to implement touch event , here is my code: public class MenuScreen extends MainScreen { public MenuScreen() { super(Screen.DEFAULT_CLOSE); Bitmap menuBackgroundImage = Bitmap .getBitmapResource("com/greetings/Images/MenuBackground.jpg"); final VerticalFieldManager layout = new VerticalFieldManager() { public boolean touchEvent(TouchEvent message) { int x = message.getGlobalX(1); int y = message.getGlobalY(1); if (getExtent().contains(x, y)) { int fieldI = getFieldAtLocation(x, y); Field field = getField(fieldI); field.setFocus(); return super.touchEvent(message); } return false; } }; ButtonField categories = new ButtonField("Categories") { public void run() { Dialog.alert("one"); } public boolean touchEvent(TouchEvent message) { int x = message.getX(1); int y = message.getY(1); int w = getWidth(); int h = getHeight(); if (x >= 0 && x <= w && y >= 0 && y <= h) { switch (message.getEvent()) { case TouchEvent.DOWN: setFocus(); return true; case TouchEvent.UNCLICK: run(); return true; } } return false; } }; ButtonField help = new ButtonField("Help") { public void run() { Dialog.alert("help"); } public boolean touchEvent(TouchEvent message) { int x = message.getX(1); int y = message.getY(1); int w = getWidth(); int h = getHeight(); if (x >= 0 && x <= w && y >= 0 && y <= h) { switch (message.getEvent()) { case TouchEvent.DOWN: setFocus(); return true; case TouchEvent.UNCLICK: run(); return true; } } return false; } }; ButtonField developer = new ButtonField("Developer") { public void run() { Dialog.alert("Developer"); } public boolean touchEvent(TouchEvent message) { int x = message.getX(1); int y = message.getY(1); int w = getWidth(); int h = getHeight(); if (x >= 0 && x <= w && y >= 0 && y <= h) { switch (message.getEvent()) { case TouchEvent.DOWN: setFocus(); return true; case TouchEvent.UNCLICK: run(); return true; } } return false; } }; layout.add(categories); layout.add(help); layout.add(developer); VerticalFieldManager manager = new VerticalFieldManager() { protected void sublayout(int width, int height) { width = Display.getWidth(); height = Display.getHeight(); super.sublayout(width, height); setPositionChild(layout, width - 245, height - 350); setExtent(width, height); } }; manager.setBackground(BackgroundFactory .createBitmapBackground(menuBackgroundImage)); manager.add(layout); add(manager); } }

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  • Android: Custom ListAdapter extending BaseAdapter crashes on application launch.

    - by Danny
    Data being pulled from a local DB, then mapped using a cursor. Custom Adapter displays data similar to a ListView. As items are added/deleted from the DB, the adapter is supposed to refresh. The solution attempted below crashes the application at launch. Any suggestions? Thanks in advance, -D @Override public View getView(int position, View convertView, ViewGroup parent) { View v = convertView; ViewGroup p = parent; if (v == null) { LayoutInflater vi = (LayoutInflater)context.getSystemService(Context.LAYOUT_INFLATER_SERVICE); v = vi.inflate(R.layout.items_row, p); } int size = mAdapter.getCount(); Log.d(TAG, "position " + position + " Size " + size); if(size != 0){ if(position < size) return mAdapter.getView(position, v, p); Log.d(TAG, "-position " + position + " Size " + size); } return null; } Errors: 03-23 00:14:10.392: ERROR/AndroidRuntime(718): java.lang.UnsupportedOperationException: addView(View, LayoutParams) is not supported in AdapterView 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.AdapterView.addView(AdapterView.java:461) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.LayoutInflater.inflate(LayoutInflater.java:415) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.LayoutInflater.inflate(LayoutInflater.java:320) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.LayoutInflater.inflate(LayoutInflater.java:276) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at com.xyz.abc.CustomSeparatedListAdapter.getView(CustomSeparatedListAdapter.java:90) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.AbsListView.obtainView(AbsListView.java:1273) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.ListView.makeAndAddView(ListView.java:1658) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.ListView.fillDown(ListView.java:637) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.ListView.fillFromTop(ListView.java:694) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.ListView.layoutChildren(ListView.java:1516) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.AbsListView.onLayout(AbsListView.java:1112) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1119) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.LinearLayout.layoutVertical(LinearLayout.java:998) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.LinearLayout.onLayout(LinearLayout.java:918) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.View.layout(View.java:6569) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.ViewRoot.performTraversals(ViewRoot.java:979) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.view.ViewRoot.handleMessage(ViewRoot.java:1613) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.os.Handler.dispatchMessage(Handler.java:99) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.os.Looper.loop(Looper.java:123) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at android.app.ActivityThread.main(ActivityThread.java:4203) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at java.lang.reflect.Method.invokeNative(Native Method) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at java.lang.reflect.Method.invoke(Method.java:521) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:791) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:549) 03-23 00:14:10.392: ERROR/AndroidRuntime(718): at dalvik.system.NativeStart.main(Native Method)

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  • How to layout dll or com when develop windows application with .net?

    - by ziang
    Is there any resources that how to create windows application especially for how to design the dll to wrap the api call or the similar? It seems that people don't compile the entire project into a single exe for release and what is the best practice to architect the windows application component based on MVC pattern? Is there any resources or any good book on this topic? Thanks!

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  • XML Table layout? Two EQUAL-width rows filled with equally width buttons??

    - by Oliver Goossens
    Hi heres a part from my XML for LAND format: <TableLayout android:layout_height="wrap_content" android:layout_width="wrap_content" android:layout_gravity="center" android:stretchColumns="*"> <TableRow> <Button android:id="@+id/countbutton" android:text="@string/plus1"/> <Button android:id="@+id/resetbutton" android:text="@string/reset" /> </TableRow> </TableLayout> And now what I dont get - the WIDTH of one row and also of the button depends on the TEXT inside the button. If the both texts are equaly long lets say : TEXT its ok - the table half is in the middle of the screen. But if they have different size - lets say "A" and "THIS IS THE LONG BUTTON" the CENTER of the table isnt in the middle of the screen anymore and so the buttons are not equally width... Cant find any solution... Please advise... Thank you Oliver Goossens

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  • Why does my DHTML menu have huge layout issues in IE7?

    - by webfac
    This one's got me stumped. Usually with a little CSS juggling here and there I am able to solve most IE7 CSS bugs, but not this one! Head on over to the example page and view it in IE7, you will soon see that when mousing over the (vertical) drop down menu on the left of the page, it opens the sub menu WAY over to the right. I have pulled every last hair out! If it helps, the menu was made with 'Sothink DHTML Menu 9' As always, all replies are much appreciated.

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  • Zend_Nav in zend framework issue getting menu to show up

    - by Kalle Johansson
    Hi ! First time of here, so please bare with me. I have to following problem, using zend framework, specifically zend_nav to create a reusable menu to be passed in via the layout/layout.phtml page. These are the code fragments in their respective files. first of in application/configs/navigation.xml, <configdata> <nav> <label>Home</label> <controller>index</controller> <action>index</action> <pages> <add> <label>Add</label> <controller>post</controller> <action>add</action> </add> <login> <label>Admin</label> <controller>login</controller> <action>login</action> </login> </pages> </nav> </configdata> this is then passed into an object in the Bootstrap.php file(only showing that specific method) protected function __initNavigation(){ $this->bootstrap('layout'); $layout = $this->getResource('layout'); $view = $layout->getView(); $config = new Zend_Config_Xml(APPLICATION .'/config/navigation.xml', 'nav'); $container = new Zend_Navigation($config); $view->navigation($container); } and then finally in the view layout.phtml, the object should return the menu <!-- application/layouts/scripts/layout.phtml --> <?php echo $this->doctype() ?> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Zend Blog !</title> <?php echo $this->headLink()->appendStylesheet('/css/global.css')?> </head> <body> <div id="header"> <div id="header-logo"> <b>Blog Me !</b> </div> </div> <div id="menu"> <?php echo $this->navigation()->menu() ?> </div> <div id="content"> <?php echo $this->layout()->content ?> </div> </body> </html> The menu does however not show up when i start up my app in the browser, any ideas as to might have gone wrong, is humbly received. Thanks in advance Kalle Johansson

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  • Soft keyboard "del" key fails in EditText on Gallery widget

    - by droidful
    Hi, I am developing an application in Eclipse build ID 20090920-1017 using android SDK 2.2 and testing on a Google Nexus One. For the purposes of the tests below I am using the IME "Android keyboard" on a non-rooted phone. I have an EditText widget which exhibits some very strange behavior. I can type text, and then press the "del" key to delete that text; but after I enter a 'space' character, the "del" key will no longer remove characters before that space character. An example speaks a thousand words, so consider the following two incredibly simple applications... Example 1: An EditText in a LinearLayout widget: package com.example.linear.edit; import android.app.Activity; import android.os.Bundle; import android.view.ViewGroup.LayoutParams; import android.widget.EditText; import android.widget.Gallery; import android.widget.LinearLayout; public class LinearEdit extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); LinearLayout layout = new LinearLayout(getApplicationContext()); layout.setLayoutParams(new Gallery.LayoutParams(Gallery.LayoutParams.MATCH_PARENT, Gallery.LayoutParams.MATCH_PARENT)); EditText edit = new EditText(getApplicationContext()); layout.addView(edit, new LinearLayout.LayoutParams(LayoutParams.MATCH_PARENT, LayoutParams.WRAP_CONTENT)); setContentView(layout); } } Run the above application, enter text "edit example", then press the "del" key several times until the entire sentence is deleted. Everything Works fine. Now consider example 2: An EditText in a Gallery widget: package com.example.gallery.edit; import android.app.Activity; import android.os.Bundle; import android.view.View; import android.view.ViewGroup; import android.view.ViewGroup.LayoutParams; import android.widget.ArrayAdapter; import android.widget.EditText; import android.widget.Gallery; import android.widget.LinearLayout; public class GalleryEdit extends Activity { private final String[] galleryData = {"string1", "string2", "string3"}; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); Gallery gallery = new Gallery(getApplicationContext()); gallery.setAdapter(new ArrayAdapter(getApplicationContext(), android.R.layout.simple_list_item_1, galleryData) { @Override public View getView(int position, View convertView, ViewGroup parent) { LinearLayout layout = new LinearLayout(getApplicationContext()); layout.setLayoutParams(new Gallery.LayoutParams(Gallery.LayoutParams.MATCH_PARENT, Gallery.LayoutParams.MATCH_PARENT)); EditText edit = new EditText(getApplicationContext()); layout.addView(edit, new LinearLayout.LayoutParams(LayoutParams.MATCH_PARENT, LayoutParams.WRAP_CONTENT)); return layout; } }); setContentView(gallery); } } Run the above application, enter text "edit example", then press the "del" key several times. If you are getting the same problem as me then you will find that you can't deleted past the 'space' character. All is not well. If anyone could shed some light on this issue I would be most appreciative. Regards

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  • How do I fix problem with layout of tables and text in LaTeX?

    - by laspal
    Hi, my problem is that my full tables and text are coming about 15 cm away from left side, so my text has very little space on right side, about 3 cm. How can I change my text and tables to start from 5 cm away from left and 5 cm before right side? \documentclass[a4paper]{article} \usepackage{graphics} \usepackage{color} \usepackage{hyperref} \usepackage{multirow} \usepackage{longtable} \usepackage{fullpage} \usepackage[pdftex]{graphicx} \usepackage{fancyhdr} \oddsidemargin 0cm \evensidemargin 0cm \pagestyle{fancy} \renewcommand{\headrulewidth}{0.0pt} \lfoot{%(full_name)s/%(emp_id)s/\thepage} \cfoot{} \topmargin -2.5cm \parindent 0cm \textheight 27.5cm \parskip 3mm \begin{document} \fontencoding{\encodingdefault} \renewcommand{\familydefault}{\sfdefault} \fontshape{\shapedefault} \selectfont Thanks

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  • How can I create specialized builders for semantic layout in rails?

    - by Paul Alexander
    This is how I'd like to write markup in say index.html.erb <%= page_for "Super Cool Page" do |p| %> <%= p.header do %> Ruby is Cool <% end %> <%= p.body do %> Witty discourse on Ruby. <% end %> <% if page.has_sidebar? %> <%= p.sidebar do %> <ul><li>Option 1</li></ul> <% end %> <% end %> <% end %> Which would output <div class="page"> <header><h1>Super Cool Page</h1></header> <section> Witty discourse on Ruby. </section> </div> and when page.has_sidebar? is true <div class="page"> <header><h1>Super Cool Page</h1></header> <asside><ul><li>Option 1</li></ul></asside> <section> Witty discourse on Ruby. </section> </div> I've taken a look at the FormHelper class in rails for guidance, but it seems like I'd have to duplicate a lot of work which I'm trying to avoid. I'm really just trying to figure out where to hang the classes/modules/methods in the framework and whit kind of object |p| should be. My first inclination was to create a PageBuilder class that implements header, body and sidebar methods. But I got stuck on the rendering pipeline to get everything output just right. Is there a gem that already provides this type of semantic generation? If not I'd love any insight on how to set this up.

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  • Automatically grow document view of NSScrollView using auto layout?

    - by Monolo
    Is there a simple way to get an NSScrollView to adapt to its document view changing size when using autolayout (the Lion feature)? I have tried to call both setNeedsUpdateConstraints: and setNeedsLayout: on the document view, the clip view and the scroll view, without any results. fittingSize of the document view reports the correct size. An NSPopover in conjunction with an NSViewController handles this nicely, with the popover growing and shrinking as needed, and I was hoping to get a similar simple and robust behaviour with the scroll view. I have checked the documentation for scroll views, but they don't seem to be updated to use autolayout. Edited to clarify: The problem I experience is that the document view, which holds subviews, is not re-sized when the subviews change their size, even if they call invalidateIntrinsicContentSize. The contents of the document view are hence clipped to the original size of the document view as they grow. The document view is created in a nib and set as the scroll view's document view in an awakeFromBib method. What I hoped to obtain was that the document view frame would automatically be adjusted to when its fittingSize changes, and the scrollbars updated accordingly. NSPopover does something similar - provided that the subviews of the content controller's view have the constraints set right and various content hugging values are high enough (higher than the hidden popover window's hight constraint priority, for one).

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  • WPF/MVVM: Reshaping/Binding data on a DataGrid to a PivotGrid layout ?

    - by msfanboy
    Hello, I do not want to use 3rd party controls because I would have to buy a suite for justing using one control... So is there any chance I can arrange 3 entities: Subject, Grade and Pupil in that way on a simple DataGrid to show Pivot data like: ...........Math....Sports.... M.Kramer...A.......C......... B.Jonson...D.......A......... Does the binding for example work on the RowHeader with properties of a custom object/entity ? And would sorting destroy the whole relations between the entities ? You ever tried to do something like that?

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  • What is better in WPF for UI layout, using one Grid, or nested Grids.

    - by Matthijs Wessels
    I am making a UI in WPF, I have a bunch of functional areas and I use a Grid to organize it. Now the Grid that I want is not uniform, as in, some functional area will span multiple cells in the Grid. I was wondering what the best practise is in solving this. Should I create one grid and then for each functional area set it to span multiple cells, or should I split it up into multiple nested Grids. In this image, the leftmost panel (panels separated by the gray bar) is what I want. The middle panel shows one grid where the blue lines are overlapped by a functional area. The rightmost panel shows how I could do it with nested grids. You can see the green grid has one horizontal split. In the bottom cell is the yellow Grid with a vertical split. In side the left cell is the red Grid with again a horizontal split. I was just wondering what is best practise, the middle or the right panel.

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  • Ignore carriage returns in scanf before data.... to keep layout of console based graphics with conio

    - by volting
    I have the misfortune of having use conio.h in vc++ 6 for a college assignment, My problem is that my graphic setup is in the center of the screen... e.g. gotoxy( getcols()/2, getrows()/2); printf("Enter something"); scanf( "%d", &something ); now if someone accidentally hits enter before they enter the "something", then the cursor gets reset to the left of the screen on the next line. Iv tried flushing the keyboard and bios buffers with fflush(stdin) and getchar(), which like I expected didn't work! Any help/ideas would be appreciated, Thanks, V

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