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  • How are the conceptual pairs Abstract/Concrete, Generic/Specific, and Complex/Simple related to one another in software architecture?

    - by tjb1982
    (= 2 (+ 1 1)) take the above. The requirement of the '=' predicate is that its arguments be comparable. Any two structures are comparable in this case, and so the contract/requirement is pretty generic. The '+' predicate requires that its arguments be numbers. That's more specific. (socket domain type protocol) the arguments here are much more specific (even though the arguments are still just numbers and the function itself returns a file descriptor, which is itself an int), but the arguments are more abstract, and the implementation is built up from other functions whose abstractions are less abstract, which are themselves built from less and less abstract abstractions. To the point where the requirements are something like move from one location to another, observe whether the switch at that location is on or off, turn the switch on or off, or leave it the same, etc. But are functions also less and less complex the less abstract they are? And is there a relationship between the number and range of arguments of a function and the complexity of its implementation, as you go from more abstract to less abstract, and vice versa? (= 2 (+ 1 1) 2r10) the '=' predicate is more generic than the '+' predicate, and thus could be more complex in its implementation. The '+' predicate's contract is less generic, and so could be less complex in its implementation. Is this even a little correct? What about the 'socket' function? Each of those arguments is a number of some kind. What they represent, though, is something more elaborate. It also returns a number (just like the others do), which is also a representation of something conceptually much more elaborate than a number. To boil it down, I'm asking if there is a relationship between the following dimensions, and why: Abstract/Concrete Complex/Simple Generic/Specific And more specifically, do different configurations of these dimensions have a specific, measurable impact on the number and range of the arguments (i.e., the contract) of a function?

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  • Monitor dectecs wrong display mode

    - by user292449
    I am running into an issue with 14.04. I have two monitors. the fist one is a 19 inch LG that runs off DVI at 1440x900. It seems to function just fine. The second is a 23 inch LG that should run at 1920x1200. It has been plugged in with both a HDMI to HDMI cable and a DVI to HDMI cable. It seems to be stuck in "I am displaying for a DVD player in 1080p mode" or some such. I had this issue with windows a long long time ago and eventually it just went away. I can set the screen display to 1920x1200 with the generic X drivers but I am a gamer and would like to use the Nvidia drivers since they deliver better performance. When I switch to the Nvidia driver I can set the resolution to 1920x1200 but the screen seems to be up and to the left with a black border down and to the right. If I switch back to the default X driver after this the screen remains stuck in the up and to the left mode. Any help would be wonderful.

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  • Saving UIImagePickerController images to Core Data without crashing

    - by Gordon Fontenot
    I have been trying to minimize my memory footprint with UIImagePickerController, but I'm starting to think that the memory problems I am having are resulting from poor memory management, instead of a particular way to handle the UIImagePickerController object. My workflow is this: The "Edit Image" button is clicked, which presents a UIActionSheet. This action sheet allows you to delete, take a picture, choose from the library, or cancel. If you select Choose from the library or Take Picture, I alloc an instance of UIImagePickerController and present it, followed by a release of UIImagePickerController: -(void)actionSheet:(UIActionSheet *)actionSheet clickedButtonAtIndex:(NSInteger)buttonIndex { if (actionSheet.tag != 999) { UIImagePickerController *imagePicker = [[UIImagePickerController alloc] init]; imagePicker.delegate = self; BOOL pickImage = nil; if (actionSheet.tag == iPhoneWithDelete) { switch (buttonIndex) { case 0: object.objectImage = nil; pickImage = NO; break; case 1: imagePicker.sourceType = UIImagePickerControllerSourceTypeCamera; pickImage = YES; break; case 2: imagePicker.sourceType = UIImagePickerControllerSourceTypeSavedPhotosAlbum; pickImage = YES; break; default: pickImage = NO; break; } } else if (actionSheet.tag == iPhoneNoDelete) { switch (buttonIndex) { case 0: imagePicker.sourceType = UIImagePickerControllerSourceTypeCamera; pickImage = YES; break; case 1: imagePicker.sourceType = UIImagePickerControllerSourceTypeSavedPhotosAlbum; pickImage = YES; break; default: pickImage = NO; break; } } else if (actionSheet.tag == iPodWithDelete) { switch (buttonIndex) { case 0: object.objectImage = nil; pickImage = NO; break; case 1: imagePicker.sourceType = UIImagePickerControllerSourceTypeSavedPhotosAlbum; pickImage = YES; break; default: pickImage = NO; break; } } else if (actionSheet.tag == iPodNoDelete) { switch (buttonIndex) { case 0: imagePicker.sourceType = UIImagePickerControllerSourceTypeSavedPhotosAlbum; pickImage = YES; break; default: pickImage = NO; break; } } if (pickImage) { imagePicker.allowsEditing = YES; [self presentModalViewController:imagePicker animated:YES]; } else { [self setupImageButton]; [self setupChooseImageButton]; } [imagePicker release]; } } Once I get a selection back from the UIImagePickerController, I save 2 images, a resized version of the edited image to use for a thumbnail, and a 800x600 version of the original unedited image into a relationship attribute (Transformational, using the same UIImage to PNG transformations found in the Recipes demo code) for display use: (the resize methods are based on the one demoed in this SO post.) - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info { [self dismissModalViewControllerAnimated:YES]; NSManagedObject *oldImage = object.imageFull; if (oldImage != nil) { [object.managedObjectContext deleteObject:oldImage]; } NSManagedObject *image = [NSEntityDescription insertNewObjectForEntityForName:@"Image" inManagedObjectContext:object.managedObjectContext]; object.imageFull = image; UIImage *rawImage = [info objectForKey:@"UIImagePickerControllerOriginalImage"]; CGSize size = CGSizeMake(800, 600); UIImage *fullImage = [UIImageManipulator scaleImage:rawImage toSize:size]; [image setValue:fullImage forKey:@"imageFull"]; UIImage *processedImage = [UIImageManipulator scaleImage:[info objectForKey:@"UIImagePickerControllerEditedImage"] toSize:CGSizeMake(75, 75)]; object.objectImage = processedImage; [self setupImageButton]; [self setupChooseImageButton]; rawImage = nil; fullImage = nil; processedImage = nil; } When I go through viewDidUnload I am setting self.object = nil, and [object release] during dealloc, but I'm still getting memory warnings after about 10 image changes, with a crash at around 20. It leads me to believe that I am not getting that full image out of memory the correct way. What am I missing here? And on a second note, does the Camera source use significantly more memory than the Photo Albums source? I tend to get more crashes when using the camera.

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  • Hidden UIView Orientation Change / Layout problems

    - by gargantaun
    The Problem: I have two View Controllers loaded into a root View Controller. Both sub view layouts respond to orientation changes. I switch between the two views using [UIView transformationFromView:...]. Both sub views work fine on their own, but if... Views are swapped Orientation Changes Views are swapped again the View that was previously hidden has serious layout problems. The more I repeat these steps the worse the problem gets. Implementation Details I have three viewsControllers. MyAppViewController A_ViewController B_ViewController A & B ViewControllers have a background image each, and a UIWebView and an AQGridView respectively. To give you an example of how i'm setting it all up, here's the loadView method for A_ViewController... - (void)loadView { [super loadView]; // background image // Should fill the screen and resize on orientation changes UIImageView *bg = [[UIImageView alloc] initWithFrame:self.view.bounds]; bg.contentMode = UIViewContentModeCenter; bg.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleWidth; bg.image = [UIImage imageNamed:@"fuzzyhalo.png"]; [self.view addSubview:bg]; // frame for webView // Should have a margin of 34 on all sides and resize on orientation changes CGRect webFrame = self.view.bounds; webFrame.origin.x = 34; webFrame.origin.y = 34; webFrame.size.width = webFrame.size.width - 68; webFrame.size.height = webFrame.size.height - 68; projectView = [[UIWebView alloc] initWithFrame:webFrame]; projectView.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleWidth; [self.view addSubview:projectView]; } For the sake of brevity, the AQGridView in B_ViewController is set up pretty much the same way. Now both these views work fine on their own. However, I use both of them in the AppViewController like this... - (void)loadView { [super loadView]; self.view.autoresizesSubviews = YES; [self setWantsFullScreenLayout:YES]; webView = [[WebProjectViewController alloc] init]; [self.view addSubview:webView.view]; mainMenu = [[GridViewController alloc] init]; [self.view addSubview:mainMenu.view]; activeView = mainMenu; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(switchViews:) name:SWAPVIEWS object:nil]; } and I switch betweem the two views using my own switchView method like this - (void) switchViews:(NSNotification*)aNotification; { NSString *type = [aNotification object]; if ([type isEqualToString:MAINMENU]){ [UIView transitionFromView:activeView.view toView:mainMenu.view duration:0.75 options:UIViewAnimationOptionTransitionFlipFromRight completion:nil]; activeView = mainMenu; } if ([type isEqualToString:WEBVIEW]) { [UIView transitionFromView:activeView.view toView:webView.view duration:0.75 options:UIViewAnimationOptionTransitionFlipFromLeft completion:nil]; activeView = webView; } // These don't seem to do anything //[mainMenu.view setNeedsLayout]; //[webView.view setNeedsLayout]; } I'm fumbling my way through this, and I suspect a lot of what i've done is implemented incorrectly so please feel free to point out anything that should be done differently, I need the input. But my primary concern is to understand what's causing the layout problems. Here's two images which illustrate the nature of the layout issues... UPDATE: I just noticed that when the orientation is landscape, the transition flips vertically, when I would expect it to be horizontal. I don't know wether that's a clue as to what might be going wrong. Switch to the other view... change orientation.... switch back....

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  • jQuery .append() not working in IE, Safari, and Chrome

    - by mkmcdonald
    So I'm using jQuery's AJAX function to read some XML for me and it's worked just fine. But now I'm trying to manipulate the display property of 4 different dynamically generated divs. The size and x/y of the divs are determined by the XML and are parsed through. My problem lies in the face that these divs either aren't being generated or just don't show up in IE, Safari, and Chrome. In Firefox and Opera, they do work. I'm using jQuery's .append() to create the divs and then the .css() functino to manipulate them. Looking in Chrome's developer tools, I am seeing that the css property being changed in the script is being overridden by the property in the stylesheet. Any fixes? $(document).ready(function(){ $.ajax({ type: "GET", url: "generate?test", dataType: "xml", success: function(xml) { $(xml).find('template').each(function(){ var portion = $(this).attr('portion'); var select; var name = $(this).find('$(this):first').text(); var mutability = $(this).attr('mutability'); var x = (parseInt($(this).find('x:first').text())*96)/72; var y = (parseInt($(this).find('y:first').text())*96)/72; switch(portion){ case "stub": select = $('#StubTemplates'); select.append(""+name+""); break; case "body": select = $('#BodyTemplates'); select.append(""+name+""); y = y + 90; break; } switch(mutability){ case "dynamic": var width = (parseInt($(this).find('width:first').text())*96)/72; var height = (parseInt($(this).find('height:first').text())*96)/72; var n = name; switch(portion){ case "stub": $('.ticket').append("") break; case "body": $('.ticket').append(""); break; } var top = $('#'+n).position().top; var left = parseInt($('#'+n).css('margin-left')); $('#'+n).css('top', (y+top)+"px"); $('#'+n).css('margin-left', (x+left)+"px"); $('#'+n).css('width', width+"px"); $('#'+n).css('height', height+"px"); break; case "static": var n = name; switch(portion){ case "stub": $('.ticket').append(""); break; case "body": $('.ticket').append(""); break; } break; } }); var stubActive = false; var bodyActive = false; $('#StubTemplates').find('.ddindent').mouseup(function(){ var tVal = $(this).val(); var tTitle = $(this).attr('title'); if(!stubActive){ $('.stubEditable').css('display', 'none'); $('#'+tVal).css('display', 'block'); stubActive = true; }else{ $('.stubEditable').css('display', 'none'); $('#'+tVal).css('display', 'block'); stubActive = false; } }); $('#StubTemplates').find('#stubTempNone').mouseup(function(){ $('.stubEditable').css('display', 'none'); }); $('#BodyTemplates').find('.ddindent').mouseup(function(){ var tVal = $(this).val(); var tTitle = $(this).attr('title'); if(!bodyActive){ $('.bodyEditable').css('display', 'none'); $('#'+tVal).css('display', 'block'); bodyActive = true; }else{ $('.bodyEditable').css('display', 'none'); $('#'+tVal).css('display', 'block'); bodyActive = false; } }); $('#BodyTemplates').find('#bodyTempNone').mouseup(function(){ $('.bodyEditable').css('display', 'none'); }); } }); });

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  • Dialog created after first becomes unresponsive unless created first?

    - by Justin Sterling
    After creating the initial dialog box that works perfectly fine, I create another dialog box when the Join Game button is pressed. The dialog box is created and show successfully, however I am unable to type in the edit box or even press or exit the dialog. Does anyone understand how to fix this or why it happens? I made sure the dialog box itself was not the problem by creating and displaying it from the main loop in the application. It worked fine when I created it that way. So why does it error when being created from another dialog? My code is below. This code is for the DLGPROC function that each dialog uses. #define WIN32_LEAN_AND_MEAN #include "Windows.h" #include ".\Controllers\Menu\MenuSystem.h" #include ".\Controllers\Game Controller\GameManager.h" #include ".\Controllers\Network\Network.h" #include "resource.h" #include "main.h" using namespace std; extern GameManager g; extern bool men; NET_Socket server; extern HWND d; HWND joinDlg; char ip[64]; void JoinMenu(){ joinDlg = CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_GETADDRESSINFO), NULL, (DLGPROC)GameJoinDialogPrompt); SetFocus(joinDlg); // ShowWindow(joinDlg, SW_SHOW); ShowWindow(d, SW_HIDE); } LRESULT CALLBACK GameJoinDialogPrompt(HWND Dialogwindow, UINT Message, WPARAM wParam, LPARAM lParam){ switch(Message){ case WM_COMMAND:{ switch(LOWORD(wParam)){ case IDCONNECT:{ GetDlgItemText(joinDlg, IDC_IP, ip, 63); if(server.ConnectToServer(ip, 7890, NET_UDP) == NET_INVALID_SOCKET){ LogString("Failed to connect to server! IP: %s", ip); MessageBox(NULL, "Failed to connect!", "Error", MB_OK); ShowWindow(joinDlg, SW_SHOW); break; }   } LogString("Connected!"); break; case IDCANCEL: ShowWindow(d, SW_SHOW); ShowWindow(joinDlg, SW_HIDE); break; } break; } case WM_CLOSE: PostQuitMessage(0); break; } return 0; } LRESULT CALLBACK GameMainDialogPrompt(HWND Dialogwindow, UINT Message, WPARAM wParam, LPARAM lParam){ switch(Message){ case WM_PAINT:{ PAINTSTRUCT ps; RECT rect; HDC hdc = GetDC(Dialogwindow);    hdc = BeginPaint(Dialogwindow, &ps); GetClientRect (Dialogwindow, &rect); FillRect(hdc, &rect, CreateSolidBrush(RGB(0, 0, 0)));    EndPaint(Dialogwindow, &ps);    break;  } case WM_COMMAND:{ switch(LOWORD(wParam)){ case IDC_HOST: if(!NET_Initialize()){ break; } if(server.CreateServer(7890, NET_UDP) != 0){ MessageBox(NULL, "Failed to create server.", "Error!", MB_OK); PostQuitMessage(0); return -1; } ShowWindow(d, SW_HIDE); break; case IDC_JOIN:{ JoinMenu(); } break; case IDC_EXIT: PostQuitMessage(0); break; default: break; } break; } return 0; } } I call the first dialog using the below code void EnterMenu(){ // joinDlg = CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_GETADDRESSINFO), g_hWnd, (DLGPROC)GameJoinDialogPrompt);// d = CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_SELECTMENU), g_hWnd, (DLGPROC)GameMainDialogPrompt); } The dialog boxes are not DISABLED by default, and they are visible by default. Everything is set to be active on creation and no code deactivates the items on the dialog or the dialog itself.

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  • Repaint window problems

    - by nXqd
    #include "stdafx.h" // Mario Headers #include "GameMain.h" #define MAX_LOADSTRING 100 // Global Variables: HINSTANCE hInst; // current instance TCHAR szTitle[MAX_LOADSTRING]; // The title bar text TCHAR szWindowClass[MAX_LOADSTRING]; // the main window class name // Mario global variables ================= CGameMain* gGameMain; HWND hWnd; PAINTSTRUCT ps; // ======================================== // Forward declarations of functions included in this code module: ATOM MyRegisterClass(HINSTANCE hInstance); BOOL InitInstance(HINSTANCE, int); LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM); // My unprocess function ===================================== void OnCreate(HWND hWnd) { } void OnKeyUp(WPARAM wParam) { switch (wParam) { case VK_LEFT: gGameMain->KeyReleased(LEFT); break; case VK_UP: gGameMain->KeyReleased(UP); break; case VK_RIGHT: gGameMain->KeyReleased(RIGHT); break; case VK_DOWN: gGameMain->KeyReleased(DOWN); break; } } void OnKeyDown(HWND hWnd,WPARAM wParam) { switch (wParam) { case VK_LEFT: gGameMain->KeyPressed(LEFT); break; case VK_UP: gGameMain->KeyPressed(UP); break; case VK_RIGHT: gGameMain->KeyPressed(RIGHT); break; case VK_DOWN: gGameMain->KeyPressed(DOWN); break; } } void OnPaint(HWND hWnd) { HDC hdc = BeginPaint(hWnd,&ps); RECT rect; GetClientRect(hWnd,&rect); HDC hdcDouble = CreateCompatibleDC(hdc); HBITMAP hdcBitmap = CreateCompatibleBitmap(hdc,rect.right,rect.bottom); HBITMAP bmOld = (HBITMAP)SelectObject(hdcDouble, hdcBitmap); gGameMain->SetHDC(&hdcDouble); gGameMain->SendMessage(MESSAGE_PAINT); BitBlt(hdc,0,0,rect.right,rect.bottom,hdcDouble,0,0,SRCCOPY); SelectObject(hdcDouble,bmOld); DeleteDC(hdcDouble); DeleteObject(hdcBitmap); DeleteDC(hdc); } void OnDestroy() { gGameMain->isPlaying = false; EndPaint(hWnd,&ps); } // My unprocess function ===================================== ATOM MyRegisterClass(HINSTANCE hInstance) { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_GDIMARIO)); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName = MAKEINTRESOURCE(IDC_GDIMARIO); wcex.lpszClassName = szWindowClass; wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL)); return RegisterClassEx(&wcex); } BOOL InitInstance(HINSTANCE hInstance, int nCmdShow) { hInst = hInstance; // Store instance handle in our global variable hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, WIDTH, HEIGHT, 0, NULL, hInstance, NULL); if (!hWnd) { return FALSE; } // ---------------- Start gdiplus ------------------ GdiplusStartup(&gdiToken,&gdiStartInput,NULL); // ------------------------------------------------- // Init GameMain gGameMain = new CGameMain(); ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); return TRUE; } LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { int wmId, wmEvent; switch (message) { case WM_COMMAND: wmId = LOWORD(wParam); wmEvent = HIWORD(wParam); // Parse the menu selections: switch (wmId) { case IDM_ABOUT: DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About); break; case IDM_EXIT: DestroyWindow(hWnd); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } break; case WM_KEYDOWN: OnKeyDown(hWnd,wParam); break; case WM_KEYUP: OnKeyUp(wParam); break; case WM_CREATE: OnCreate(hWnd); break; case WM_PAINT: OnPaint(hWnd); break; case WM_DESTROY: OnDestroy(); PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; } // Message handler for about box. INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) { UNREFERENCED_PARAMETER(lParam); switch (message) { case WM_INITDIALOG: return (INT_PTR)TRUE; case WM_COMMAND: if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL) { EndDialog(hDlg, LOWORD(wParam)); return (INT_PTR)TRUE; } break; } return (INT_PTR)FALSE; } int APIENTRY _tWinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPTSTR lpCmdLine,int nCmdShow) { UNREFERENCED_PARAMETER(hPrevInstance); UNREFERENCED_PARAMETER(lpCmdLine); // TODO: Place code here. MSG msg; HACCEL hAccelTable; // Initialize global strings LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING); LoadString(hInstance, IDC_GDIMARIO, szWindowClass, MAX_LOADSTRING); MyRegisterClass(hInstance); // Perform application initialization: if (!InitInstance (hInstance, nCmdShow)) { return FALSE; } hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_GDIMARIO)); // Main message loop: // GameLoop PeekMessage(&msg,NULL,0,0,PM_NOREMOVE); while (gGameMain->isPlaying) { while (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { if (msg.message == WM_QUIT) break; TranslateMessage(&msg); DispatchMessage(&msg); } if (gGameMain->enterNextState) { gGameMain->SendMessage(MESSAGE_ENTER); gGameMain->enterNextState = false; } gGameMain->SendMessage(MESSAGE_UPDATE); InvalidateRect(hWnd,NULL,FALSE); /*if (gGameMain->exitCurrentState) { gGameMain->SendMessage(MESSAGE_EXIT); gGameMain->enterNextState = true; gGameMain->exitCurrentState = false; }*/ ::Sleep(gGameMain->timer); // Do your game stuff here } GdiplusShutdown(gdiToken); // Shut down gdiplus token return (int) msg.wParam; } I use InvalidateRect(hWnd,NULL,FALSE); for repaint window, but the problem I met is when I repaint without any changes in Game struct . First it paints my logo well, the second time ( just call InvalidateRect(hWnd,NULL,FALSE); without gGameMain-SendMessage(MESSAGE_ENTER); which is init some variables for painting . Thanks for reading this :)

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  • What arguments do I send a function being called by a button in python?

    - by Jared
    I have a UI, in that UI is 4 text fields and 1 int field, then I have a function that calls to another function based on what's inside of the text fields, this function has (self, *args). My function that is being called to takes five arguments and I don't know what to put in it to make it actually work with my UI because python button's send an argument of their own. I have tried self and *args, but it doesn't work. Here is my code, didn't include most of the UI code since it is self explanatory: def crBC(self, IKJoint, FKJoint, bindJoint, xQuan, switch): ''' You should have a controller with an attribute 'ikFkBlend' - The name can be changed after the script executes. Controller should contain an enum - FK/DYN(0), IK(1). Specify the IK joint, then either the dynamic or FK joint, then the bind joint. Then a quantity of joints to pass through and connect. Tested currently on 600 joints (200 x 3), executed in less than a second. Returns nothing. Please open your script editor for details. ''' import itertools # gets children joints of the selected joint chHipIK = cmds.listRelatives(IKJoint, ad = True, type = 'joint') chHipFK = cmds.listRelatives(FKJoint, ad = True, type = 'joint') chHipBind = cmds.listRelatives(bindJoint, ad = True, type = 'joint') # list is built backwards, this reverses the list chHipIK.reverse() chHipFK.reverse() chHipBind.reverse() # appends the initial joint to the list chHipIK.append(IKJoint) chHipFK.append(FKJoint) chHipBind.append(bindJoint) # puts the last joint at the start of the list because the initial joint # was added to the end chHipIK.insert(0, chHipIK.pop()) chHipFK.insert(0, chHipFK.pop()) chHipBind.insert(0, chHipBind.pop()) # pops off the remaining joints in the list the user does not wish to be blended chHipBind[xQuan:] = [] chHipIK[xQuan:] = [] chHipFK[xQuan:] = [] # goes through the bind joints, makes a blend colors for each one, connects # the switch to the blender for a, b, c in itertools.izip(chHipBind, chHipIK, chHipFK): rotBC = cmds.shadingNode('blendColors', asUtility = True, n = a + 'rotate_BC') tranBC = cmds.shadingNode('blendColors', asUtility = True, n = a + 'tran_BC') scaleBC = cmds.shadingNode('blendColors', asUtility = True, n = a + 'scale_BC') cmds.connectAttr(switch + '.ikFkSwitch', rotBC + '.blender') cmds.connectAttr(switch + '.ikFkSwitch', tranBC + '.blender') cmds.connectAttr(switch + '.ikFkSwitch', scaleBC + '.blender') # goes through the ik joints, connects to the blend colors cmds.connectAttr(b + '.rotate', rotBC + '.color1', force = True) cmds.connectAttr(b + '.translate', tranBC + '.color1', force = True) cmds.connectAttr(b + '.scale', scaleBC + '.color1', force = True) # connects FK joints to the blend colors cmds.connectAttr(c + '.rotate', rotBC + '.color2') cmds.connectAttr(c + '.translate', tranBC + '.color2') cmds.connectAttr(c + '.scale', scaleBC + '.color2') # connects blend colors to bind joints cmds.connectAttr(rotBC + '.output', a + '.rotate') cmds.connectAttr(tranBC + '.output', a + '.translate') cmds.connectAttr(scaleBC + '.output', a + '.scale') ------------------- def execCrBC(self, *args): g.crBC(cmds.textField(self.ikJBC, q = True, tx = True), cmds.textField(self.fkJBC, q = True, tx = True), cmds.textField(self.bindJBC, q = True, tx = True), cmds.intField(self.bQBC, q = True, v = True), cmds.textField(self.sCBC, q = True, tx = True)) ------------------- self.bQBC = cmds.intField() cmds.text(l = '') self.sCBC = cmds.textField() cmds.text(l = '') cmds.button(l = 'Help Docs', c = self.crBC.__doc__) cmds.setParent('..') cmds.button(l = 'Create', c = self.execCrBC) Here is the code causing the problem as requested: import maya.cmds as cmds import jtRigUI.createDummyRig as dum import jtRigUI.createSkeleton as sk import jtRigUI.generalUtilities as gu import jtRigUI.createLegRig as lr import jtRigUI.createArmRig as ar class RUI(dum.Dict, dum.Dummy, sk.Skel, sk.FiSkel, lr.LeanLocs, lr.LegRig, ar.ArmRig, gu.Gutils): def __init__(self, charNameUI, gScaleUI, fingButtonGrp, thumbCheckBox, spineButtonGrp, neckButtonGrp, ikJBC, fkJBC, bindJBC, bQBC, sCBC): rigUI = 'rigUI' if cmds.window(rigUI, exists = True): cmds.deleteUI(rigUI) rigUI = cmds.window(rigUI, t = 'JT Rigging UI', sizeable = False, tb = True, mnb = False, mxb = False, menuBar = True, tlb = True, nm = 5) form = cmds.formLayout() tabs = cmds.tabLayout(innerMarginWidth = 1, innerMarginHeight = 1) rigUIMenu = cmds.menu('Help', hm = True) aboutMenu = cmds.menuItem('about') cmds.popupMenu('about', button = 1) deleteUIMenu = cmds.menu('Delete', hm = True) cmds.menuItem('dummySkeleton') cmds.formLayout(form, edit = True, attachForm = ((tabs, 'top', 0), (tabs, 'left', 0), (tabs, 'bottom', 0), (tabs, 'right', 0)), w = 30) tab1 = cmds.rowColumnLayout('Dummy') #cmds.columnLayout(rowSpacing = 10) #cmds.setParent('..') cmds.frameLayout(l = 'A: Dummy Skeleton Setup', w = 400) self.charNameUI = cmds.textFieldGrp (label="Optional Character Name:", ann="Insert a name for the character or leave empty.", tx = '', w = 1) fingJUI = cmds.frameLayout(l = 'B: Number of Fingers', w = 10) cmds.text('\n', h = 5) self.fingButtonGrp = cmds.radioButtonGrp('fingRadio', p = fingJUI, l = 'Fingers: ', sl = 4, w = 1, numberOfRadioButtons = 4, labelArray4 = ['One', 'Two', 'Three', 'Four'], ct2 = ('left', 'left'), cw5 = [60,60,60,60,60]) self.thumbCheckBox = cmds.checkBoxGrp(l = 'Thumb: ', v1 = True) cmds.text('\n', h = 5) spineJUI = cmds.frameLayout(l = 'C: Number of Spine Joints') cmds.text('\n', h = 5) self.spineButtonGrp = cmds.radioButtonGrp('spineRadio', p = spineJUI, l = 'Spine Joints: ', sl = 2, w = 1, numberOfRadioButtons = 3, labelArray3 = ['Three', 'Five', 'Ten'], ct2 = ('left', 'left'), cw4 = [95,95,95,95]) cmds.text('\n', h = 5) neckJUI = cmds.frameLayout(l = 'D: Number of Neck Joints') cmds.text('\n', h = 5) self.neckButtonGrp = cmds.radioButtonGrp('neckRadio', p = neckJUI, l = 'Neck Joints: ', sl = 0, w = 1, numberOfRadioButtons = 3, labelArray3 = ['Two', 'Three', 'Four'], ct2 = ('left', 'left'), cw4 = [95,95,95,95]) cmds.text('\n', h = 5) cmds.setParent('..') cmds.setParent('..') cmds.setParent('..') cmds.frameLayout('E: Creation') cmds.text('SAVE FIRST: CAN NOT UNDO', bgc = (0.2,0.2,0.2)) cmds.button(l = '\nCreate Dummy Skeleton\n', c = self.build) # also have it make char name field grey cmds.text('Elbows and Knees must have bend.', bgc = (0.2,0.2,0.2)) cmds.columnLayout() cmds.setParent('..') cmds.setParent('..') cmds.setParent('..') cmds.setParent('..') tab2 = cmds.rowColumnLayout('Skeleton') cmds.columnLayout(columnAttach = ('both', 5), rowSpacing = 10, columnWidth = 150) cmds.setParent('..') cmds.frameLayout(l = 'A: Skeleton Setup') cmds.text('SAVE FIRST: CAN NOT UNDO', bgc = (0.2,0.2,0.2)) cmds.button(l = '\nConvert to Skeleton - Orient - Set LRA\n', c = self.buildSkel) self.gScaleUI = cmds.textFieldGrp (label="Scale Multiplier:", ann="Scale multipler of Character: basis for all further base controllers", tx = '1.0', w = 1, ed = False, en = False, visible = True) cmds.frameLayout('B: Manual Orientation') cmds.text('You must manually check finger, thumb, leg, foot orientation specifically.\nConfirm rest of joints.\nSpine: X aim, Y point backwards from spine, Z to the side.\nFingers: X is aim, Y points upwards, Z to the side - Spread on Y, curl on Z.\nFoot: Pivots on Y, rolls on Z, leans on X.') cmds.columnLayout() cmds.setParent('..') cmds.frameLayout('C: Finalize Creation of Skeleton') cmds.button(l = '\nFinalize Skeleton\n', c = self.finishS) cmds.setParent('..') cmds.setParent('..') cmds.setParent('..') cmds.setParent('..') tab3 = cmds.rowColumnLayout('Legs') cmds.columnLayout(columnAttach = ('both', 5), rowSpacing = 10, columnWidth = 150) cmds.setParent('..') cmds.frameLayout(l = 'A: Leg Rig Setup') cmds.button(l = '\nGenerate Foot Lean Locators\n', c = self.makeLean) cmds.text('Place on either side of the foot.\nDo not rotate: Automatic orientation in place.') cmds.frameLayout(l = 'B: Rig Legs') cmds.button(l = '\nRig Legs\n', c = self.makeLegs) cmds.setParent('..') cmds.setParent('..') cmds.setParent('..') tab4 = cmds.rowColumnLayout('Arms') cmds.columnLayout(columnAttach = ('both', 5), rowSpacing = 10, columnWidth = 150) cmds.setParent('..') cmds.frameLayout(l = 'A: Arm Rig Setup') cmds.button(l = '\nA: Rig Arms\n', c = self.makeArms) cmds.setParent('..') cmds.setParent('..') tab5 = cmds.rowColumnLayout('Spine and Head') cmds.columnLayout(columnAttach = ('both', 5), rowSpacing = 10, columnWidth = 150) cmds.setParent('..') cmds.frameLayout(l = 'Spine Rig Setup') cmds.setParent('..') cmds.setParent('..') tab6 = cmds.rowColumnLayout('Stretchy IK') cmds.columnLayout(columnAttach = ('both', 5), rowSpacing = 10, columnWidth = 150) cmds.setParent('..') cmds.frameLayout(l = 'Stretchy Setup') cmds.setParent('..') cmds.setParent('..') tab6 = cmds.rowColumnLayout('Extras') cmds.scrollLayout(saw = 600, sah = 600, cr = True) cmds.columnLayout(columnAttach = ('both', 5), rowSpacing = 10, columnWidth = 150) cmds.setParent('..') cmds.frameLayout(l = 'General Utitlities') cmds.text('\nHere are all my general utilities for various things') cmds.frameLayout(l = 'Automatic Blend Colors Creation and Connection') cmds.rowColumnLayout(nc = 5, w = 10) cmds.text('IK Joint:') cmds.text(l = '') cmds.text('FK/Dyn Joint:') cmds.text(l = '') cmds.text('Bind Joint:') self.ikJBC = cmds.textField() cmds.text(l = '') self.fkJBC = cmds.textField() cmds.text(l = '') self.bindJBC = cmds.textField() cmds.text(' \nBlend Quantity:') cmds.text(l = '') cmds.text(' \nSwitch Control:') cmds.text(l = '') cmds.text(l = '') self.bQBC = cmds.intField() cmds.text(l = '') self.sCBC = cmds.textField() cmds.text(l = '') cmds.button(l = 'Help Docs', c = self.crBC.__doc__) cmds.setParent('..') cmds.button(l = 'Create', c = self.execCrBC) cmds.text(l = '') cmds.setParent('..') cmds.frameLayout(l = 'Make Spline IK Curve Stretch And Squash') cmds.rowColumnLayout(nc = 5, w = 10) cmds.text('Curve Name:') cmds.text(l = '') cmds.text('Setup Name:') cmds.text(l = '') cmds.text('Joint Quantity:') self.ikJBC = cmds.textField() cmds.text(l = '') self.fkJBC = cmds.textField() cmds.text(l = '') self.bindJBC = cmds.textField() cmds.text(' \nSwitch Control:') cmds.text(l = '') cmds.text(' \nGlobal Control:') cmds.text(l = '') cmds.text(l = '') self.bQBC = cmds.intField() cmds.text(l = '') self.sCBC = cmds.textField() cmds.text(l = '') cmds.button(l = 'Help Docs', c = self.crBC.__doc__) cmds.setParent('..') cmds.button(l = 'Create', c = self.execCrBC) cmds.setParent('..') cmds.showWindow(rigUI) r = RUI('charNameUI', 'gScaleUI', 'fingButtonGrp', 'thumbCheckBox', 'spineButtonGrp', 'neckButtonGrp', 'ikJBC', 'fkJBC', 'bindJBC', 'bQBC', 'sCBC') # last modified at 6.20 pm 29th June 2011

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  • WPF TreeView MouseDown

    - by imekon
    I've got something like this in a TreeView: <DataTemplate x:Key="myTemplate"> <StackPanel MouseDown="OnItemMouseDown"> ... </StackPanel> </DataTemplate> Using this I get the mouse down events if I click on items in the stack panel. However... there seems to be another item behind the stack panel that is the TreeViewItem - it's very hard to hit, but not impossible, and that's when the problems start to occur. I had a go at handling PreviewMouseDown on TreeViewItem, however that seems to require e.Handled = false otherwise standard tree view behaviour stops working. Ok, Here's the source code... MainWindow.xaml <Window x:Class="WPFMultiSelectTree.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:WPFMultiSelectTree" Title="Multiple Selection Tree" Height="300" Width="300"> <Window.Resources> <!-- Declare the classes that convert bool to Visibility --> <local:VisibilityConverter x:Key="visibilityConverter"/> <local:VisibilityInverter x:Key="visibilityInverter"/> <!-- Set the style for any tree view item --> <Style TargetType="TreeViewItem"> <Style.Triggers> <DataTrigger Binding="{Binding Selected}" Value="True"> <Setter Property="Background" Value="DarkBlue"/> <Setter Property="Foreground" Value="White"/> </DataTrigger> </Style.Triggers> <EventSetter Event="PreviewMouseDown" Handler="OnTreePreviewMouseDown"/> </Style> <!-- Declare a hierarchical data template for the tree view items --> <HierarchicalDataTemplate x:Key="RecursiveTemplate" ItemsSource="{Binding Children}"> <StackPanel Margin="2" Orientation="Horizontal" MouseDown="OnTreeMouseDown"> <Ellipse Width="12" Height="12" Fill="Green"/> <TextBlock Margin="2" Text="{Binding Name}" Visibility="{Binding Editing, Converter={StaticResource visibilityInverter}}"/> <TextBox Margin="2" Text="{Binding Name}" KeyDown="OnTextBoxKeyDown" IsVisibleChanged="OnTextBoxIsVisibleChanged" Visibility="{Binding Editing, Converter={StaticResource visibilityConverter}}"/> <TextBlock Margin="2" Text="{Binding Index, StringFormat=({0})}"/> </StackPanel> </HierarchicalDataTemplate> <!-- Declare a simple template for a list box --> <DataTemplate x:Key="ListTemplate"> <TextBlock Text="{Binding Name}"/> </DataTemplate> </Window.Resources> <Grid> <!-- Declare the rows in this grid --> <Grid.RowDefinitions> <RowDefinition Height="Auto"/> <RowDefinition/> <RowDefinition Height="Auto"/> <RowDefinition/> </Grid.RowDefinitions> <!-- The first header --> <TextBlock Grid.Row="0" Margin="5" Background="PowderBlue">Multiple selection tree view</TextBlock> <!-- The tree view --> <TreeView Name="m_tree" Margin="2" Grid.Row="1" ItemsSource="{Binding Children}" ItemTemplate="{StaticResource RecursiveTemplate}"/> <!-- The second header --> <TextBlock Grid.Row="2" Margin="5" Background="PowderBlue">The currently selected items in the tree</TextBlock> <!-- The list box --> <ListBox Name="m_list" Margin="2" Grid.Row="3" ItemsSource="{Binding .}" ItemTemplate="{StaticResource ListTemplate}"/> </Grid> </Window> MainWindow.xaml.cs /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { private Container m_root; private Container m_first; private ObservableCollection<Container> m_selection; private string m_current; /// <summary> /// Constructor /// </summary> public MainWindow() { InitializeComponent(); m_selection = new ObservableCollection<Container>(); m_root = new Container("root"); for (int parents = 0; parents < 50; parents++) { Container parent = new Container(String.Format("parent{0}", parents + 1)); for (int children = 0; children < 1000; children++) { parent.Add(new Container(String.Format("child{0}", children + 1))); } m_root.Add(parent); } m_tree.DataContext = m_root; m_list.DataContext = m_selection; m_first = null; } /// <summary> /// Has the shift key been pressed? /// </summary> private bool ShiftPressed { get { return Keyboard.IsKeyDown(Key.LeftShift) || Keyboard.IsKeyDown(Key.RightShift); } } /// <summary> /// Has the control key been pressed? /// </summary> private bool CtrlPressed { get { return Keyboard.IsKeyDown(Key.LeftCtrl) || Keyboard.IsKeyDown(Key.RightCtrl); } } /// <summary> /// Clear down the selection list /// </summary> private void DeselectAndClear() { foreach(Container container in m_selection) { container.Selected = false; } m_selection.Clear(); } /// <summary> /// Add the container to the list (if not already present), /// mark as selected /// </summary> /// <param name="container"></param> private void AddToSelection(Container container) { if (container == null) { return; } foreach (Container child in m_selection) { if (child == container) { return; } } container.Selected = true; m_selection.Add(container); } /// <summary> /// Remove container from list, mark as not selected /// </summary> /// <param name="container"></param> private void RemoveFromSelection(Container container) { m_selection.Remove(container); container.Selected = false; } /// <summary> /// Process single click on a tree item /// /// Normally just select an item /// /// SHIFT-Click extends selection /// CTRL-Click toggles a selection /// </summary> /// <param name="sender"></param> private void OnTreeSingleClick(object sender) { FrameworkElement element = sender as FrameworkElement; if (element != null) { Container container = element.DataContext as Container; if (container != null) { if (CtrlPressed) { if (container.Selected) { RemoveFromSelection(container); } else { AddToSelection(container); } } else if (ShiftPressed) { if (container.Parent == m_first.Parent) { if (container.Index < m_first.Index) { Container item = container; for (int i = container.Index; i < m_first.Index; i++) { AddToSelection(item); item = item.Next; if (item == null) { break; } } } else if (container.Index > m_first.Index) { Container item = m_first; for (int i = m_first.Index; i <= container.Index; i++) { AddToSelection(item); item = item.Next; if (item == null) { break; } } } } } else { DeselectAndClear(); m_first = container; AddToSelection(container); } } } } /// <summary> /// Process double click on tree item /// </summary> /// <param name="sender"></param> private void OnTreeDoubleClick(object sender) { FrameworkElement element = sender as FrameworkElement; if (element != null) { Container container = element.DataContext as Container; if (container != null) { container.Editing = true; m_current = container.Name; } } } /// <summary> /// Clicked on the stack panel in the tree view /// /// Double left click: /// /// Switch to editing mode (flips visibility of textblock and textbox) /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void OnTreeMouseDown(object sender, MouseButtonEventArgs e) { Debug.WriteLine("StackPanel mouse down"); switch(e.ChangedButton) { case MouseButton.Left: switch (e.ClickCount) { case 2: OnTreeDoubleClick(sender); e.Handled = true; break; } break; } } /// <summary> /// Clicked on tree view item in tree /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void OnTreePreviewMouseDown(object sender, MouseButtonEventArgs e) { Debug.WriteLine("TreeViewItem preview mouse down"); switch (e.ChangedButton) { case MouseButton.Left: switch (e.ClickCount) { case 1: { // We've had a single click on a tree view item // Unfortunately this is the WHOLE tree item, including the +/- // symbol to the left. The tree doesn't do a selection, so we // have to filter this out... MouseDevice device = e.Device as MouseDevice; Debug.WriteLine(String.Format("Tree item clicked on: {0}", device.DirectlyOver.GetType().ToString())); // This is bad. The whole point of WPF is for the code // not to know what the UI has - yet here we are testing for // it as a workaround. Sigh... if (device.DirectlyOver.GetType() != typeof(Path)) { OnTreeSingleClick(sender); } // Cannot say handled - if we do it stops the tree working! //e.Handled = true; } break; } break; } } /// <summary> /// Key press in text box /// /// Return key finishes editing /// Escape key finishes editing, restores original value (this doesn't work!) /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void OnTextBoxKeyDown(object sender, KeyEventArgs e) { switch(e.Key) { case Key.Return: { TextBox box = sender as TextBox; if (box != null) { Container container = box.DataContext as Container; if (container != null) { container.Editing = false; e.Handled = true; } } } break; case Key.Escape: { TextBox box = sender as TextBox; if (box != null) { Container container = box.DataContext as Container; if (container != null) { container.Editing = false; container.Name = m_current; e.Handled = true; } } } break; } } /// <summary> /// When text box becomes visible, grab focus and select all text in it. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void OnTextBoxIsVisibleChanged(object sender, DependencyPropertyChangedEventArgs e) { bool visible = (bool)e.NewValue; if (visible) { TextBox box = sender as TextBox; if (box != null) { box.Focus(); box.SelectAll(); } } } } Here's the Container class public class Container : INotifyPropertyChanged { private string m_name; private ObservableCollection<Container> m_children; private Container m_parent; private bool m_selected; private bool m_editing; /// <summary> /// Constructor /// </summary> /// <param name="name">name of object</param> public Container(string name) { m_name = name; m_children = new ObservableCollection<Container>(); m_parent = null; m_selected = false; m_editing = false; } /// <summary> /// Name of object /// </summary> public string Name { get { return m_name; } set { if (m_name != value) { m_name = value; OnPropertyChanged("Name"); } } } /// <summary> /// Index of object in parent's children /// /// If there's no parent, the index is -1 /// </summary> public int Index { get { if (m_parent != null) { return m_parent.Children.IndexOf(this); } return -1; } } /// <summary> /// Get the next item, assuming this is parented /// /// Returns null if end of list reached, or no parent /// </summary> public Container Next { get { if (m_parent != null) { int index = Index + 1; if (index < m_parent.Children.Count) { return m_parent.Children[index]; } } return null; } } /// <summary> /// List of children /// </summary> public ObservableCollection<Container> Children { get { return m_children; } } /// <summary> /// Selected status /// </summary> public bool Selected { get { return m_selected; } set { if (m_selected != value) { m_selected = value; OnPropertyChanged("Selected"); } } } /// <summary> /// Editing status /// </summary> public bool Editing { get { return m_editing; } set { if (m_editing != value) { m_editing = value; OnPropertyChanged("Editing"); } } } /// <summary> /// Parent of this object /// </summary> public Container Parent { get { return m_parent; } set { m_parent = value; } } /// <summary> /// WPF Property Changed event /// </summary> public event PropertyChangedEventHandler PropertyChanged; /// <summary> /// Handler to inform WPF that a property has changed /// </summary> /// <param name="name"></param> private void OnPropertyChanged(string name) { if (PropertyChanged != null) { PropertyChanged(this, new PropertyChangedEventArgs(name)); } } /// <summary> /// Add a child to this container /// </summary> /// <param name="child"></param> public void Add(Container child) { m_children.Add(child); child.m_parent = this; } /// <summary> /// Remove a child from this container /// </summary> /// <param name="child"></param> public void Remove(Container child) { m_children.Remove(child); child.m_parent = null; } } The two classes VisibilityConverter and VisibilityInverter are implementations of IValueConverter that translates bool to Visibility. They make sure the TextBlock is displayed when not editing, and the TextBox is displayed when editing.

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  • Problems Allocating Objects of Derived Class Where Base Class has Abstract Virtual Functions

    - by user1743901
    I am trying to get this Zombie/Human agent based simulation running, but I am having problems with these derived classes (Human and Zombie) who have parent class "Creature". I have 3 virtual functions declared in "Creature" and all three of these are re-declared AND DEFINED in both "Human" and "Zombie". But for some reason when I have my program call "new" to allocate memory for objects of type Human or Zombie, it complains about the virtual functions being abstract. Here's the code: definitions.h #ifndef definitions_h #define definitions_h class Creature; class Item; class Coords; class Grid { public: Creature*** cboard; Item*** iboard; int WIDTH; int HEIGHT; Grid(int WIDTHVALUE, int HEIGHTVALUE); void FillGrid(); //initializes grid object with humans and zombies void Refresh(); //calls Creature::Die(),Move(),Attack(),Breed() on every square void UpdateBuffer(char** buffer); bool isEmpty(int startx, int starty, int dir); char CreatureType(int xcoord, int ycoord); char CreatureType(int startx, int starty, int dir); }; class Random { public: int* rptr; void Print(); Random(int MIN, int MAX, int LEN); ~Random(); private: bool alreadyused(int checkthis, int len, int* rptr); bool isClean(); int len; }; class Coords { public: int x; int y; int MaxX; int MaxY; Coords() {x=0; y=0; MaxX=0; MaxY=0;} Coords(int X, int Y, int WIDTH, int HEIGHT) {x=X; y=Y; MaxX=WIDTH; MaxY=HEIGHT; } void MoveRight(); void MoveLeft(); void MoveUp(); void MoveDown(); void MoveUpRight(); void MoveUpLeft(); void MoveDownRight(); void MoveDownLeft(); void MoveDir(int dir); void setx(int X) {x=X;} void sety(int Y) {y=Y;} }; class Creature { public: bool alive; Coords Location; char displayletter; Creature() {Location.x=0; Location.y=0;} Creature(int i, int j) {Location.setx(i); Location.sety(j);} virtual void Attack() =0; virtual void AttackCreature(Grid G, int attackdirection) =0; virtual void Breed() =0; void Die(); void Move(Grid G); int DecideSquare(Grid G); void MoveTo(Grid G, int dir); }; class Human : public Creature { public: bool armed; //if armed, chances of winning fight increased for next fight bool vaccinated; //if vaccinated, no chance of getting infected int bitecount; //if a human is bitten, bite count is set to a random number int breedcount; //if a human goes x steps without combat, will breed if next to a human int starvecount; //if a human does not eat in x steps, will die Human() {displayletter='H';} Human(int i, int j) {displayletter='H';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed(Grid G); //will breed after x steps and next to human int DecideAttack(Grid G); }; class Zombie : public Creature { public: Zombie() {displayletter='Z';} Zombie(int i, int j) {displayletter='Z';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed() {} //does nothing int DecideAttack(Grid G); void AttackCreature(Grid G, int attackdirection); }; class Item { }; #endif definitions.cpp #include <cstdlib> #include "definitions.h" Random::Random(int MIN, int MAX, int LEN) //constructor { len=LEN; rptr=new int[LEN]; //allocate array of given length for (int i=0; i<LEN; i++) { int random; do { random = rand() % (MAX-MIN+1) + MIN; } while (alreadyused(random,LEN,rptr)); rptr[i]=random; } } bool Random::alreadyused(int checkthis, int len, int* rptr) { for (int i=0; i<len; i++) { if (rptr[i]==checkthis) return 1; } return 0; } Random::~Random() { delete rptr; } Grid::Grid(int WIDTHVALUE, int HEIGHTVALUE) { WIDTH = WIDTHVALUE; HEIGHT = HEIGHTVALUE; //builds 2d array of creature pointers cboard = new Creature**[WIDTH]; for(int i=0; i<WIDTH; i++) { cboard[i] = new Creature*[HEIGHT]; } //builds 2d array of item pointers iboard = new Item**[WIDTH]; for (int i=0; i<WIDTH; i++) { iboard[i] = new Item*[HEIGHT]; } } void Grid::FillGrid() { /* For each creature pointer in grid, randomly selects whether to initalize as zombie, human, or empty square. This methodology can be changed to initialize different creature types with different probabilities */ int random; for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { Random X(1,100,1); //create a single random integer from [1,100] at X.rptr random=*(X.rptr); if (random < 20) cboard[i][j] = new Human(i,j); else if (random < 40) cboard[i][j] = new Zombie(i,j); else cboard[i][j] = NULL; } } //at this point every creature pointer should be pointing to either //a zombie, human, or NULL with varying probabilities } void Grid::UpdateBuffer(char** buffer) { for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { if (cboard[i][j]) buffer[i][j]=cboard[i][j]->displayletter; else buffer[i][j]=' '; } } } bool Grid::isEmpty(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; } return 1; } char Grid::CreatureType(int xcoord, int ycoord) { if (cboard[xcoord][ycoord]) //if there is a creature at location xcoord,ycoord return (cboard[xcoord][ycoord]->displayletter); else //if pointer at location xcoord,ycoord is null, return null char return '\0'; } char Grid::CreatureType(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); } //if function hasn't returned by now, square being looked at is pointer to null return '\0'; //return null char } void Coords::MoveRight() {(x==MaxX)? (x=0):(x++);} void Coords::MoveLeft() {(x==0)? (x=MaxX):(x--);} void Coords::MoveUp() {(y==0)? (y=MaxY):(y--);} void Coords::MoveDown() {(y==MaxY)? (y=0):(y++);} void Coords::MoveUpRight() {MoveUp(); MoveRight();} void Coords::MoveUpLeft() {MoveUp(); MoveLeft();} void Coords::MoveDownRight() {MoveDown(); MoveRight();} void Coords::MoveDownLeft() {MoveDown(); MoveLeft();} void Coords::MoveDir(int dir) { switch(dir) { case 1: MoveUp(); break; case 2: MoveUpRight(); break; case 3: MoveRight(); break; case 4: MoveDownRight(); break; case 5: MoveDown(); break; case 6: MoveDownLeft(); break; case 7: MoveLeft(); break; case 8: MoveUpLeft(); break; case 0: break; } } void Creature::Move(Grid G) { int movedir=DecideSquare(G); MoveTo(G,movedir); } int Creature::DecideSquare(Grid G) { Random X(1,8,8); //X.rptr now points to 8 unique random integers from [1,8] for (int i=0; i<8; i++) { int dir=X.rptr[i]; if (G.isEmpty(Location.x,Location.y,dir)) return dir; } return 0; } void Creature::MoveTo(Grid G, int dir) { Coords OldLocation=Location; Location.MoveDir(dir); G.cboard[Location.x][Location.y]=this; //point new location to this creature G.cboard[OldLocation.x][OldLocation.y]=NULL; //point old location to NULL } void Creature::Die() { if (!alive) { delete this; this=NULL; } } void Human::Breed(Grid G) { if (!breedcount) { Coords BreedLocation=Location; Random X(1,8,8); for (int i=0; i<8; i++) { BreedLocation.MoveDir(X.rptr[i]); if (!G.cboard[BreedLocation.x][BreedLocation.y]) { G.cboard[BreedLocation.x][BreedLocation.y])=new Human(BreedLocation.x,BreedLocation.y); return; } } } } int Human::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': break; case 'Z': return attackdir; case '\0': break; default: break; } } return 0; //no zombies! } int AttackRoll(int para1, int para2) { //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten Random X(1,100,1); int roll= *(X.rptr); if (roll < para1) return 1; else if (roll < para2) return 2; else return 3; } void Human::AttackCreature(Grid G, int attackdirection) { Coords AttackLocation=Location; AttackLocation.MoveDir(attackdirection); int para1=33; int para2=33; if (vaccinated) para2=101; //makes attackroll > para 2 impossible, never gets infected if (armed) para1-=16; //reduces chance of zombie winning fight int roll=AttackRoll(para1,para2); //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten switch(roll) { case 1: alive=0; //human (this) dies return; case 2: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; return; //zombie dies case 3: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; //zombie dies Random X(3,7,1); //human is bitten bitecount=*(X.rptr); return; } } int Zombie::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': return attackdir; case 'Z': break; case '\0': break; default: break; } } return 0; //no zombies! } void Zombie::AttackCreature(Grid G, int attackdirection) { int reversedirection; if (attackdirection < 9 && attackdirection>0) { (attackdirection<5)? (reversedirection=attackdirection+4):(reversedirection=attackdirection-4); } else reversedirection=0; //this should never happen //when a zombie attacks a human, the Human::AttackZombie() function is called //in the "reverse" direction, utilizing that function that has already been written Coords ZombieLocation=Location; Coords HumanLocation=Location; HumanLocation.MoveDir(attackdirection); if (G.cboard[HumanLocation.x][HumanLocation.y]) //if there is a human there, which there should be G.cboard[HumanLocation.x][HumanLocation.y]->AttackCreature(G,reversedirection); } void Zombie::Attack(Grid G) { int attackdirection=DecideAttack(G); AttackCreature(G,attackdirection); } main.cpp #include <cstdlib> #include <iostream> #include "definitions.h" using namespace std; int main(int argc, char *argv[]) { Grid G(500,500); system("PAUSE"); return EXIT_SUCCESS; }

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  • How To Replace Notepad in Windows 7

    - by Trevor Bekolay
    It used to be that Notepad was a necessary evil because it started up quickly and let us catch a quick glimpse of plain text files. Now, there are a bevy of capable Notepad replacements that are just as fast, but also have great feature sets. Before following the rest of this how-to, ensure that you’re logged into an account with Administrator access. Note: The following instructions involve modifying some Windows system folders. Don’t mess anything up while you’re in there! If you follow our instructions closely, you’ll be fine. Choose your replacement There are a ton of great Notepad replacements, including Notepad2, Metapad, and Notepad++. The best one for you will depend on what types of text files you open and what you do with them. We’re going to use Notepad++ in this how-to. The first step is to find the executable file that you’ll replace Notepad with. Usually this will be the only file with the .exe file extension in the folder where you installed your text editor. Copy the executable file to your desktop and try to open it, to make sure that it works when opened from a different folder. In the Notepad++ case, a special little .exe file is available for the explicit purpose of replacing Notepad.If we run it from the desktop, it opens up Notepad++ in all its glory. Back up Notepad You will probably never go back once you switch, but you never know. You can backup Notepad to a special location if you’d like, but we find it’s easiest to just keep a backed up copy of Notepad in the folders it was originally located. In Windows 7, Notepad resides in: C:\Windows C:\Windows\System32 C:\Windows\SysWOW64 in 64-bit versions only Navigate to each of those directories and copy Notepad. Paste it into the same folder. If prompted, choose to Copy, but keep both files. You can keep your backup as “notepad (2).exe”, but we prefer to rename it to “notepad.exe.bak”. Do this for all of the folders that have Notepad (2 total for 32-bit Windows 7, 3 total for 64-bit). Take control of Notepad and delete it Even if you’re on an administrator account, you can’t just delete Notepad – Microsoft has made some security gains in this respect. Fortunately for us, it’s still possible to take control of a file and delete it without resorting to nasty hacks like disabling UAC. Navigate to one of the directories that contain Notepad. Right-click on it and select Properties.   Switch to the Security tab, then click on the Advanced button. Note that the owner of the file is a user called “TrustedInstaller”. You can’t do much with files owned by TrustedInstaller, so let’s take control of it. Click the Edit… button. Select the desired owner (you could choose your own account, but we’re going to give any Administrator control) and click OK. You’ll get a message that you need to close and reopen the Properties windows to edit permissions. Before doing that, confirm that the owner has changed to what you selected. Click OK, then OK again to close the Properties window. Right-click on Notepad and click on Properties again. Switch to the Security tab. Click on Edit…. Select the appropriate group or user name in the list at the top, then add a checkmark in the checkbox beside Full control in the Allow column. Click OK, then Yes to the dialog box that pops up. Click OK again to close the Properties window. Now you can delete Notepad, by either selecting it and pressing Delete on the keyboard, or right-click on it and click Delete.   You’re now free from Notepad’s foul clutches! Repeat this procedure for the remaining folders (or folder, on 32-bit Windows 7). Drop in your replacement Copy your Notepad replacement’s executable, which should still be on your desktop. Browse to the two or three folders listed above and copy your .exe to those locations. If prompted for Administrator permission, click Continue. If your executable file was named something other than “notepad.exe”, rename it to “notepad.exe”. Don’t be alarmed if the thumbnail still shows the old Notepad icon. Double click on Notepad and your replacement should open. To make doubly sure that it works, press Win+R to bring up the Run dialog box and enter “notepad” into the text field. Press enter or click OK. Now you can allow Windows to open files with Notepad by default with little to no shame! All without restarting or having to disable UAC! Similar Articles Productive Geek Tips Search and Replace Specific Formatting (fonts, styles,etc) in Microsoft WordHow to Drag Files to the Taskbar to Open Them in Windows 7Customize the Windows 7 or Vista Send To MenuKill Processes from the Windows Command LineChange Your Windows 7 Library Icons the Easy Way TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Use My TextTools to Edit and Organize Text Discovery Channel LIFE Theme (Win7) Increase the size of Taskbar Previews (Win 7) Scan your PC for nasties with Panda ActiveScan CleanMem – Memory Cleaner AceStock – The Personal Stock Monitor

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  • SQL SERVER – Weekly Series – Memory Lane – #005

    - by pinaldave
    Here is the list of curetted articles of SQLAuthority.com across all these years. Instead of just listing all the articles I have selected a few of my most favorite articles and have listed them here with additional notes below it. Let me know which one of the following is your favorite article from memory lane. 2006 SQL SERVER – Cursor to Kill All Process in Database I indeed wrote this cursor and when I often look back, I wonder how naive I was to write this. The reason for writing this cursor was to free up my database from any existing connection so I can do database operation. This worked fine but there can be a potentially big issue if there was any important transaction was killed by this process. There is another way to to achieve the same thing where we can use ALTER syntax to take database in single user mode. Read more about that over here and here. 2007 Rules of Third Normal Form and Normalization Advantage – 3NF The rules of 3NF are mentioned here Make a separate table for each set of related attributes, and give each table a primary key. If an attribute depends on only part of a multi-valued key, remove it to a separate table If attributes do not contribute to a description of the key, remove them to a separate table. Correct Syntax for Stored Procedure SP Sometime a simple question is the most important question. I often see in industry incorrectly written Stored Procedure. Few writes code after the most outer BEGIN…END and few writes code after the GO Statement. In this brief blog post, I have attempted to explain the same. 2008 Switch Between Result Pan and Query Pan – SQL Shortcut Many times when I am writing query I have to scroll the result displayed in the result set. Most of the developer uses the mouse to switch between and Query Pane and Result Pane. There are few developers who are crazy about Keyboard shortcuts. F6 is the keyword which can be used to switch between query pane and tabs of the result pane. Interesting Observation – Use of Index and Execution Plan Query Optimization is a complex game and it has its own rules. From the example in the article we have discovered that Query Optimizer does not use clustered index to retrieve data, sometime non clustered index provides optimal performance for retrieving Primary Key. When all the rows and columns are selected Primary Key should be used to select data as it provides optimal performance. 2009 Interesting Observation – TOP 100 PERCENT and ORDER BY If you pull up any application or system where there are more than 100 SQL Server Views are created – I am very confident that at one or two places you will notice the scenario wherein View the ORDER BY clause is used with TOP 100 PERCENT. SQL Server 2008 VIEW with ORDER BY clause does not throw an error; moreover, it does not acknowledge the presence of it as well. In this article we have taken three perfect examples and demonstrated which clause we should use when. Comma Separated Values (CSV) from Table Column A Very common question – How to create comma separated values from a table in the database? The answer is also very common if we use XML. Check out this article for quick learning on the same subject. Azure Start Guide – Step by Step Installation Guide Though Azure portal has changed a quite bit since I wrote this article, the concept used in this article are not old. They are still valid and many of the functions are still working as mentioned in the article. I believe this one article will put you on the track to use Azure! Size of Index Table for Each Index – Solution Earlier I have posted a small question on this blog and requested help from readers to participate here and provide a solution. The puzzle was to write a query that will return the size for each index that is on any particular table. We need a query that will return an additional column in the above listed query and it should contain the size of the index. This article presents two of the best solutions from the puzzle. 2010 Well, this week in 2010 was the week of puzzles as I posted three interesting puzzles. Till today I am noticing pretty good interesting in the puzzles. They are tricky but for sure brings a great value if you are a database developer for a long time. I suggest you go over this puzzles and their answers. Did you really know all of the answers? I am confident that reading following three blog post will for sure help you enhance the experience with T-SQL. SQL SERVER – Challenge – Puzzle – Usage of FAST Hint SQL SERVER – Puzzle – Challenge – Error While Converting Money to Decimal SQL SERVER – Challenge – Puzzle – Why does RIGHT JOIN Exists 2011 DVM sys.dm_os_sys_info Column Name Changed in SQL Server 2012 Have you ever faced a situation where something does not work? When you try to fix it - you enjoy fixing it and started to appreciate the breaking changes. Well, this was exactly I felt yesterday. Before I begin my story, I want to candidly state that I do not encourage anybody to use * in the SELECT statement. Now the disclaimer is over – I suggest you read the original story – you will love it! Get Directory Structure using Extended Stored Procedure xp_dirtree Here is the question to you – why would you do something in SQL Server where you can do the same task in command prompt much easily. Well, the answer is sometime there are real use cases when we have to do such thing. This is a similar example where I have demonstrated how in SQL Server 2012 we can use extended stored procedure to retrieve directory structure. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Memory Lane, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Dynamically switching the theme in Orchard

    - by Bertrand Le Roy
    It may sound a little puzzling at first, but in Orchard CMS, more than one theme can be active at any given time. The reason for that is that we have an extensibility point that allows a module (or a theme) to participate in the choice of the theme to use, for each request. The motivation for building the theme engine this way was to enable developers to switch themes based on arbitrary criteria, such as user preferences or the user agent (if you want to serve a mobile theme for phones for example). The choice is made between the active themes, which is why there is a difference between the default theme and the active themes. In order to have a say in the choice of the theme, all you have to do is implement IThemeSelector. That interface is quite simple as it only has one method, GetTheme, that takes the current RequestContext and returns a ThemeSelectorResult or null if the implementation of the interface does not want to participate in the current request (we'll see an example in a moment). ThemeSelectorResult itself is just a ThemeName string property and an integer Priority. We're using a priority so that an arbitrary number of implementations of IThemeSelector can contribute to the choice of a theme. If you look for existing implementations of the interface in Orchard, you'll find four: AdminThemeSelector: selects the TheAdmin theme with a very high priority (100) if the current request is for a page that is part of the admin. Otherwise, null is returned, which enables other implementations to choose the theme. PreviewThemeSelector: selects the preview theme if there is one, with a high priority (90), and null otherwise. This enables administrators to view the site under a different theme while everybody else continues to see the current default theme. SiteThemeSelector: this is the implementation that is doing what you expect most of the time, which is to get the current theme from site settings and set it with a priority of –5. SafeModeThemeSelector: this is the fallback implementation, which should almost never win. It sets the theme as the safe mode theme, which has no style and just uses the default templates for everything. The priority is very low (-100). While this extensibility mechanism is great to have, I wanted to bring that level of choice into the hands of the site administrator rather than just developers. In order to achieve that, I built the Vandelay Theme Picker module. The module provides administration UI to create rules for theme selection. It provides its own extensibility point (the IThemeSelectionRule interface) and one implementation of a rule: UserAgentThemeSelectorRule. This rule gets the current user agent from the context and tries to match it with a regular expression that the administrator can configure in the admin UI. You can for example configure a rule with a regular expression that matches IE6 and serve a different subtheme where the stylesheet has been tweaked for such an antique browser. Another possible configuration is to detect mobile devices from their agent string and serve the mobile theme. All those operations can be done with this module entirely from the admin UI, without writing a line of code. The module also offers the administrator the opportunity to inject a link into the front-end in a specific zone and with a specific position that enables the user to switch to the default theme if he wishes to. This is especially useful for sites that use a mobile theme but still want to allow users to use the full desktop site. While the module is nice and flexible, it may be overkill. On my own personal blog, I have only two active themes: the desktop theme and the mobile theme. I'm fine with going into code to change the criteria on which to switch the theme, so I'm not using my own Theme Picker module. Instead, I made the mobile theme a theme with code (in other words there is a csproj file in the theme). The project includes a single C# file, my MobileThemeSelector for which the code is the following: public class MobileThemeSelector : IThemeSelector { private static readonly Regex _Msie678 = new Regex(@"^Mozilla\/4\.0 \(compatible; MSIE [678]" + @"\.0; Windows NT \d\.\d(.*)\)$", RegexOptions.IgnoreCase); private ThemeSelectorResult _requestCache; private bool _requestCached; public ThemeSelectorResult GetTheme(RequestContext context) { if (_requestCached) return _requestCache; _requestCached = true; var userAgent = context.HttpContext.Request.UserAgent; if (userAgent.IndexOf("phone", StringComparison.OrdinalIgnoreCase) != -1 || _Msie678.IsMatch(userAgent) || userAgent.IndexOf("windows live writer", StringComparison.OrdinalIgnoreCase) != -1) { _requestCache = new ThemeSelectorResult { Priority = 10, ThemeName = "VuLuMobile" }; } return _requestCache; } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The theme selector selects the current theme for Internet Explorer versions 6 to 8, for phones, and for Windows Live Writer (so that the theme that is used when I write posts is as simple as possible). What's interesting here is that it's the theme that selects itself here, based on its own criteria. This should give you a good panorama of what's possible in terms of dynamic theme selection in Orchard. I hope you find some fun uses for it. As usual, I can't wait to see what you're going to come up with…

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  • Android Bitmap : collision Detecting [on hold]

    - by user2505374
    I am writing an Android game right now and I would need some help in the collision of the wall on screen. When I drag the ball in the top and right it able to collide in wall but when I drag it faster it was able to overlap in the wall. public boolean onTouchEvent(MotionEvent event) { int x = (int) event.getX(); int y = (int) event.getY(); switch (event.getAction()) { // if the player moves case MotionEvent.ACTION_MOVE: { if (playerTouchRect.contains(x, y)) { boolean left = false; boolean right = false; boolean up = false; boolean down = false; boolean canMove = false; boolean foundFinish = false; if (x != pLastXPos) { if (x < pLastXPos) { left = true; } else { right = true; } pLastXPos = x; } if (y != pLastYPos) { if (y < pLastYPos) { up = true; } else { down = true; } pLastYPos = y; } plCellRect = getRectFromPos(x, y); newplRect.set(playerRect); newplRect.left = x - (int) (playerRect.width() / 2); newplRect.right = x + (int) (playerRect.width() / 2); newplRect.top = y - (int) (playerRect.height() / 2); newplRect.bottom = y + (int) (playerRect.height() / 2); int currentRow = 0; int currentCol = 0; currentRow = getRowFromYPos(newplRect.top); currentCol = getColFromXPos(newplRect.right); if(!canMove){ canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] == Cell.wall; canMove =true; } finishTest = mapManager.getCurrentTile().pMaze[currentRow][currentCol]; foundA = finishTest == Cell.valueOf(letterNotGet + ""); canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] != Cell.wall; canMove = (finishTest == Cell.floor || finishTest == Cell.pl) && canMove; if (canMove) { invalidate(); setTitle(); } if (foundA) { mapManager.getCurrentTile().pMaze[currentRow][currentCol] = Cell.floor; // finishTest letterGotten.add(letterNotGet); playCurrentLetter(); /*sounds.play(sExplosion, 1.0f, 1.0f, 0, 0, 1.5f);*/ foundS = letterNotGet == 's'; letterNotGet++; }if(foundS){ AlertDialog.Builder builder = new AlertDialog.Builder(mainActivity); builder.setTitle(mainActivity.getText(R.string.finished_title)); LayoutInflater inflater = mainActivity.getLayoutInflater(); View view = inflater.inflate(R.layout.finish, null); builder.setView(view); View closeButton =view.findViewById(R.id.closeGame); closeButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View clicked) { if(clicked.getId() == R.id.closeGame) { mainActivity.finish(); } } }); AlertDialog finishDialog = builder.create(); finishDialog.show(); } else { Log.d(TAG, "INFO: updated player position"); playerRect.set(newplRect); setTouchZone(); updatePlayerCell(); } } // end of (CASE) if playerTouch break; } // end of (SWITCH) Case motion }//end of Switch return true; }//end of TouchEvent private void finish() { // TODO Auto-generated method stub } public int getColFromXPos(int xPos) { val = xPos / (pvWidth / mapManager.getCurrentTile().pCols); if (val == mapManager.getCurrentTile().pCols) { val = mapManager.getCurrentTile().pCols - 1; } return val; } /** * Given a y pixel position, return the row of the cell it is in This is * used when determining the type of adjacent Cells. * * @param yPos * y position in pixels * @return The cell this position is in */ public int getRowFromYPos(int yPos) { val = yPos / (pvHeight / mapManager.getCurrentTile().pRows); if (val == mapManager.getCurrentTile().pRows) { val = mapManager.getCurrentTile().pRows - 1; } return val; } /** * When preserving the position we need to know which cell the player is in, * so calculate it from the centre on its Rect */ public void updatePlayerCell() { plCell.x = (playerRect.left + (playerRect.width() / 2)) / (pvWidth / mapManager.getCurrentTile().pCols); plCell.y = (playerRect.top + (playerRect.height() / 2)) / (pvHeight / mapManager.getCurrentTile().pRows); if (mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] == Cell.floor) { for (int row = 0; row < mapManager.getCurrentTile().pRows; row++) { for (int col = 0; col < mapManager.getCurrentTile().pCols; col++) { if (mapManager.getCurrentTile().pMaze[row][col] == Cell.pl) { mapManager.getCurrentTile().pMaze[row][col] = Cell.floor; break; } } } mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] = Cell.pl; } } public Rect getRectFromPos(int x, int y) { calcCell.left = ((x / cellWidth) + 0) * cellWidth; calcCell.right = calcCell.left + cellWidth; calcCell.top = ((y / cellHeight) + 0) * cellHeight; calcCell.bottom = calcCell.top + cellHeight; Log.d(TAG, "Rect: " + calcCell + " Player: " + playerRect); return calcCell; } public void setPlayerRect(Rect newplRect) { playerRect.set(newplRect); } private void setTouchZone() { playerTouchRect.set( playerRect.left - playerRect.width() / TOUCH_ZONE, playerRect.top - playerRect.height() / TOUCH_ZONE, playerRect.right + playerRect.width() / TOUCH_ZONE, playerRect.bottom + playerRect.height() / TOUCH_ZONE); } public Rect getPlayerRect() { return playerRect; } public Point getPlayerCell() { return plCell; } public void setPlayerCell(Point cell) { plCell = cell; }

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  • Performance triage

    - by Dave
    Folks often ask me how to approach a suspected performance issue. My personal strategy is informed by the fact that I work on concurrency issues. (When you have a hammer everything looks like a nail, but I'll try to keep this general). A good starting point is to ask yourself if the observed performance matches your expectations. Expectations might be derived from known system performance limits, prototypes, and other software or environments that are comparable to your particular system-under-test. Some simple comparisons and microbenchmarks can be useful at this stage. It's also useful to write some very simple programs to validate some of the reported or expected system limits. Can that disk controller really tolerate and sustain 500 reads per second? To reduce the number of confounding factors it's better to try to answer that question with a very simple targeted program. And finally, nothing beats having familiarity with the technologies that underlying your particular layer. On the topic of confounding factors, as our technology stacks become deeper and less transparent, we often find our own technology working against us in some unexpected way to choke performance rather than simply running into some fundamental system limit. A good example is the warm-up time needed by just-in-time compilers in Java Virtual Machines. I won't delve too far into that particular hole except to say that it's rare to find good benchmarks and methodology for java code. Another example is power management on x86. Power management is great, but it can take a while for the CPUs to throttle up from low(er) frequencies to full throttle. And while I love "turbo" mode, it makes benchmarking applications with multiple threads a chore as you have to remember to turn it off and then back on otherwise short single-threaded runs may look abnormally fast compared to runs with higher thread counts. In general for performance characterization I disable turbo mode and fix the power governor at "performance" state. Another source of complexity is the scheduler, which I've discussed in prior blog entries. Lets say I have a running application and I want to better understand its behavior and performance. We'll presume it's warmed up, is under load, and is an execution mode representative of what we think the norm would be. It should be in steady-state, if a steady-state mode even exists. On Solaris the very first thing I'll do is take a set of "pstack" samples. Pstack briefly stops the process and walks each of the stacks, reporting symbolic information (if available) for each frame. For Java, pstack has been augmented to understand java frames, and even report inlining. A few pstack samples can provide powerful insight into what's actually going on inside the program. You'll be able to see calling patterns, which threads are blocked on what system calls or synchronization constructs, memory allocation, etc. If your code is CPU-bound then you'll get a good sense where the cycles are being spent. (I should caution that normal C/C++ inlining can diffuse an otherwise "hot" method into other methods. This is a rare instance where pstack sampling might not immediately point to the key problem). At this point you'll need to reconcile what you're seeing with pstack and your mental model of what you think the program should be doing. They're often rather different. And generally if there's a key performance issue, you'll spot it with a moderate number of samples. I'll also use OS-level observability tools to lock for the existence of bottlenecks where threads contend for locks; other situations where threads are blocked; and the distribution of threads over the system. On Solaris some good tools are mpstat and too a lesser degree, vmstat. Try running "mpstat -a 5" in one window while the application program runs concurrently. One key measure is the voluntary context switch rate "vctx" or "csw" which reflects threads descheduling themselves. It's also good to look at the user; system; and idle CPU percentages. This can give a broad but useful understanding if your threads are mostly parked or mostly running. For instance if your program makes heavy use of malloc/free, then it might be the case you're contending on the central malloc lock in the default allocator. In that case you'd see malloc calling lock in the stack traces, observe a high csw/vctx rate as threads block for the malloc lock, and your "usr" time would be less than expected. Solaris dtrace is a wonderful and invaluable performance tool as well, but in a sense you have to frame and articulate a meaningful and specific question to get a useful answer, so I tend not to use it for first-order screening of problems. It's also most effective for OS and software-level performance issues as opposed to HW-level issues. For that reason I recommend mpstat & pstack as my the 1st step in performance triage. If some other OS-level issue is evident then it's good to switch to dtrace to drill more deeply into the problem. Only after I've ruled out OS-level issues do I switch to using hardware performance counters to look for architectural impediments.

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  • JDeveloper does not recognize existing subversion working directory

    - by Bob Webster
    Just a quick note about an issue where JDeveloper no longer recognized an existing subversion working directory. Symptom:  JDeveloper Versioning menu offers to Version an Application that is already versioned in svn. Cause: The repository url contained in the hidden .svn folders of the working directory is no longer valid. Solution: Determine the correct url for the Subversion repository and update the .svn working directory.Fix the url contained in the svn folders of the working directory using the svn switch command. Example:           In a shell change directory to the Application folder.           Run the svn info command to confirm the current settings.                $ svn info                   Path: .                   URL: http://192.168.1.128/repos/jdeveloperrepo/AsyncExamples/BPELCallAsync/trunk                   Repository Root: http://192.168.1.128/repos/jdeveloperrepo                   Repository UUID: 3dc5eb88-3001-0010-8d6e-fd6f73825647                   Revision: 145                   Node Kind: directory                   Schedule: normal                   Last Changed Rev: 145                   Last Changed Date: 2012-06-07 07:15:56 -0700 (Thu, 07 Jun 2012)            In this case, the IP address in the repository URL is incorrect,           the svn server is located at 192.168.56.1           Note: The IP Address currently set is displayed after the Project Name in the            Application Navigator.  See the screen snapshot above.            Run the svn switch command with the --relocate option            Provide as much of the urls as necessary to correctly rewrite the url from current to new.            For example,            to change the repository server address from 192.168.1.128   to   192.168.56.1                     $  svn switch --relocate  http://192.168.1.128   http://192.168.56.1  .                               (Note the trailing period in the above command)           When the url is correct, JDeveloper should recognize the Subversion Working Directory.

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  • TCP RST Reset Every 5 Minutes on Windows 2003 sp2

    - by Dan
    Hey, Recently I had a web developer come to me and ask why he was receiving connection errors in his app that was accessing a sql database. So, I went through my normal trouble shooting steps to isolate or reproduce the issue. I discovered that if I connected to the database using Query Analyzer and let the connection idle for 5 minutes it would disconnect. Meaning... I would no longer be able to refresh my tables or any other object/node within the object browser in Query Analyzer. I would have to right click on the instance and refresh for it to re-establish the connection. Next I went to wireshark and ran a capture on the client pc's nic card. Sure enough it was receiving a TCP RST reset every 5 min if the connection idled longer than 5 min. I also ran a capture on the SQL Server and noticed the TCP RST reset command as well. Attached below is the capture from the client Machine. If someone could please assist... That would be great. -I checked all settings within SQL Server 2000 against another server and they all seem to be the same. -Issue does not occur if I connect to any other SQL server 2000 server. -Issue does not occur if connecting to SQL on the server itself... so only over the network. -I consulted with network team and this is the response back: There are no firewalls or proxies in between SQL Server and your desktop. The traffic flows like this: Desktop-Access Switch-Distro Switch-Core Switch-Datacenter Switch-SQL Server None of the switches have security ACL’s configured on them. Also they stated that NAT was not turned on. -Issue does not occur with SQL server Enterprise Manager. -Ran SQL Profiler at the same time and did not see anything out of the ordinary during the RST I HAVE SEARCHED HIGH AND LOW ON GOOGLE FOR A RESOLUTION FOR THIS ISSUE. NO LUCK! My questions are: What could be causing this? Wrong Sequence number? setting in a router or switch the network team may have over looked? Setting within Windows? Setting within SQL Server 2000 that I have over looked? Better way to utilize Wireshark to find more answers? RST is about 10 from the bottom. No. Time Source Destination Protocol Info 258 24.390708 x.x.x.99 x.x.x.10 TCP 14488 > 2226 [SYN] Seq=0 Len=0 MSS=1260 259 24.401679 x.x.x.10 x.x.x.99 TCP 2226 > 14488 [SYN, ACK] Seq=0 Ack=1 Win=64240 Len=0 MSS=1460 260 24.401729 x.x.x.99 x.x.x.10 TCP 14488 > 2226 [ACK] Seq=1 Ack=1 Win=65535 [TCP CHECKSUM INCORRECT] Len=0 261 24.402212 x.x.x.99 x.x.x.10 TCP 14488 > 2226 [PSH, ACK] Seq=1 Ack=1 Win=65535 [TCP CHECKSUM INCORRECT] Len=42 262 24.413335 x.x.x.10 x.x.x.99 TCP 2226 > 14488 [PSH, ACK] Seq=1 Ack=43 Win=64198 Len=37 285 24.466512 x.x.x.99 x.x.x.10 TCP 14488 > 2226 [ACK] Seq=43 Ack=38 Win=65498 [TCP CHECKSUM INCORRECT] Len=1260 286 24.466536 x.x.x.99 x.x.x.10 TCP 14488 > 2226 [PSH, ACK] Seq=1303 Ack=38 Win=65498 [TCP CHECKSUM INCORRECT] Len=437 289 24.478168 x.x.x.10 x.x.x.99 TCP 2226 > 14488 [ACK] Seq=38 Ack=1740 Win=64240 Len=0 290 24.480078 x.x.x.10 x.x.x.99 TCP 2226 > 14488 [PSH, ACK] Seq=38 Ack=1740 Win=64240 Len=385 293 24.493629 x.x.x.99 x.x.x.10 TCP 14488 > 2226 [PSH, ACK] Seq=1740 Ack=423 Win=65113 [TCP CHECKSUM INCORRECT] Len=60 294 24.504637 x.x.x.10 x.x.x.99 TCP 2226 > 14488 [PSH, ACK] Seq=423 Ack=1800 Win=64180 Len=17 295 24.533197 x.x.x.99 x.x.x.10 TCP 14488 > 2226 [PSH, ACK] Seq=1800 Ack=440 Win=65096 [TCP CHECKSUM INCORRECT] Len=44 296 24.544098 x.x.x.10 x.x.x.99 TCP 2226 > 14488 [PSH, ACK] Seq=440 Ack=1844 Win=64136 Len=17 297 24.544524 x.x.x.99 x.x.x.10 TCP 14488 > 2226 [PSH, ACK] Seq=1844 Ack=457 Win=65079 [TCP CHECKSUM INCORRECT] Len=58 298 24.558033 x.x.x.10 x.x.x.99 TCP 2226 > 14488 [PSH, ACK] Seq=457 Ack=1902 Win=64078 Len=31 299 24.558493 x.x.x.99 x.x.x.10 TCP 14488 > 2226 [PSH, ACK] Seq=1902 Ack=488 Win=65048 [TCP CHECKSUM INCORRECT] Len=92 300 24.569984 x.x.x.10 x.x.x.99 TCP 2226 > 14488 [PSH, ACK] Seq=488 Ack=1994 Win=63986 Len=70 301 24.577395 x.x.x.99 x.x.x.10 TCP 14488 > 2226 [PSH, ACK] Seq=1994 Ack=558 Win=64978 [TCP CHECKSUM INCORRECT] Len=448 303 24.589834 x.x.x.10 x.x.x.99 TCP 2226 > 14488 [PSH, ACK] Seq=558 Ack=2442 Win=63538 Len=64 304 24.590122 x.x.x.99 x.x.x.10 TCP 14488 > 2226 [FIN, ACK] Seq=2442 Ack=622 Win=64914 [TCP CHECKSUM INCORRECT] Len=0 305 24.601094 x.x.x.10 x.x.x.99 TCP 2226 > 14488 [ACK] Seq=622 Ack=2443 Win=63538 Len=0 306 24.601659 x.x.x.10 x.x.x.99 TCP 2226 > 14488 [FIN, ACK] Seq=622 Ack=2443 Win=63538 Len=0 307 24.601686 x.x.x.99 x.x.x.10 TCP 14488 > 2226 [ACK] Seq=2443 Ack=623 Win=64914 [TCP CHECKSUM INCORRECT] Len=0 321 25.839371 x.x.x.99 x.x.x.10 TCP 14492 > 2226 [SYN] Seq=0 Len=0 MSS=1260 322 25.850291 x.x.x.10 x.x.x.99 TCP 2226 > 14492 [SYN, ACK] Seq=0 Ack=1 Win=64240 Len=0 MSS=1460 323 25.850321 x.x.x.99 x.x.x.10 TCP 14492 > 2226 [ACK] Seq=1 Ack=1 Win=65535 [TCP CHECKSUM INCORRECT] Len=0 324 25.850660 x.x.x.99 x.x.x.10 TCP 14492 > 2226 [PSH, ACK] Seq=1 Ack=1 Win=65535 [TCP CHECKSUM INCORRECT] Len=42 325 25.861573 x.x.x.10 x.x.x.99 TCP 2226 > 14492 [PSH, ACK] Seq=1 Ack=43 Win=64198 Len=37 326 25.863103 x.x.x.99 x.x.x.10 TCP 14492 > 2226 [ACK] Seq=43 Ack=38 Win=65498 [TCP CHECKSUM INCORRECT] Len=1260 327 25.863130 x.x.x.99 x.x.x.10 TCP 14492 > 2226 [PSH, ACK] Seq=1303 Ack=38 Win=65498 [TCP CHECKSUM INCORRECT] Len=463 328 25.874417 x.x.x.10 x.x.x.99 TCP 2226 > 14492 [ACK] Seq=38 Ack=1766 Win=64240 Len=0 329 25.876315 x.x.x.10 x.x.x.99 TCP 2226 > 14492 [PSH, ACK] Seq=38 Ack=1766 Win=64240 Len=385 330 25.876905 x.x.x.99 x.x.x.10 TCP 14492 > 2226 [PSH, ACK] Seq=1766 Ack=423 Win=65113 [TCP CHECKSUM INCORRECT] Len=60 331 25.887773 x.x.x.10 x.x.x.99 TCP 2226 > 14492 [PSH, ACK] Seq=423 Ack=1826 Win=64180 Len=17 332 25.888299 x.x.x.99 x.x.x.10 TCP 14492 > 2226 [PSH, ACK] Seq=1826 Ack=440 Win=65096 [TCP CHECKSUM INCORRECT] Len=44 333 25.899169 x.x.x.10 x.x.x.99 TCP 2226 > 14492 [PSH, ACK] Seq=440 Ack=1870 Win=64136 Len=17 334 25.899574 x.x.x.99 x.x.x.10 TCP 14492 > 2226 [PSH, ACK] Seq=1870 Ack=457 Win=65079 [TCP CHECKSUM INCORRECT] Len=58 335 25.910618 x.x.x.10 x.x.x.99 TCP 2226 > 14492 [PSH, ACK] Seq=457 Ack=1928 Win=64078 Len=31 336 25.911051 x.x.x.99 x.x.x.10 TCP 14492 > 2226 [PSH, ACK] Seq=1928 Ack=488 Win=65048 [TCP CHECKSUM INCORRECT] Len=92 337 25.922068 x.x.x.10 x.x.x.99 TCP 2226 > 14492 [PSH, ACK] Seq=488 Ack=2020 Win=63986 Len=70 338 25.922500 x.x.x.99 x.x.x.10 TCP 14492 > 2226 [PSH, ACK] Seq=2020 Ack=558 Win=64978 [TCP CHECKSUM INCORRECT] Len=34 339 25.933621 x.x.x.10 x.x.x.99 TCP 2226 > 14492 [PSH, ACK] Seq=558 Ack=2054 Win=63952 Len=29 340 25.941165 x.x.x.99 x.x.x.10 TCP 14492 > 2226 [PSH, ACK] Seq=2054 Ack=587 Win=64949 [TCP CHECKSUM INCORRECT] Len=54 341 25.952164 x.x.x.10 x.x.x.99 TCP 2226 > 14492 [PSH, ACK] Seq=587 Ack=2108 Win=63898 Len=17 342 25.952993 x.x.x.99 x.x.x.10 TCP 14492 > 2226 [PSH, ACK] Seq=2108 Ack=604 Win=64932 [TCP CHECKSUM INCORRECT] Len=72 343 25.963889 x.x.x.10 x.x.x.99 TCP 2226 > 14492 [PSH, ACK] Seq=604 Ack=2180 Win=63826 Len=17 344 25.964366 x.x.x.99 x.x.x.10 TCP 14492 > 2226 [PSH, ACK] Seq=2180 Ack=621 Win=64915 [TCP CHECKSUM INCORRECT] Len=52 345 25.975253 x.x.x.10 x.x.x.99 TCP 2226 > 14492 [PSH, ACK] Seq=621 Ack=2232 Win=63774 Len=17 346 25.975590 x.x.x.99 x.x.x.10 TCP 14492 > 2226 [PSH, ACK] Seq=2232 Ack=638 Win=64898 [TCP CHECKSUM INCORRECT] Len=32 347 25.986588 x.x.x.10 x.x.x.99 TCP 2226 > 14492 [PSH, ACK] Seq=638 Ack=2264 Win=63742 Len=167 348 25.987262 x.x.x.99 x.x.x.10 TCP 14492 > 2226 [PSH, ACK] Seq=2264 Ack=805 Win=64731 [TCP CHECKSUM INCORRECT] Len=512 349 25.998464 x.x.x.10 x.x.x.99 TCP 2226 > 14492 [PSH, ACK] Seq=805 Ack=2776 Win=63230 Len=89 350 25.998861 x.x.x.99 x.x.x.10 TCP 14492 > 2226 [PSH, ACK] Seq=2776 Ack=894 Win=64642 [TCP CHECKSUM INCORRECT] Len=46 351 26.009849 x.x.x.10 x.x.x.99 TCP 2226 > 14492 [PSH, ACK] Seq=894 Ack=2822 Win=63184 Len=17 352 26.010175 x.x.x.99 x.x.x.10 TCP 14492 > 2226 [PSH, ACK] Seq=2822 Ack=911 Win=64625 [TCP CHECKSUM INCORRECT] Len=80 353 26.021220 x.x.x.10 x.x.x.99 TCP 2226 > 14492 [PSH, ACK] Seq=911 Ack=2902 Win=63104 Len=33 354 26.022613 x.x.x.99 x.x.x.10 TCP 14492 > 2226 [PSH, ACK] Seq=2902 Ack=944 Win=64592 [TCP CHECKSUM INCORRECT] Len=498 355 26.034018 x.x.x.10 x.x.x.99 TCP 2226 > 14492 [PSH, ACK] Seq=944 Ack=3400 Win=64240 Len=89 356 26.046501 x.x.x.99 x.x.x.10 TCP 14493 > 2226 [SYN] Seq=0 Len=0 MSS=1260 357 26.057323 x.x.x.10 x.x.x.99 TCP 2226 > 14493 [SYN, ACK] Seq=0 Ack=1 Win=64240 Len=0 MSS=1460 358 26.057355 x.x.x.99 x.x.x.10 TCP 14493 > 2226 [ACK] Seq=1 Ack=1 Win=65535 [TCP CHECKSUM INCORRECT] Len=0 359 26.057661 x.x.x.99 x.x.x.10 TCP 14493 > 2226 [PSH, ACK] Seq=1 Ack=1 Win=65535 [TCP CHECKSUM INCORRECT] Len=42 361 26.068606 x.x.x.10 x.x.x.99 TCP 2226 > 14493 [PSH, ACK] Seq=1 Ack=43 Win=64198 Len=37 362 26.070087 x.x.x.99 x.x.x.10 TCP 14493 > 2226 [ACK] Seq=43 Ack=38 Win=65498 [TCP CHECKSUM INCORRECT] Len=1260 363 26.070113 x.x.x.99 x.x.x.10 TCP 14493 > 2226 [PSH, ACK] Seq=1303 Ack=38 Win=65498 [TCP CHECKSUM INCORRECT] Len=485 364 26.081336 x.x.x.10 x.x.x.99 TCP 2226 > 14493 [ACK] Seq=38 Ack=1788 Win=64240 Len=0 365 26.083330 x.x.x.10 x.x.x.99 TCP 2226 > 14493 [PSH, ACK] Seq=38 Ack=1788 Win=64240 Len=385 366 26.083943 x.x.x.99 x.x.x.10 TCP 14493 > 2226 [PSH, ACK] Seq=1788 Ack=423 Win=65113 [TCP CHECKSUM INCORRECT] Len=46 368 26.094921 x.x.x.10 x.x.x.99 TCP 2226 > 14493 [PSH, ACK] Seq=423 Ack=1834 Win=64194 Len=17 369 26.095317 x.x.x.99 x.x.x.10 TCP 14493 > 2226 [PSH, ACK] Seq=1834 Ack=440 Win=65096 [TCP CHECKSUM INCORRECT] Len=48 370 26.107553 x.x.x.10 x.x.x.99 TCP 2226 > 14493 [PSH, ACK] Seq=440 Ack=1882 Win=64146 Len=877 371 26.241285 x.x.x.99 x.x.x.10 TCP 14492 > 2226 [ACK] Seq=3400 Ack=1033 Win=64503 [TCP CHECKSUM INCORRECT] Len=0 372 26.241307 x.x.x.99 x.x.x.10 TCP 14493 > 2226 [ACK] Seq=1882 Ack=1317 Win=65535 [TCP CHECKSUM INCORRECT] Len=0 653 55.913838 x.x.x.99 x.x.x.10 TCP [TCP Keep-Alive] 14492 > 2226 [ACK] Seq=3399 Ack=1033 Win=64503 Len=1 654 55.924547 x.x.x.10 x.x.x.99 TCP [TCP Keep-Alive ACK] 2226 > 14492 [ACK] Seq=1033 Ack=3400 Win=64240 Len=0 910 85.887176 x.x.x.99 x.x.x.10 TCP [TCP Keep-Alive] 14492 > 2226 [ACK] Seq=3399 Ack=1033 Win=64503 Len=1 911 85.898010 x.x.x.10 x.x.x.99 TCP [TCP Keep-Alive ACK] 2226 > 14492 [ACK] Seq=1033 Ack=3400 Win=64240 Len=0 1155 115.859520 x.x.x.99 x.x.x.10 TCP [TCP Keep-Alive] 14492 2226 [ACK] Seq=3399 Ack=1033 Win=64503 Len=1 1156 115.870285 x.x.x.10 x.x.x.99 TCP [TCP Keep-Alive ACK] 2226 14492 [ACK] Seq=1033 Ack=3400 Win=64240 Len=0 1395 145.934403 x.x.x.99 x.x.x.10 TCP [TCP Keep-Alive] 14492 2226 [ACK] Seq=3399 Ack=1033 Win=64503 Len=1 1396 145.945938 x.x.x.10 x.x.x.99 TCP [TCP Keep-Alive ACK] 2226 14492 [ACK] Seq=1033 Ack=3400 Win=64240 Len=0 1649 175.906767 x.x.x.99 x.x.x.10 TCP [TCP Keep-Alive] 14492 2226 [ACK] Seq=3399 Ack=1033 Win=64503 Len=1 1650 175.917741 x.x.x.10 x.x.x.99 TCP [TCP Keep-Alive ACK] 2226 14492 [ACK] Seq=1033 Ack=3400 Win=64240 Len=0 1887 205.881080 x.x.x.99 x.x.x.10 TCP [TCP Keep-Alive] 14492 2226 [ACK] Seq=3399 Ack=1033 Win=64503 Len=1 1888 205.891818 x.x.x.10 x.x.x.99 TCP [TCP Keep-Alive ACK] 2226 14492 [ACK] Seq=1033 Ack=3400 Win=64240 Len=0 2112 235.854408 x.x.x.99 x.x.x.10 TCP [TCP Keep-Alive] 14492 2226 [ACK] Seq=3399 Ack=1033 Win=64503 Len=1 2113 235.865482 x.x.x.10 x.x.x.99 TCP [TCP Keep-Alive ACK] 2226 14492 [ACK] Seq=1033 Ack=3400 Win=64240 Len=0 2398 265.928342 x.x.x.99 x.x.x.10 TCP [TCP Keep-Alive] 14492 2226 [ACK] Seq=3399 Ack=1033 Win=64503 Len=1 2399 265.939242 x.x.x.10 x.x.x.99 TCP [TCP Keep-Alive ACK] 2226 14492 [ACK] Seq=1033 Ack=3400 Win=64240 Len=0 2671 295.900714 x.x.x.99 x.x.x.10 TCP [TCP Keep-Alive] 14492 2226 [ACK] Seq=3399 Ack=1033 Win=64503 Len=1 2672 295.911590 x.x.x.10 x.x.x.99 TCP [TCP Keep-Alive ACK] 2226 14492 [ACK] Seq=1033 Ack=3400 Win=64240 Len=0 2880 315.705029 x.x.x.10 x.x.x.99 TCP 2226 14493 [RST] Seq=1317 Len=0 2973 325.975607 x.x.x.99 x.x.x.10 TCP [TCP Keep-Alive] 14492 2226 [ACK] Seq=3399 Ack=1033 Win=64503 Len=1 2974 325.986337 x.x.x.10 x.x.x.99 TCP [TCP Keep-Alive ACK] 2226 14492 [ACK] Seq=1033 Ack=3400 Win=64240 Len=0 2975 326.154327 x.x.x.10 x.x.x.99 TCP [TCP Keep-Alive] 2226 14492 [ACK] Seq=1032 Ack=3400 Win=64240 Len=1 2976 326.154350 x.x.x.99 x.x.x.10 TCP [TCP Keep-Alive ACK] 14492 2226 [ACK] Seq=3400 Ack=1033 Win=64503 [TCP CHECKSUM INCORRECT] Len=0

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  • MVVM in Task-It

    As I'm gearing up to write a post about dynamic XAP loading with MEF, I'd like to first talk a bit about MVVM, the Model-View-ViewModel pattern, as I will be leveraging this pattern in my future posts. Download Source Code Why MVVM? Your first question may be, "why do I need this pattern? I've been using a code-behind approach for years and it works fine." Well, you really don't have to make the switch to MVVM, but let me first explain some of the benefits I see for doing so. MVVM Benefits Testability - This is the one you'll probably hear the most about when it comes to MVVM. Moving most of the code from your code-behind to a separate view model class means you can now write unit tests against the view model without any knowledge of a view (UserControl). Multiple UIs - Let's just say that you've created a killer app, it's running in the browser, and maybe you've even made it run out-of-browser. Now what if your boss comes to you and says, "I heard about this new Windows Phone 7 device that is coming out later this year. Can you start porting the app to that device?". Well, now you have to create a new UI (UserControls, etc.) because you have a lot less screen real estate to work with. So what do you do, copy all of your existing UserControls, paste them, rename them, and then start changing the code? Hmm, that doesn't sound so good. But wait, if most of the code that makes your browser-based app tick lives in view model classes, now you can create new view (UserControls) for Windows Phone 7 that reference the same view model classes as your browser-based app. Page state - In Silverlight you're at some point going to be faced with the same issue you dealt with for years in ASP.NET, maintaining page state. Let's say a user hits your Products page, does some stuff (filters record, etc.), then leaves the page and comes back later. It would be best if the Products page was in the same state as when they left it right? Well, if you've thrown away your view (UserControl or Page) and moved off to another part of the UI, when you come back to Products you're probably going to re-instantiate your view...which will put it right back in the state it was when it started. Hmm, not good. Well, with a little help from MEF you can store the state in your view model class, MEF will keep that view model instance hanging around in memory, and then you simply rebind your view to the view model class. I made that sound easy, but it's actually a bit of work to properly store and restore the state. At least it can be done though, which will make your users a lot happier! I'll talk more about this in an upcoming blog post. No event handlers? Another nice thing about MVVM is that you can bind your UserControls to the view model, which may eliminate the need for event handlers in your code-behind. So instead of having a Click handler on a Button (or RadMenuItem), for example, you can now bind your control's Command property to a DelegateCommand in your view model (I'll talk more about Commands in an upcoming post). Instead of having a SelectionChanged event handler on your RadGridView you can now bind its SelectedItem property to a property in your view model, and each time the user clicks a row, the view model property's setter will be called. Now through the magic of binding we can eliminate the need for traditional code-behind based event handlers on our user interface controls, and the best thing is that the view model knows about everything that's going on...which means we can test things without a user interface. The brains of the operation So what we're seeing here is that the view is now just a dumb layer that binds to the view model, and that the view model is in control of just about everything, like what happens when a RadGridView row is selected, or when a RadComboBoxItem is selected, or when a RadMenuItem is clicked. It is also responsible for loading data when the page is hit, as well as kicking off data inserts, updates and deletions. Once again, all of this stuff can be tested without the need for a user interface. If the test works, then it'll work regardless of whether the user is hitting the browser-based version of your app, or the Windows Phone 7 version. Nice! The database Before running the code for this app you will need to create the database. First, create a database called MVVMProject in SQL Server, then run MVVMProject.sql in the MVVMProject/Database directory of your downloaded .zip file. This should give you a Task table with 3 records in it. When you fire up the solution you will also need to update the connection string in web.config to point to your database instead of IBM12\SQLSERVER2008. The code One note about this code is that it runs against the latest Silverlight 4 RC and WCF RIA Services code. Please see my first blog post about updating to the RC bits. Beta to RC - Part 1 At the top of this post is a link to a sample project that demonstrates a sample application with a Tasks page that uses the MVVM pattern. This is a simplified version of how I have implemented the Tasks page in the Task-It application. Youll notice that Tasks.xaml has very little code to it. Just a TextBlock that displays the page title and a ContentControl. <StackPanel>     <TextBlock Text="Tasks" Style="{StaticResource PageTitleStyle}"/>     <Rectangle Style="{StaticResource StandardSpacerStyle}"/>     <ContentControl x:Name="ContentControl1"/> </StackPanel> In List.xaml we have a RadGridView. Notice that the ItemsSource is bound to a property in the view model class call Tasks, SelectedItem is bound to a property in the view model called SelectedItem, and IsBusy is bound to a property in the view model called IsLoading. <Grid>     <telerikGridView:RadGridView ItemsSource="{Binding Tasks}" SelectedItem="{Binding SelectedItem, Mode=TwoWay}"                                  IsBusy="{Binding IsLoading}" AutoGenerateColumns="False" IsReadOnly="True" RowIndicatorVisibility="Collapsed"                IsFilteringAllowed="False" ShowGroupPanel="False">         <telerikGridView:RadGridView.Columns>             <telerikGridView:GridViewDataColumn Header="Name" DataMemberBinding="{Binding Name}" Width="3*"/>             <telerikGridView:GridViewDataColumn Header="Due" DataMemberBinding="{Binding DueDate}" DataFormatString="{}{0:d}" Width="*"/>         </telerikGridView:RadGridView.Columns>     </telerikGridView:RadGridView> </Grid> In Details.xaml we have a Save button that is bound to a property called SaveCommand in our view model. We also have a simple form (Im using a couple of controls here from Silverlight.FX for the form layout, FormPanel and Label simply because they make for a clean XAML layout). Notice that the FormPanel is also bound to the SelectedItem in the view model (the same one that the RadGridView is). The two form controls, the TextBox and RadDatePicker) are bound to the SelectedItem's Name and DueDate properties. These are properties of the Task object that WCF RIA Services creates. <StackPanel>     <Button Content="Save" Command="{Binding SaveCommand}" HorizontalAlignment="Left"/>     <Rectangle Style="{StaticResource StandardSpacerStyle}"/>     <fxui:FormPanel DataContext="{Binding SelectedItem}" Style="{StaticResource FormContainerStyle}">         <fxui:Label Text="Name:"/>         <TextBox Text="{Binding Name, Mode=TwoWay}"/>         <fxui:Label Text="Due:"/>         <telerikInput:RadDatePicker SelectedDate="{Binding DueDate, Mode=TwoWay}"/>     </fxui:FormPanel> </StackPanel> In the code-behind of the Tasks control, Tasks.xaml.cs, I created an instance of the view model class (TasksViewModel) in the constructor and set it as the DataContext for the control. The Tasks page will load one of two child UserControls depending on whether you are viewing the list of tasks (List.xaml) or the form for editing a task (Details.xaml). // Set the DataContext to an instance of the view model class var viewModel = new TasksViewModel(); DataContext = viewModel;   // Child user controls (inherit DataContext from this user control) List = new List(); // RadGridView Details = new Details(); // Form When the page first loads, the List is loaded into the ContentControl. // Show the RadGridView first ContentControl1.Content = List; In the code-behind we also listen for a couple of the view models events. The ItemSelected event will be fired when the user clicks on a record in the RadGridView in the List control. The SaveCompleted event will be fired when the user clicks Save in the Details control (the form). Here the view model is in control, and is letting the view know when something needs to change. // Listeners for the view model's events viewModel.ItemSelected += OnItemSelected; viewModel.SaveCompleted += OnSaveCompleted; The event handlers toggle the view between the RadGridView (List) and the form (Details). void OnItemSelected(object sender, RoutedEventArgs e) {     // Show the form     ContentControl1.Content = Details; }   void OnSaveCompleted(object sender, RoutedEventArgs e) {     // Show the RadGridView     ContentControl1.Content = List; } In TasksViewModel, we instantiate a DataContext object and a SaveCommand in the constructor. DataContext is a WCF RIA Services object that well use to retrieve the list of Tasks and to save any changes to a task. Ill talk more about this and Commands in future post, but for now think of the SaveCommand as an event handler that is called when the Save button in the form is clicked. DataContext = new DataContext(); SaveCommand = new DelegateCommand(OnSave); When the TasksViewModel constructor is called we also make a call to LoadTasks. This sets IsLoading to true (which causes the RadGridViews busy indicator to appear) and retrieves the records via WCF RIA Services.         public LoadOperation<Task> LoadTasks()         {             // Show the loading message             IsLoading = true;             // Get the data via WCF RIA Services. When the call has returned, called OnTasksLoaded.             return DataContext.Load(DataContext.GetTasksQuery(), OnTasksLoaded, false);         } When the data is returned, OnTasksLoaded is called. This sets IsLoading to false (which hides the RadGridViews busy indicator), and fires property changed notifications to the UI to let it know that the IsLoading and Tasks properties have changed. This property changed notification basically tells the UI to rebind. void OnTasksLoaded(LoadOperation<Task> lo) {     // Hide the loading message     IsLoading = false;       // Notify the UI that Tasks and IsLoading properties have changed     this.OnPropertyChanged(p => p.Tasks);     this.OnPropertyChanged(p => p.IsLoading); } Next lets look at the view models SelectedItem property. This is the one thats bound to both the RadGridView and the form. When the user clicks a record in the RadGridView its setter gets called (set a breakpoint and see what I mean). The other code in the setter lets the UI know that the SelectedItem has changed (so the form displays the correct data), and fires the event that notifies the UI that a selection has occurred (which tells the UI to switch from List to Details). public Task SelectedItem {     get { return _selectedItem; }     set     {         _selectedItem = value;           // Let the UI know that the SelectedItem has changed (forces it to re-bind)         this.OnPropertyChanged(p => p.SelectedItem);         // Notify the UI, so it can switch to the Details (form) page         NotifyItemSelected();     } } One last thing, saving the data. When the Save button in the form is clicked it fires the SaveCommand, which calls the OnSave method in the view model (once again, set a breakpoint to see it in action). public void OnSave() {     // Save the changes via WCF RIA Services. When the save is complete, call OnSaveCompleted.     DataContext.SubmitChanges(OnSaveCompleted, null); } In OnSave, we tell WCF RIA Services to submit any changes, which there will be if you changed either the Name or the Due Date in the form. When the save is completed, it calls OnSaveCompleted. This method fires a notification back to the UI that the save is completed, which causes the RadGridView (List) to show again. public virtual void OnSaveCompleted(SubmitOperation so) {     // Clear the item that is selected in the grid (in case we want to select it again)     SelectedItem = null;     // Notify the UI, so it can switch back to the List (RadGridView) page     NotifySaveCompleted(); } Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Maven 3 - duplicate declaration of version

    - by Taylor Leese
    I just upgraded to m2eclipse version 0.10 which includes an embedded Maven 3 and I'm now getting the following error when trying to run a build. I've already set Maven-Installations to my Maven 2 installation, but it had no effect. How do I resolve this? [INFO] Scanning for projects... [ERROR] The build could not read 1 project -> [Help 1] [ERROR] The project com.stuff:sutff-web:0.0.1-SNAPSHOT (C:\development\taylor\stuff\pom.xml) has 1 error [ERROR] 'dependencies.dependency.(groupId:artifactId:type:classifier)' must be unique: com.google.appengine:appengine-api-labs:jar -> duplicate declaration of version ${gae.version} [ERROR] [ERROR] To see the full stack trace of the errors, re-run Maven with the -e switch. [ERROR] Re-run Maven using the -X switch to enable full debug logging. [ERROR] [ERROR] For more information about the errors and possible solutions, please read the following articles: [ERROR] [Help 1] http://cwiki.apache.org/confluence/display/MAVEN/ProjectBuildingException

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  • How to tell when a UISwitch inside of a UITableViewCell has been tapped?

    - by RexOnRoids
    How to tell when a UISwitch inside of a UITableViewCell has been tapped? My UISwitch is set up inside of the cell (generic cell) like this: UISwitch *mySwitch = [[[UISwitch alloc] initWithFrame:CGRectZero] autorelease]; [cell addSubview:mySwitch]; cell.accessoryView = mySwitch; And I am trying to detect a tap like this (but its not working): - (void)tableView:(UITableView *)tableView accessoryButtonTappedForRowWithIndexPath:(NSIndexPath *)indexPath { NSUserDefaults *prefs; if(indexPath.section == 1){ switch(indexPath.row) { case 0: NSLog(@"Tapped Login Switch"); break; default: break; } } }

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  • Android: TabHost How To: set new content in existing tabs upon menu button?

    - by Martin D.
    Hello stackoverflow, I recently started Android programming and was working on my first program which displays a historic text document, sectioned by tabs via TabHost. I have limited my program to one activity and merely used setContent in my TabSpec's to switch between different XML views. The document has both unedited and corrected versions of the text for which I have built text views to accommodate. I wanted to implement the standard menu to have buttons to "view corrected" and "view original" and switch the content of the tabs which have changes (without altering the tabs or their indicators). I've read on the TabHost API and there is no way to edit existing tab content with setContent() of TabSpec; and AFAIK TabWidget only affects the actual tabs, not the content that is displayed upon pressing them. I've thought about creating a new class which extended TabHost and super() all of the original methods, while including one more which updated the mTabSpec list. My question would be, how would I update the frameLayout view of a specific tab to display content I specify?

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  • Changing CSS on the fly in a UIWebView on iPhone

    - by Shaggy Frog
    Let's say I'm developing an iPhone app that is a catalogue of cars. The user will choose a car from a list, and I will present a detail view for the car, which will describe things like top speed. The detail view will essentially be a UIWebView that is loading an existing HTML file. Different users will live in different parts of the world, so they will like to see the top speed for the car in whatever units are appropriate for their locale. Let's say there are two such units: SI (km/h) and conventional (mph). Let's also say the user will be able to change the display units by hitting a button on the screen; when that happens, the detail screen should switch to show the relevant units. So far, here's what I've done to try and solve this. The HTML might look something like this: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en-US" lang="en-US"> <head> <title>Some Car</title> <link rel="stylesheet" media="screen" type="text/css" href="persistent.css" /> <link rel="alternate stylesheet" media="screen" type="text/css" href="si.css" title="si" /> <link rel="alternate stylesheet" media="screen" type="text/css" href="conventional.css" title="conventional" /> <script type="text/javascript" src="switch.js"></script> </head> <body> <h1>Some Car</h1> <div id="si"> <h2>Top Speed: 160 km/h</h2> </div> <div id="conventional"> <h2>Top Speed: 100 mph</h2> </div> </body> The peristent stylesheet, persistent.css: #si { display:none; } #conventional { display:none; } The first alternate stylesheet, si.css: #si { display:inline; } #conventional { display:none; } And the second alternate stylesheet, conventional.css: #si { display:none; } #conventional { display:inline; } Based on a tutorial at A List Apart, my switch.js looks something like this: function disableStyleSheet(title) { var i, a; for (i = 0; (a = document.getElementsByTagName("link")[i]); i++) { if ((a.getAttribute("rel").indexOf("alt") != -1) && (a.getAttribute("title") == title)) { a.disabled = true; } } } function enableStyleSheet(title) { var i, a; for (i = 0; (a = document.getElementsByTagName("link")[i]); i++) { if ((a.getAttribute("rel").indexOf("alt") != -1) && (a.getAttribute("title") == title)) { a.disabled = false; } } } function switchToSiStyleSheet() { disableStyleSheet("conventional"); enableStyleSheet("si"); } function switchToConventionalStyleSheet() { disableStyleSheet("si"); enableStyleSheet("conventional"); } My button action handler looks something like this: - (void)notesButtonAction:(id)sender { static BOOL isUsingSi = YES; if (isUsingSi) { NSString* command = [[NSString alloc] initWithString:@"switchToSiStyleSheet();"]; [self.webView stringByEvaluatingJavaScriptFromString:command]; [command release]; } else { NSString* command = [[NSString alloc] initWithFormat:@"switchToConventionalStyleSheet();"]; [self.webView stringByEvaluatingJavaScriptFromString:command]; [command release]; } isUsingSi = !isUsingSi; } Here's the first problem. The first time the button is hit, the UIWebView doesn't change. The second time it's hit, it looks like the conventional style sheet is loaded. The third time, it switches to the SI style sheet; the fourth time, back to the conventional, and so on. So, basically, only that first button press doesn't seem to do anything. Here's the second problem. I'm not sure how to switch to the correct style sheet upon initial load of the UIWebView. I tried this: - (void)webViewDidFinishLoad:(UIWebView *)webView { NSString* command = [[NSString alloc] initWithString:@"switchToSiStyleSheet();"]; [self.webView stringByEvaluatingJavaScriptFromString:command]; [command release]; } But, like the first button hit, it doesn't seem to do anything. Can anyone help me with these two problems?

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  • Trouble switching to the beta ajaxcontroltoolkit

    - by SLC
    I wanted to switch to the beta version to see if it fixes a problem I have been having, so I downloaded it and put two dll files into my bin folder. I deleted the old references to these files in visual studio, and re-added them. When I run my program I get an error: Microsoft JScript runtime error: AjaxControlToolkit requires ASP.NET Ajax 4.0 scripts. Ensure the correct version of the scripts are referenced. If you are using an ASP.NET ScriptManager, switch to the AjaxScriptManager in System.Web.Ajax.dll, or use the ToolkitScriptManager in AjaxControlToolkit.dll. I can't figure out how to fix this. I have the new System.Web.Ajax.dll added to visual studio, but I can't see any AjaxScriptManager anywhere... Any ideas?

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  • [Silverlight, Navigation] Layout of elements added to a tabcontrol on a different navigation page wr

    - by sinni800
    Hello, I am developing a Silverlight client using the provided navigation template for an imageboard I developed. I have a "search" tab which lists all searches for tags which were executed. I also have a show post tab which shows (also in tab-form) posts, opened from the search tab. When I open a post from the search page, it instanciates a new control (of type UserControl) and inserts this into the ShowPost page's tabcontrol. When I switch (or get switched) to the Show Post view the layout is all messed up. The UserControl inside the tab does not stretch in the tab. When I switch tabs back and forth this is strangely fixed. The reason seems to be that the user control gets created there but has no layout to "fit to" until said layout is opened, which is too late then. You can see it here: http://aspbooru.tk/Silverlight/UI.aspx Thank you in advance...

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  • How do I turn off accelerometer input for my flipside view

    - by user308050
    I have an iPhone 3.1.3 app which has only 2 methods of input in its main view. It has an info button to switch to a flipside view, and the only other input it takes in the main view is accelerometer movement. I want to switch off the accelerometer input when in the flipside view but haven't been able to find out how. I have the main view controller set as an accelerometer delegate, but did not do the same for the flipside view controller, though I suspect that it inherited it from the main view controller. I am really new to xcode and objective c, I have been reading these forums and a couple of developer books, but if anyone has any tips on other good places to look, please let me know.

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