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  • What is this thing called?!?! (bottom of screen popup)

    - by NRGdallas
    I am looking for the name and some possible jquery libraries etc for the standard bottom of screen popup bar. Its like a little bar that pops out on the bottom of the screen after X seconds or however really - generally slides up, about 50px or so high, and usually the length of the main container. used for some form of coupon advertisement or various promotion text etc. What is the proper term for this item, and would there be any good references to best-use guidelines?

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  • Get most left|right|top|bottom point contained in box

    - by skyman
    I'm storing Points Of Interest (POI) in PostgreSQL database, and retrieve them via PHP script to Android application. To reduce internet usage I want my mobile app to know if there are any points in the neighborhood of currently displayed area. My idea is to store bounds of the rectangle containing all points already retrieved (in other words: nearest point on the left (West) of most west already retrieved, nearest point above (North) of most north already retrieved etc.) and I will make next query when any edge of screen goes outside of this bounds. Currently I can retrieve points which are in "single screen" (in the area covered by currently displayed map) using: SELECT * FROM ch WHERE loc <@ (box '((".-$latSpan.", ".$lonSpan."),(".$latSpan.", ".-$lonSpan."))' + point '".$loc."') Now I need to know four most remote points in each direction, than I will be able to retrieve next four "more remote" points. Is there any possibility to get those points (or box) directly from PostgreSQL (maybe using some "aggregate points to box" function)?

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  • Change Border in Excel left,right,bottom and top

    - by Le Viet Hung
    Firstly i changed color borders of my sheet to white, because i want to have a white sheet. Then i made some headers and want to make border around it. The Problem is it made borders between the values in header but top, down are not seenable. My code: xlWorkSheet5.Columns.Borders.Color = System.Drawing.ColorTranslator.ToOle(System.Drawing.Color.White); // Color Sheet5 to white, BusLoad xlWorkSheet5.Columns.NumberFormat = "@"; Excel.Range rng = (Excel.Range)xlWorkSheet5.get_Range("A7","J7"); rng.RowHeight = 25.5; rng.BorderAround2(Excel.XlLineStyle.xlContinuous, Excel.XlBorderWeight.xlHairline, Excel.XlColorIndex.xlColorIndexAutomatic, Excel.XlColorIndex.xlColorIndexAutomatic); rng.Borders.LineStyle = Excel.XlLineStyle.xlContinuous; rng.Borders.Weight = 1d; rng.Font.Bold = true; rng.HorizontalAlignment = Microsoft.Office.Interop.Excel.XlHAlign.xlHAlignCenter; rng.Interior.Color = System.Drawing.ColorTranslator.ToOle(System.Drawing.Color.LightGray);

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  • Fixed footer not displaying the bottom-most list item

    - by Mohit Deshpande
    Here is my XML layout: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent"> <ListView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@android:id/list" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="wrap_content"> </ListView> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_height="wrap_content" android:layout_width="fill_parent" android:layout_alignParentBottom="true"> <EditText xmlns:android="http://schemas.android.com/apk/res/android" android:layout_height="wrap_content" android:layout_width="fill_parent" android:layout_weight="1" /> <Button xmlns:android="http://schemas.android.com/apk/res/android" android:layout_height="wrap_content" android:layout_width="fill_parent" android:layout_weight="2" /> </LinearLayout> </RelativeLayout> Which causes this problem: The listview item (outlined in red) is behind the fixed footer and cannot be used. Any solutions?

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  • bottom uicomponent does not receive mouse events

    - by firemonkey
    HI, I am sure this is very basic, however I am not able to find the solution. I have a base ShapeContainer(UIComponent). I add a uicomponent which has mouse down listener to ShapeContainer. the listener works great. When I add a simple sprite(draw square) on the ShapeContainer, The listener does not work any more. In the code, if I comment below lines, The event listener works fine. var square:Sprite = new Sprite(); square.graphics.lineStyle(4,0x00FF00); square.graphics.drawRect(0,0,20,20); square.mouseEnabled=false; shapeContainer.addChildAt(square,1); I have tried few things like, mouseenabled=false on top sprite. also tried to add addChildAt but non of them did any help. How can I draw a shape and also have the event listener work. enter code here protected function application1_creationCompleteHandler(event:FlexEvent):void { var shapeContainer:UIComponent = new UIComponent(); shapeContainer.x=100; shapeContainer.y=100; shapeContainer.width=200; shapeContainer.height=200; rawChildren.addChild(shapeContainer); var EventListenerShape:UIComponent = new UIComponent(); EventListenerShape.x=100; EventListenerShape.y=100; EventListenerShape.width=200;a EventListenerShape.height=200; EventListenerShape.graphics.clear(); EventListenerShape.graphics.beginFill(0xf1f1f1, 0.1); EventListenerShape.graphics.drawRoundRect(0, 0, 200, 200, 10, 10); EventListenerShape.alpha = 0; EventListenerShape.graphics.endFill(); EventListenerShape.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownfunc); shapeContainer.addChild(EventListenerShape); var square:Sprite = new Sprite(); square.graphics.lineStyle(4,0x00FF00); square.graphics.drawRect(0,0,20,20); square.mouseEnabled=false; shapeContainer.addChildAt(square,1); } private function mouseDownfunc(e:MouseEvent){ trace("mouse Down **"); }    ]]> </mx:Script> <mx:Canvas id="uic" width="100%" height="100%" backgroundColor="0xFFFFFF"> </mx:Canvas>

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  • GTK Scolled Window - Keep Scroll Bar at bottom

    - by Bill
    I have a GTK/C++ program that uses a ScrolledWindow. I keep adding data to the list within the scrolled window, and I want to keep focus on the newest item. But I also want to allow the user to scroll through the data to select an old item. Is there a way to do this? I've looked everywhere but can't find anything.

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  • Pure functional bottom up tree algorithm

    - by Axel Gneiting
    Say I wanted to write an algorithm working on an immutable tree data structure that has a list of leaves as its input. It needs to return a new tree with changes made to the old tree going upwards from those leaves. My problem is that there seems to be no way to do this purely functional without reconstructing the entire tree checking at leaves if they are in the list, because you always need to return a complete new tree as the result of an operation and you can't mutate the existing tree. Is this a basic problem in functional programming that only can be avoided by using a better suited algorithm or am I missing something?

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  • UIWebView doesn't scroll to the bottom of the webpage loaded/created

    - by tom
    I have a UIWebView inside a normal UIViewController. The content of the UIWebView is programming/dynamically created in my program, and it could be very long (multiple table rows). Somehow, after loading, the page won't scroll more then one and half screen of content when swipe on the screen. Because of that I can only see the beginning few rows of data, but not the many others after them. Why is that?

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  • Using TDD: "top down" vs. "bottom up"

    - by Christian Mustica
    Since I'm a TDD newbie, I'm currently developing a tiny C# console application in order to practice (because practice makes perfect, right?). I started by making a simple sketchup of how the application could be organized (class-wise) and started developing all domain classes that I could identify, one by one (test first, of course). In the end, the classes have to be integrated together in order to make the application runnable, i.e. placing necessary code in the Main method which calls the necessary logic. However, I don't see how I can do this last integration step in a "test first" manner. I suppose I wouldn't be having these issues had I used a "top down" approach. The question is: how would I do that? Should I have started by testing the Main() method? If anyone could give me some pointers, it will be much appreciated.

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  • WPF Logical Tree - bottom up vs. top down

    - by Dor Rotman
    Hello, I've read the MSDN article about the layouts pass, that states: When a node is added or removed from the logical tree, property invalidations are raised on the node's parent and all its children. As a result, a top-down construction pattern should always be followed to avoid the cost of unnecessary invalidations on nodes that have already been validated. Now lets assume I do this. Won't the users see the control tree populate itself and the layout change several times during the control creation process? I want the whole control tree to just appear completely full. Thanks!

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  • CCSpriteHole in cocos2d 2.0?

    - by rakkarage
    i was using this cocos2d class CCSpriteHole in cocos2d 1.0 fine... http://jpsarda.tumblr.com/post/15779708304/new-cocos2d-iphone-extensions-a-progress-bar-and-a i am trying to convert it to cocos2d 2.0... i got it to compile by changing glVertexPointer to glVertexAttribPointer like in the 2.0 version of CCSpriteScale9 here http://jpsarda.tumblr.com/post/9162433577/scale9grid-for-cocos2d and changing contentSizeInPixels_ to contentSize_... -(id) init { if( (self=[super init]) ) { opacityModifyRGB_ = YES; opacity_ = 255; color_ = colorUnmodified_ = ccWHITE; capSize=capSizeInPixels=CGSizeZero; //Not used blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; // update texture (calls updateBlendFunc) [self setTexture:nil]; // default transform anchor anchorPoint_ = ccp(0.5f, 0.5f); vertexDataCount=24; vertexData = (ccV2F_C4F_T2F*) malloc(vertexDataCount * sizeof(ccV2F_C4F_T2F)); [self setTextureRectInPixels:CGRectZero untrimmedSize:CGSizeZero]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture rect:(CGRect)rect { NSAssert(texture!=nil, @"Invalid texture for sprite"); // IMPORTANT: [self init] and not [super init]; if( (self = [self init]) ) { [self setTexture:texture]; [self setTextureRect:rect]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture { NSAssert(texture!=nil, @"Invalid texture for sprite"); CGRect rect = CGRectZero; rect.size = texture.contentSize; return [self initWithTexture:texture rect:rect]; } -(id) initWithFile:(NSString*)filename { NSAssert(filename!=nil, @"Invalid filename for sprite"); CCTexture2D *texture = [[CCTextureCache sharedTextureCache] addImage: filename]; if( texture ) return [self initWithTexture:texture]; return nil; } +(id)spriteWithFile:(NSString*)f { return [[self alloc] initWithFile:f]; } - (void) dealloc { if (vertexData) free(vertexData); } -(void) updateColor { ccColor4F color4; color4.r=(float)color_.r/255.0f; color4.g=(float)color_.g/255.0f; color4.b=(float)color_.b/255.0f; color4.a=(float)opacity_/255.0f; for (int i=0; i<vertexDataCount; i++) { vertexData[i].colors=color4; } } -(void)updateTextureCoords:(CGRect)rect { CCTexture2D *tex = texture_; if(!tex) return; float atlasWidth = (float)tex.pixelsWide; float atlasHeight = (float)tex.pixelsHigh; float left,right,top,bottom; left = rect.origin.x/atlasWidth; right = left + rect.size.width/atlasWidth; top = rect.origin.y/atlasHeight; bottom = top + rect.size.height/atlasHeight; // // |/|/|/| // CGSize capTexCoordsSize=CGSizeMake(capSizeInPixels.width/atlasWidth, capSizeInPixels.height/atlasHeight); // From left to right //Top band // Left vertexData[0].texCoords=(ccTex2F){left,top}; vertexData[1].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[2].texCoords=(ccTex2F){left+capTexCoordsSize.width,top}; vertexData[3].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[4].texCoords=(ccTex2F){right-capTexCoordsSize.width,top}; vertexData[5].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[6].texCoords=(ccTex2F){right,top}; vertexData[7].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Center band // Left vertexData[8].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[9].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[10].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[11].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[12].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[13].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[14].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; vertexData[15].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Bottom band //Left vertexData[16].texCoords=(ccTex2F){left,bottom}; vertexData[17].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[18].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom}; vertexData[19].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Center vertexData[20].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom}; vertexData[21].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Right vertexData[22].texCoords=(ccTex2F){right,bottom}; vertexData[23].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; } -(void) updateVertices { float left=0; //-spriteSizeInPixels.width*0.5f; float right=left+contentSize_.width; float bottom=0; //-spriteSizeInPixels.height*0.5f; float top=bottom+contentSize_.height; float holeLeft=holeRect.origin.x*CC_CONTENT_SCALE_FACTOR(); float holeRight=holeLeft+holeRect.size.width*CC_CONTENT_SCALE_FACTOR(); float holeBottom=holeRect.origin.y*CC_CONTENT_SCALE_FACTOR(); float holeTop=holeBottom+holeRect.size.height*CC_CONTENT_SCALE_FACTOR(); // // |/|/|/| // // From left to right //Top band // Left vertexData[0].vertices=(ccVertex2F){left,top}; vertexData[1].vertices=(ccVertex2F){left,holeTop}; vertexData[2].vertices=(ccVertex2F){holeLeft,top}; vertexData[3].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[4].vertices=(ccVertex2F){holeRight,top}; vertexData[5].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[6].vertices=(ccVertex2F){right,top}; vertexData[7].vertices=(ccVertex2F){right,holeTop}; //Center band // Left vertexData[8].vertices=(ccVertex2F){left,holeBottom}; vertexData[9].vertices=(ccVertex2F){left,holeTop}; vertexData[10].vertices=(ccVertex2F){holeLeft,holeBottom}; vertexData[11].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[12].vertices=(ccVertex2F){holeRight,holeBottom}; vertexData[13].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[14].vertices=(ccVertex2F){right,holeBottom}; vertexData[15].vertices=(ccVertex2F){right,holeTop}; //Bottom band //Left vertexData[16].vertices=(ccVertex2F){left,bottom}; vertexData[17].vertices=(ccVertex2F){left,holeBottom}; vertexData[18].vertices=(ccVertex2F){holeLeft,bottom}; vertexData[19].vertices=(ccVertex2F){holeLeft,holeBottom}; // Center vertexData[20].vertices=(ccVertex2F){holeRight,bottom}; vertexData[21].vertices=(ccVertex2F){holeRight,holeBottom}; // Right vertexData[22].vertices=(ccVertex2F){right,bottom}; vertexData[23].vertices=(ccVertex2F){right,holeBottom}; } -(void) setHole:(CGRect)r inRect:(CGRect)totalSurface { holeRect=r; self.contentSize=totalSurface.size; holeRect.origin=ccpSub(holeRect.origin,totalSurface.origin); CGPoint holeCenter=ccp(holeRect.origin.x+holeRect.size.width*0.5f,holeRect.origin.y+holeRect.size.height*0.5f); self.anchorPoint=ccp(holeCenter.x/contentSize_.width,holeCenter.y/contentSize_.height); //[self updateTextureCoords:rectInPixels_]; [self updateVertices]; [self updateColor]; } -(void) draw { BOOL newBlend = NO; if( blendFunc_.src != CC_BLEND_SRC || blendFunc_.dst != CC_BLEND_DST ) { newBlend = YES; glBlendFunc( blendFunc_.src, blendFunc_.dst ); } glBindTexture(GL_TEXTURE_2D, [texture_ name]); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); if( newBlend ) glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST); } -(void)setTextureRectInPixels:(CGRect)rect untrimmedSize:(CGSize)untrimmedSize { rectInPixels_ = rect; rect_ = CC_RECT_PIXELS_TO_POINTS( rect ); //[self setContentSizeInPixels:untrimmedSize]; [self updateTextureCoords:rectInPixels_]; } -(void)setTextureRect:(CGRect)rect { CGRect rectInPixels = CC_RECT_POINTS_TO_PIXELS( rect ); [self setTextureRectInPixels:rectInPixels untrimmedSize:rectInPixels.size]; } // // RGBA protocol // #pragma mark CCSpriteHole - RGBA protocol -(GLubyte) opacity { return opacity_; } -(void) setOpacity:(GLubyte) anOpacity { opacity_ = anOpacity; // special opacity for premultiplied textures if( opacityModifyRGB_ ) [self setColor: (opacityModifyRGB_ ? colorUnmodified_ : color_ )]; [self updateColor]; } - (ccColor3B) color { if(opacityModifyRGB_){ return colorUnmodified_; } return color_; } -(void) setColor:(ccColor3B)color3 { color_ = colorUnmodified_ = color3; if( opacityModifyRGB_ ){ color_.r = color3.r * opacity_/255; color_.g = color3.g * opacity_/255; color_.b = color3.b * opacity_/255; } [self updateColor]; } -(void) setOpacityModifyRGB:(BOOL)modify { ccColor3B oldColor = self.color; opacityModifyRGB_ = modify; self.color = oldColor; } -(BOOL) doesOpacityModifyRGB { return opacityModifyRGB_; } #pragma mark CCSpriteHole - CocosNodeTexture protocol -(void) updateBlendFunc { if( !texture_ || ! [texture_ hasPremultipliedAlpha] ) { blendFunc_.src = GL_SRC_ALPHA; blendFunc_.dst = GL_ONE_MINUS_SRC_ALPHA; [self setOpacityModifyRGB:NO]; } else { blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; [self setOpacityModifyRGB:YES]; } } -(void) setTexture:(CCTexture2D*)texture { // accept texture==nil as argument NSAssert( !texture || [texture isKindOfClass:[CCTexture2D class]], @"setTexture expects a CCTexture2D. Invalid argument"); texture_ = texture; [self updateBlendFunc]; } -(CCTexture2D*) texture { return texture_; } @end but now positioning and scaling seem to not work? and it starts in the wrong position... but changing the opacity still works. so i was wondering if anyone can see why my 2.0 version is not working? or if maybe there is a better way to do a sprite hole with cocos2d/opengl 2.0? shaders? thanks

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  • Loop append div and repeat

    - by Diego Vieira
    I have this code <div class="round-3-top"> <div class="round-2-top"> <div class="round-1-top"></div> <div class="round-1-bottom"></div> </div> <div class="round-2-bottom"> <div class="round-1-top"></div> <div class="round-1-bottom"></div> </div> </div> <div class="round-3-bottom"> <div class="round-2-top"> <div class="round-1-top"></div> <div class="round-1-bottom"></div> </div> <div class="round-2-bottom"> <div class="round-1-top"></div> <div class="round-1-bottom"></div> </div> </div> But i want generate dynamically, how i do that? Ex.: i have 4 rounds, this would be the generated code <div class="round-4-top"> <div class="round-3-top"> <div class="round-2-top"> <div class="round-1-top"></div> <div class="round-1-bottom"></div> </div> <div class="round-2-bottom"> <div class="round-1-top"></div> <div class="round-1-bottom"></div> </div> </div> <div class="round-3-bottom"> <div class="round-2-top"> <div class="round-1-top"></div> <div class="round-1-bottom"></div> </div> <div class="round-2-bottom"> <div class="round-1-top"></div> <div class="round-1-bottom"></div> </div> </div> </div> <div class="round-4-bottom"> <div class="round-3-top"> <div class="round-2-top"> <div class="round-1-top"></div> <div class="round-1-bottom"></div> </div> <div class="round-2-bottom"> <div class="round-1-top"></div> <div class="round-1-bottom"></div> </div> </div> <div class="round-3-bottom"> <div class="round-2-top"> <div class="round-1-top"></div> <div class="round-1-bottom"></div> </div> <div class="round-2-bottom"> <div class="round-1-top"></div> <div class="round-1-bottom"></div> </div> </div> </div> I try using TagBuilder in MVC C# but I can not do. What should happen is, if you are 3 rounds, adding he should go inside each div is like the example above. Any idea how can I develop it?

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  • Projected Results: Sound project management practices, combined with a complete technology platform, have an immediate and lasting impact on an organization’s bottom line.

    - by Melissa Centurio Lopes
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Article By: Alan Joch, is a business and technology writer who specializes in enterprise applications, cloud computing, mobile computing, and the Web. It’s no secret that complex, large-scale projects need close management controls to ensure that they’re delivered on time and on budget. But now there’s growing evidence that failing to meet these goals can have far-reaching consequences, not only for the reputations and value of individual organizations but also for the tenure of their top executives. Government watchdogs forced one large contractor to suspend a multibillion-dollar defense program—and delay payment receipts—until a better management system was launched to more accurately track spending, project milestones, and other fundamental metrics. Significant delays in the opening of the £4.3 billion Terminal 5 at Heathrow Airport impaired an airline’s operations and contributed to a drop in its share prices. These real-world examples are noteworthy because of the huge financial risks they created. They’re also far from being isolated cases. Research by the Economist Intelligence Unit found that only 11 percent of companies claimed they delivered expected ROI on major capital projects 90 percent of the time or more. In addition, 12 percent of respondents said they achieved planned ROI less than half the time. According to Phil Thornton, lead consultant at the analyst firm Clarity Economics, the numbers demonstrate obvious challenges related to managing risks, accurately predicting ROI, and consistently delivering bottom-line growth for major capital investments “Portfolio management is a path to improve your organization’s competitive advantage. It helps make sure your organization is investing in the right things and not spending its time on things that are not delivering the intended results for the firm.” Read the full article here

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  • Is programming as a profession in a race to the bottom?

    - by q303
    It seems to me that the programming industry is in a race to the bottom. If we take the practices of: Not taking time to implement best practices Using other's people code as much as possible (custom code as a liability) Using increasingly higher level languages to improve productivity GUI based development "tools" that greatly simplify "programming" and do not require people to understand the plumbing behind the code These things imply to me that we are in a race to becoming like any other office worker. It is in the employer's interest for things to not require skill (easier to replace), for things to be prebuilt (less project time). My point here is that a) is there a misalignment between skill and the economic interests of the employer? and b) if there is, how do you mitigate it to enforce professional standards?

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  • have a problem with my 2nd quad bottom left vertex position ? weirdd

    - by RubyKing
    Hey all I'm just trying to add another quad to my frustum and when doing so I get this weird little error. What happens is the bottom left side of my quad seems to stick to the center point for no apparent reason that I can think of and or figure out from. has anyone else experienced this issue and knows a solution or would you like more information please do ask. here is my main.cpp file http://pastebin.com/g9q8uAsd I think its because of 2 different quad vertex array data is in the same array.

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  • Layout problem: how to place something on top and bottom?

    - by chow
    I want create a layout, with a horizontal LinearLayout(s) on top and bottom, a ListView fill in middle. How can I define the main.xml. I tried to create a layout with horizontal LinearLayout on top, TextView on bottom, a ListView fill in middle; is ok. But after I modified the bottom TextView to LinearLayout, the bottom LinearLayout disappear. <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" > <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="horizontal" > <TextView android:textSize="12px" android:text="something here" android:layout_width="50px" android:layout_height="wrap_content" /> <TextView android:textSize="12px" android:text="something here" android:layout_width="fill_parent" android:layout_height="wrap_content" /> </LinearLayout> <LinearLayout android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" android:gravity="bottom" > <ListView android:id="@+id/listbody" android:layout_width="fill_parent" android:layout_height="wrap_content" /> <LinearLayout android:orientation="horizontal" android:layout_height="wrap_content" android:layout_width="fill_parent" > <TextView android:layout_height="wrap_content" android:layout_width="0dip" android:layout_weight="1" android:textSize="12px" android:text="50%" /> <TextView android:layout_height="wrap_content" android:layout_width="0dip" android:layout_weight="1" android:textSize="12px" android:text="50%" /> </LinearLayout> </LinearLayout> </LinearLayout> Anybody can tell advise? Please help.

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  • Align text with bottom as it comes in during a chat?

    - by Andrew
    I'm building a custom web chat application, and while I have the basics worked out, I've been wondering if this was possible... right now, the chat comes in at the top of the div, and when it reaches the bottom, the div starts scrolling. This works. This is great. But I was wondering if it was possible to create it more like an IRC client, where the chat comes in initially at the bottom of the div, then each new line comes in below the old ones, etc, and again, when the div is full, it starts scrolling. I've managed to get part of this working: I can get it displaying this way. But I can't find a way to scroll it; either the scroll doesn't appear (when there's no overflow on the inner, text div, despite there being an overflow on the outer, container div), or it's confined to the width of the text rather than the width of the container div. Some options I've tried: <div id="chatbox" style="overflow: auto; position: relative; width: 100%; height: 400px;"> <div id="chatmessages" style="overflow: auto; position: absolute; bottom: 0;"></div></div> This has the text appear properly at the bottom, but no scrollbar ever appears. <div id="chatbox" style="overflow: auto; position: relative; width: 100%; height: 400px;"> <div id="chatmessages" style="overflow: scroll; position: absolute; bottom: 0;"></div></div> This has the text appear properly at the bottom, and a scrollbar appears, but it's only ever as wide as the text, even if width=100%... and when the text reaches the top, the scrollbar remains gray. Basically, do I want the scrollbar on the inner or the container div, is this even possible, how do I force it to work, and am I going about this entirely wrong?

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  • How do I keep website footer on bottom of the window?

    - by taw
    Coding footer naively, if there's not enough content, then there will be empty space between footer and bottom of page. I would like to get rid of this and move footer to the bottom of the window. On the other hand when there is more content, I want the content to push the footer down (so position: fixed; bottom: 0; won't do). How do I achieve this?

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