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  • How to set cursor at the end in a TEXTAREA? (by not using jQuery)

    - by Brian Hawk
    Is there a way to set the cursor at the end in a TEXTAREA tag? I'm using Firefox 3.6 and I don't need it to work in IE or Chrome. JavaScript is ok but it seems all the related answers in here use onfocus() event, which seems to be useless because when user clicks on anywhere within textarea, Firefox sets cursor position to there. I have a long text to display in a textarea so that it displays the last portion (making it easier to add something at the end).

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  • How do you programmatically move the caret of a Flex TextArea to the end?

    - by Akinwale
    I'm trying to move the caret in a Flex TextArea to the end after appending some text from my code. I've looked through the reference documentation for TextArea and its underlying TextField but it appears there is no method provided to handle this. One approach I've tried is to set focus to the text area and dispatch a KeyUp KeyboardEvent with the event's key code set to the "End" key, but this doesn't work. Any ideas on how to do this? Thanks.

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  • Where can you find good examples of an End-User Software License?

    - by JFV
    Should I create my own End-User Software License (with a lawyer), or are there some good examples of one on the Internet? I'm getting close to rolling out my first Windows-based program for my side-business. I would like to have the end-users to agree not to: resell the software, change/modify it, use it in another application, etc. Any and all help appreciated! Thanks! JFV

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  • Minecraft Style Chunk building problem

    - by David Torrey
    I'm having some problems with speed in my chunk engine. I timed it out, and in its current state it takes a total ~5 seconds per chunk to fill each face's list. I have a check to see if each face of a block is visible and if it is not visible, it skips it and moves on. I'm using a dictionary (unordered map) because it makes sense memorywise to just not have an entry if there is no block. I've tracked my problem down to testing if there is an entry, and accessing an entry if it does exist. If I remove the tests to see if there is an entry in the dictionary for an adjacent block, or if the block type itself is seethrough, it runs within about 2-4 milliseconds. so here's my question: Is there a faster way to check for an entry in a dictionary than .ContainsKey()? As an aside, I tried TryGetValue() and it doesn't really help with the speed that much. If I remove the ContainsKey() and keep the test where it does the IsSeeThrough for each block, it halves the time, but it's still about 2-3 seconds. It only drops to 2-4ms if I remove BOTH checks. Here is my code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Runtime.InteropServices; using OpenTK; using OpenTK.Graphics.OpenGL; using System.Drawing; namespace Anabelle_Lee { public enum BlockEnum { air = 0, dirt = 1, } [StructLayout(LayoutKind.Sequential,Pack=1)] public struct Coordinates<T1> { public T1 x; public T1 y; public T1 z; public override string ToString() { return "(" + x + "," + y + "," + z + ") : " + typeof(T1); } } public struct Sides<T1> { public T1 left; public T1 right; public T1 top; public T1 bottom; public T1 front; public T1 back; } public class Block { public int blockType; public bool SeeThrough() { switch (blockType) { case 0: return true; } return false ; } public override string ToString() { return ((BlockEnum)(blockType)).ToString(); } } class Chunk { private Dictionary<Coordinates<byte>, Block> mChunkData; //stores the block data private Sides<List<Coordinates<byte>>> mVBOVertexBuffer; private Sides<int> mVBOHandle; //private bool mIsChanged; private const byte mCHUNKSIZE = 16; public Chunk() { } public void InitializeChunk() { //create VBO references #if DEBUG Console.WriteLine ("Initializing Chunk"); #endif mChunkData = new Dictionary<Coordinates<byte> , Block>(); //mIsChanged = true; GL.GenBuffers(1, out mVBOHandle.left); GL.GenBuffers(1, out mVBOHandle.right); GL.GenBuffers(1, out mVBOHandle.top); GL.GenBuffers(1, out mVBOHandle.bottom); GL.GenBuffers(1, out mVBOHandle.front); GL.GenBuffers(1, out mVBOHandle.back); //make new list of vertexes for each face mVBOVertexBuffer.top = new List<Coordinates<byte>>(); mVBOVertexBuffer.bottom = new List<Coordinates<byte>>(); mVBOVertexBuffer.left = new List<Coordinates<byte>>(); mVBOVertexBuffer.right = new List<Coordinates<byte>>(); mVBOVertexBuffer.front = new List<Coordinates<byte>>(); mVBOVertexBuffer.back = new List<Coordinates<byte>>(); #if DEBUG Console.WriteLine("Chunk Initialized"); #endif } public void GenerateChunk() { #if DEBUG Console.WriteLine("Generating Chunk"); #endif for (byte i = 0; i < mCHUNKSIZE; i++) { for (byte j = 0; j < mCHUNKSIZE; j++) { for (byte k = 0; k < mCHUNKSIZE; k++) { Random blockLoc = new Random(); Coordinates<byte> randChunk = new Coordinates<byte> { x = i, y = j, z = k }; mChunkData.Add(randChunk, new Block()); mChunkData[randChunk].blockType = blockLoc.Next(0, 1); } } } #if DEBUG Console.WriteLine("Chunk Generated"); #endif } public void DeleteChunk() { //delete VBO references #if DEBUG Console.WriteLine("Deleting Chunk"); #endif GL.DeleteBuffers(1, ref mVBOHandle.left); GL.DeleteBuffers(1, ref mVBOHandle.right); GL.DeleteBuffers(1, ref mVBOHandle.top); GL.DeleteBuffers(1, ref mVBOHandle.bottom); GL.DeleteBuffers(1, ref mVBOHandle.front); GL.DeleteBuffers(1, ref mVBOHandle.back); //clear all vertex buffers ClearPolyLists(); #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void UpdateChunk() { #if DEBUG Console.WriteLine("Updating Chunk"); #endif ClearPolyLists(); //prepare buffers //for every entry in mChunkData map foreach(KeyValuePair<Coordinates<byte>,Block> feBlockData in mChunkData) { Coordinates<byte> checkBlock = new Coordinates<byte> { x = feBlockData.Key.x, y = feBlockData.Key.y, z = feBlockData.Key.z }; //check for polygonson the left side of the cube if (checkBlock.x > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x - 1, checkBlock.y, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } //check for polygons on the right side of the cube if (checkBlock.x < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x + 1, checkBlock.y, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } if (checkBlock.y > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y - 1, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } //check for polygons on the right side of the cube if (checkBlock.y < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y + 1, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } if (checkBlock.z > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z - 1)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } //check for polygons on the right side of the cube if (checkBlock.z < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z + 1)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } BuildBuffers(); #if DEBUG Console.WriteLine("Chunk Updated"); #endif } public void RenderChunk() { } public void LoadChunk() { #if DEBUG Console.WriteLine("Loading Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void SaveChunk() { #if DEBUG Console.WriteLine("Saving Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Saved"); #endif } private bool IsVisible(int pX,int pY,int pZ) { Block testBlock; Coordinates<byte> checkBlock = new Coordinates<byte> { x = Convert.ToByte(pX), y = Convert.ToByte(pY), z = Convert.ToByte(pZ) }; if (mChunkData.TryGetValue(checkBlock,out testBlock )) //if data exists { if (testBlock.SeeThrough() == true) //if existing data is not seethrough { return true; } } return true; } private void AddPoly(byte pX, byte pY, byte pZ, int BufferSide) { //create temp array GL.BindBuffer(BufferTarget.ArrayBuffer, BufferSide); if (BufferSide == mVBOHandle.front) { //front face mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.right) { //back face mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.top) { //left face mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.bottom) { //right face mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.front) { //top face mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.back) { //bottom face mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); } } private void BuildBuffers() { #if DEBUG Console.WriteLine("Building Chunk Buffers"); #endif GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.front); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.front.Count), mVBOVertexBuffer.front.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.back); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.back.Count), mVBOVertexBuffer.back.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.left); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.left.Count), mVBOVertexBuffer.left.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.right); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.right.Count), mVBOVertexBuffer.right.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.top); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.top.Count), mVBOVertexBuffer.top.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.bottom); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.bottom.Count), mVBOVertexBuffer.bottom.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer,0); #if DEBUG Console.WriteLine("Chunk Buffers Built"); #endif } private void ClearPolyLists() { #if DEBUG Console.WriteLine("Clearing Polygon Lists"); #endif mVBOVertexBuffer.top.Clear(); mVBOVertexBuffer.bottom.Clear(); mVBOVertexBuffer.left.Clear(); mVBOVertexBuffer.right.Clear(); mVBOVertexBuffer.front.Clear(); mVBOVertexBuffer.back.Clear(); #if DEBUG Console.WriteLine("Polygon Lists Cleared"); #endif } }//END CLASS }//END NAMESPACE

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  • Where's my memory?! Nginx + PHP-FPM front end webserver slows to a crawl...

    - by incredimike
    I'm not sure if I have a problem with a memory leak (as my hosting company suggests), or if we both need to read http://linuxatemyram.com. Maybe you clever people can help us out? This is a front-end webserver VM running essentially only nginx & php-fpm on RHEL 5.5. This server is powering Magento, a PHP eCommerce thinggy. The server is running in a shared environment, but we're changing that soon. Anyway.. after a reboot the server runs just fine, but within a day it will grind itself into nothingness. Pages will take literally 2 minutes to load, CPU spikes like crazy, etc.. The console is even sluggish when I SSH in. It's like my whole server is being brought to its knees. I've also been monitoring the DB server via top and tcpdumping incoming traffic. The DB stays idle for a good portion of that "slow" load time. When i start seeing queries coming from the front-end server, the page loads soon afterward. Here are some stats after me logging in during a slow-down, after restarting php-fpm: [mike@front01 ~]$ free -m total used free shared buffers cached Mem: 5963 5217 745 0 192 314 -/+ buffers/cache: 4711 1252 Swap: 4047 4 4042 [mike@front01 ~]$ top top - 11:38:55 up 2 days, 1:01, 3 users, load average: 0.06, 0.17, 0.21 Tasks: 131 total, 1 running, 130 sleeping, 0 stopped, 0 zombie Cpu0 : 0.0%us, 0.3%sy, 0.0%ni, 99.3%id, 0.3%wa, 0.0%hi, 0.0%si, 0.0%st Cpu1 : 0.3%us, 0.0%sy, 0.0%ni, 99.7%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu2 : 0.0%us, 0.0%sy, 0.0%ni,100.0%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu3 : 0.0%us, 0.0%sy, 0.0%ni,100.0%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Mem: 6106800k total, 5361288k used, 745512k free, 199960k buffers Swap: 4144728k total, 4976k used, 4139752k free, 328480k cached PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 31806 apache 15 0 601m 120m 37m S 0.0 2.0 0:22.23 php-fpm 31805 apache 15 0 549m 66m 31m S 0.0 1.1 0:14.54 php-fpm 31809 apache 16 0 547m 65m 32m S 0.0 1.1 0:12.84 php-fpm 32285 apache 15 0 546m 63m 33m S 0.0 1.1 0:09.22 php-fpm 32373 apache 15 0 546m 62m 32m S 0.0 1.1 0:09.66 php-fpm 31808 apache 16 0 543m 60m 35m S 0.0 1.0 0:18.93 php-fpm 31807 apache 16 0 533m 49m 30m S 0.0 0.8 0:08.93 php-fpm 32092 apache 15 0 535m 48m 27m S 0.0 0.8 0:06.67 php-fpm 4392 root 18 0 194m 10m 7184 S 0.0 0.2 0:06.96 cvd 4064 root 15 0 154m 8304 4220 S 0.0 0.1 3:55.57 snmpd 4394 root 15 0 119m 5660 2944 S 0.0 0.1 0:02.84 EvMgrC 31804 root 15 0 519m 5180 932 S 0.0 0.1 0:00.46 php-fpm 4138 ntp 15 0 23396 5032 3904 S 0.0 0.1 0:02.38 ntpd 643 nginx 15 0 95276 4408 1524 S 0.0 0.1 0:01.15 nginx 5131 root 16 0 90128 3340 2600 S 0.0 0.1 0:01.41 sshd 28467 root 15 0 90128 3340 2600 S 0.0 0.1 0:00.35 sshd 32602 root 16 0 90128 3332 2600 S 0.0 0.1 0:00.36 sshd 1614 root 16 0 90128 3308 2588 S 0.0 0.1 0:00.02 sshd 2817 root 5 -10 7216 3140 1724 S 0.0 0.1 0:03.80 iscsid 4161 root 15 0 66948 2340 800 S 0.0 0.0 0:10.35 sendmail 1617 nicole 17 0 53876 2000 1516 S 0.0 0.0 0:00.02 sftp-server ... Is there anything else I should be looking at, or any more information that might be useful? I'm just a developer, but the slowdowns on this system worry me and make it hard to do my work.. Help me out, ServerFault!

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

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

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  • JavaScript - How to change a dom node back to an existing Google Map?

    - by David Robertson
    I set a div to a class which shows a spinning animated when the map is loading some data, the question is, how can I set the div back to the map (I don't want to load a new map, but load the existing one, which is assigned to a var 'map')? //map is assigned originally like this: map = new google.maps.Map(document.getElementById('map3'),options); //animated graphic is assigned to map div on load of data: document.getElementById('map3').className = "loading"; but how to get the map back? Thanks for any tips! David

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  • Need a way for users to enter data while offline and re-submit it when back online

    - by crankharder
    As part of a larger webapp, I want to build functionality that allows a user to enter data while offline -- and then send that data back to my site when they have a connection again The parts that, to me, are missing ar Saving a certain set of data in their browser Saving a form that allows them to enter data using form from step#2 to update data from step#1 getting data out of the local data store and sending it back to the server I would like to keep this entirely within the browser, so... Does HTML5 meet some (or all) of those goals as it's currently implemented in webkit/ff3? If not,what technologies should I start looking into in order to accomplish all of the above.

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  • Dynamic web user control problem when browser's back button is clicked.

    - by White_Sox
    Hi all, I have an .aspx page in which I dynamically add web controls to a panel. The problem is when I hit the browser's back buton, it's displayed a version of the page that no longer exists on the server-side, because the controls are dynamically added. Let's say my aspx dynamically adds Control1. From there, I click a button that loads Control2. At this moment, if I press the browser's back button, it will display the page with Control1, but Control1 no longer exists on the server-side, so if I interact with it, some erractic behaviour will occur. Any ideas on this? Thank you very much.

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  • Can you use back references in the pattern part of a regular expression?

    - by Camsoft
    I there a way to back reference in the regular expression pattern? Example input string: Here is "quoted text" some quoted text. Say I want to pull out the quoted text, I could create the following expression: "([^"]+)" This regular expression would match quoted text. Say I want it to also support single quotes, I could change the expression to: ["']([^"']+)["'] But what if the input string has a mixture of quotes say Here is 'quoted text" some quoted text. I would not want the regex to match. Currently the regex in the second example would still match. What I would like to be able to do is if the first quote is a double quote then the closing quote must be a double. And if the start quote is single quote then the closing quote must be single. Can I use a back reference to achieve this?

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  • Lua metatable Objects cannot be purge from memory?

    - by Prometheus3k
    Hi there, I'm using a proprietary platform that reported memory usage in realtime on screen. I decided to use a Class.lua I found on http://lua-users.org/wiki/SimpleLuaClasses However, I noticed memory issues when purging object created by this using a simple Account class. Specifically, I would start with say 146k of memory used, create 1000 objects of a class that just holds an integer instance variable and store each object into a table. The memory used is now 300k I would then exit, iterating through the table and setting each element in the table to nil. But would never get back the 146k, usually after this I am left using 210k or something similar. If I run the load sequence again during the same session, it does not exceed 300k so it is not a memory leak. I have tried creating 1000 integers in a table and setting these to nil, which does give me back 146k. In addition I've tried a simpler class file (Account2.lua) that doesn't rely on a class.lua. This still incurs memory fragmentation but not as much as the one that uses Class.lua Can anybody explain what is going on here? How can I purge these objects and get back the memory? here is the code --------Class.lua------ -- class.lua -- Compatible with Lua 5.1 (not 5.0). --http://lua-users.org/wiki/SimpleLuaClasses function class(base,ctor) local c = {} -- a new class instance if not ctor and type(base) == 'function' then ctor = base base = nil elseif type(base) == 'table' then -- our new class is a shallow copy of the base class! for i,v in pairs(base) do c[i] = v end c._base = base end -- the class will be the metatable for all its objects, -- and they will look up their methods in it. c.__index = c -- expose a ctor which can be called by () local mt = {} mt.__call = function(class_tbl,...) local obj = {} setmetatable(obj,c) if ctor then ctor(obj,...) else -- make sure that any stuff from the base class is initialized! if base and base.init then base.init(obj,...) end end return obj end c.init = ctor c.instanceOf = function(self,klass) local m = getmetatable(self) while m do if m == klass then return true end m = m._base end return false end setmetatable(c,mt) return c end --------Account.lua------ --Import Class template require 'class' local classname = "Account" --Declare class Constructor Account = class(function(acc,balance) --Instance variables declared here. if(balance ~= nil)then acc.balance = balance else --default value acc.balance = 2097 end acc.classname = classname end) --------Account2.lua------ local account2 = {} account2.classname = "unnamed" account2.balance = 2097 -----------Constructor 1 do local metatable = { __index = account2; } function Account2() return setmetatable({}, metatable); end end --------Main.lua------ require 'Account' require 'Account2' MAX_OBJ = 5000; test_value = 1000; Obj_Table = {}; MODE_ACC0 = 0 --integers MODE_ACC1 = 1 --Account MODE_ACC2 = 2 --Account2 TEST_MODE = MODE_ACC0; Lua_mem = ""; print("##1) collectgarbage('count'): " .. collectgarbage('count')); function Load() for i=1, MAX_OBJ do if(TEST_MODE == MODE_ACC0 )then table.insert(Obj_Table, test_value); elseif(TEST_MODE == MODE_ACC1 )then table.insert(Obj_Table, Account(test_value)); --Account.lua elseif(TEST_MODE == MODE_ACC2 )then table.insert(Obj_Table, Account2()); --Account2.lua Obj_Table[i].balance = test_value; end end print("##2) collectgarbage('count'): " .. collectgarbage('count')); end function Purge() --metatable purge if(TEST_MODE ~= MODE_ACC0)then --purge stage 0: print("set each elements metatable to nil") for i=1, MAX_OBJ do setmetatable(Obj_Table[i], nil); end end --purge stage 1: print("set table element to nil") for i=1, MAX_OBJ do Obj_Table[i] = nil; end --purge stage 2: print("start table.remove..."); for i=1, MAX_OBJ do table.remove(Obj_Table, i); end print("...end table.remove"); --purge stage 3: print("create new object_table {}"); Obj_Table= {}; --purge stage 4: print("collectgarbage('collect')"); collectgarbage('collect'); print("##3) collectgarbage('count'): " .. collectgarbage('count')); end --Loop callback function OnUpdate() collectgarbage('collect'); Lua_mem = collectgarbage('count'); end ------------------- --NOTE: --On start of game runs Load(), another runs Purge() --Update I've updated the code with suggestions from comments below, and will post my findings later today.

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  • What are some useful SQL statements that should be known by all developers who may touch the Back en

    - by Jian Lin
    What are some useful SQL statements that should be known by all developers who may touch the Back end side of the project? (Update: just like in algorithm, we know there are sorting problems, shuffling problems, and we know some solutions to them. This question is aiming at the same thing). For example, ones I can think of are: Get a list of Employees and their boss. Or one with the employee's salary greater than the boss. (Self-join) Get a list of the most popular Classes registered by students, from the greatest number to the smallest. (Count, group by, order by) Get a list of Classes that are not registered by any students. (Outer join and check whether the match is NULL, or by Get from Classes table, all ClassIDs which are NOT IN (a subquery to get all ClassIDs from the Registrations table)) Are there some SQL statements that should be under the sleeve of all developers that might touch back end data?

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  • How to push text from one UITextfield to another UITextfield in the next View? And back!?

    - by Chrizzz
    an Hi, I have an UITextField in one view, UITextField A in View A. And I have another in view B, UITextField B in View B. I use a Navigation Controller Bar to switch between the views. The UITextFields are properties and connected Outlets of both views A and B. On my view A there is an "Options"-button which pushes view B. So when you are typing in Textfield A, I would like the same text to appear in Textfield B. When you edit TextField B and you go back to view A (via the "Title View A"-button in de navigation bar), I would like the same text to re-appear in Textfield A. I expected this to be easy. But I can't get it working. I tried: ViewBController *controller = [[ViewBController alloc] initWithNibName:@"ViewBController" bundle:nil]; controller.TextFieldA.text = TextFieldB.text But nothing appeared in view B. And how do I get back? I dont want to use NSUserdefaults because I would have to remove the values also.

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  • How to get back to auto-completion after misspelling of a methodname in Eclipse?

    - by Jonas
    When I am coding Java in Eclipse I like the auto-completion feature. With that I mean the popup with method-names that comes when you start typing in a method name for an object. Or maybe it's called something different, i.e. method-suggestions? But the popup is hidden if I misspells a method name, and it doesn't come back if I delete the misspelled part of the method name. Is there any way to get back the popup after a misspelling without starting to type in the hole methodname again?

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  • fullcalendar Cannot display the new event when switch month back.

    - by Archer
    Hi guys, I add a new event to fullcalendar, it display well, but when I go to next month and switch back, it disappear! but the old event will display, why? and How can I display all events? thanks a lot! the detail like: I have two events: event1, event2 coming from a database and when FullCalendar initializes, I add them to the Calendar, displays well. Then I add aother event: event3 to calendar, can display well. go to next month switch back, I find only event1 and event2 displayed, and event3 disappeared? does anyone can help me? thanks!

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  • How can I close a SimpleModal dialog when the user clicks the Back button?

    - by Wally Hartshorn
    When a user clicks on a button or link, I use the SimpleModal jQuery plugin to display a dialog to overlay the entire page, preventing the user from clicking another button or link during the delay before the next page loads. (I'd like to avoid this, but that's an issue for another day.) After the next page displays, if the user clicks the Back button, the previous page still has the SimpleModal overlay displayed, preventing them from using the page. This is a problem. How can I cause the SimpleModal dialog to close automatically either when the leaves the page or when the user clicks the Back button to return to the page? I tried this without success: $("body").unload(function() { $.modal.close(); }); Thanks! Wally

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  • Android: How to fade out search / home / menu / back buttons?

    - by user548472
    Hallo, I'm using my Android (Archos 43) only as an extended display in an industrial application. I just need a single programm to display data received and send user inputs by bluetooth. This little programm should start directly after booting and should disable (fade out) the android-buttons (search, home, menu and back). That's my plan. Here's my problem: I know, there are some applications which can fade out these search/home/menu/back-buttons (like DeskClock or some videoplayers). But how does it work? Just using android:theme="@android:style/Theme.Light.NoTitleBar.Fullscreen" only disables the titlebar, not the 4 android-buttons. Thanks, Dennis

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  • How do I pass a struct (or class) message back and forth between a C# service and a separate VB 6 ap

    - by grantjumper
    I need to pass data between a c# service and a running vb 6 application, considering using Windows Messaging. How do I pass the data back and forth between a C# service and a running vb 6 application? Shortened sample of the data I am passing back and forth is below: namespace MainSection { public struct Info { private int _Id; private string _TypeCode; private float _Calc; private DateTime _ProcessDate; private bool _ProcessFlag; public int Id { get { return _Id; } set { _Id = value; } } public string TypeCode { get { return _TypeCode; } set { _TypeCode = value; } } public float Calc { get { return _Calc; } set { _Calc = value; } } public DateTime ProcessDate { get { return _ProcessDate} set { _ProcessDate = value; } } public bool ProcessFlag { get { return _ProcessFlag} set { _ProcessFlag = value; } } } }

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  • Who plans to go back to using Web Applications in ASP.NET 4.0?

    - by Banzor
    So, it looks like Microsoft has gone back to pushing Web Application Projects* in ASP.NET 4.0. If you are like me, you converted to Website Projects in 2.0 and have never looked back. I recently spent some time trying to convert a Website Project to Web Application Project and was surprised at how tedious it was. So I am wondering what everyone is planning to do in VS 2010? Also, feel free to mention what you use now. Maybe I am the only sucker that converted to using Website Projects in 2.0... *Excluding MVC since it is the only option there

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  • How to read back and print text with newlines from a Python (Django) string with HTML?

    - by user1801486
    If someone types in a phrase, such as: I see you driving round town with the girl I love, and I’m like: haiku. (no blank lines between each line, but the text is written on three separate lines) into a text box on a web page, and then presses a button which is then stored in a database via Django, and that string is read back and printed on a page, how can I get it to print on an HTML page with the newlines still in the text? So instead of it being printed back as: I see you driving round town with the girl I love, and I’m like: haiku. It would print as: I see you driving round town with the girl I love, and I’m like: haiku. I know that if I use: (textarea)soAndSo.body(/textarea), this preserves the newlines that were in the file when the user typed it up originally. How can I get this same effect, but without having to use textarea boxes?

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