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  • Cocos2d Box2d how to shoot an object inside the screen

    - by Ahoura Ghotbi
    I have the code below : - (id) initWithGame:(mainGame*)game { if ((self = [super init])) { isTouchEnabled_ = YES; self.game = game; CGSize size = [[CCDirector sharedDirector] winSize]; screenH = size.height; screenW = size.width; character = [CCSprite spriteWithFile:@"o.png"]; character.position = ccp( size.width /2 , size.height/2 ); character.contentSize = CGSizeMake(72, 79); [self addChild:character z:10 tag:1]; _body = NULL; _radius = 14.0f; // Create ball body and shape b2BodyDef ballBodyDef; ballBodyDef.type = b2_dynamicBody; ballBodyDef.position.Set(100/PTM_RATIO, 100/PTM_RATIO); ballBodyDef.userData = character; _body = _game.world->CreateBody(&ballBodyDef); b2CircleShape circle; circle.m_radius = 26.0/PTM_RATIO; b2FixtureDef ballShapeDef; ballShapeDef.shape = &circle; ballShapeDef.density = 1.0f; ballShapeDef.friction = 0.2f; ballShapeDef.restitution = 0.8f; _body->CreateFixture(&ballShapeDef); [self schedule:@selector(gameChecker:)]; [self schedule:@selector(tick:)]; } return self; } - (void)gameChecker:(ccTime) dt{ if(character.position.y > 200){ [self unschedule:@selector(tick:)]; [self schedule:@selector(dropObject:)]; } } - (void)tick:(ccTime) dt { b2Vec2 force; force.Set(_body->GetLinearVelocity().x, _body->GetLinearVelocity().y+1.0f); for (b2Body* b = _game.world->GetBodyList(); b; b = b->GetNext()) { if (b->GetUserData() == character) { b->SetLinearVelocity(force); } } _game.world->Step(dt, 10, 10); for(b2Body *b = _game.world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *ballData = (CCSprite *)b->GetUserData(); ballData.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); } } } -(void)dropObject:(ccTime) dt{ b2Vec2 force; force.Set(_body->GetLinearVelocity().x, _body->GetLinearVelocity().y-1.0f); for (b2Body* b = _game.world->GetBodyList(); b; b = b->GetNext()) { if (b->GetUserData() == character) { b->SetLinearVelocity(force); } } _game.world->Step(dt, 10, 10); for(b2Body *b = _game.world->GetBodyList(); b; b=b->GetNext()) { if (b->GetUserData() != NULL) { CCSprite *ballData = (CCSprite *)b->GetUserData(); ballData.position = ccp(b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO); ballData.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle()); } } } I have been trying to get the effect that fruit ninja has when shooting the fruits. but it seems like its hard to get such animation so I was wondering if anyone can point me to the right direction and/or give me a sample code for a single object that gets thrown into the screen with a direction.

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  • Where to store front-end data for "object calculator"

    - by Justin Grahn
    I recently have completed a language library that acts as a giant filter for food items, and flows a bit like this :Products -> Recipes -> MenuItems -> Meals and finally, upon submission, creates an Order. I have also completed a database structure that stores all the pertinent information to each class, and seems to fit my needs. The issue I'm having is linking the two. I imagined all of the information being local to each instance of the product, where there exists one backend user who edits and manipulates data, and multiple front end users who select their Meal(s) to create an Order. Ideally, all of the front end users would have all of this information stored locally within the library, and would update the library on startup from a database. How should I go about storing the data so that I can load it into the library every time the user opens the application? Do I package a database onboard and just load and populate every time? The only method I can currently conceive of doing this, even if I only have 500 possible Product objects, would require me to foreach the list for every Product that I need to match to a Recipe and so on and so forth every time I relaunch the program, which seems like a lot of wasteful loading. Here is a general flow of my architecture: Products: public class Product : IPortionable { public Product(string n, uint pNumber = 0) { name = n; productNumber = pNumber; } public string name { get; set; } public uint productNumber { get; set; } } Recipes: public Recipe(string n, decimal yieldAmt, Volume.Unit unit) { name = n; yield = new Volume(yieldAmt, unit); yield.ConvertUnit(); } /// <summary> /// Creates a new ingredient object /// </summary> /// <param name="n">Name</param> /// <param name="yieldAmt">Recipe Yield</param> /// <param name="unit">Unit of Yield</param> public Recipe(string n, decimal yieldAmt, Weight.Unit unit) { name = n; yield = new Weight(yieldAmt, unit); } public Recipe(Recipe r) { name = r.name; yield = r.yield; ingredients = r.ingredients; } public string name { get; set; } public IMeasure yield; public Dictionary<IPortionable, IMeasure> ingredients = new Dictionary<IPortionable,IMeasure>(); MenuItems: public abstract class MenuItem : IScalable { public static string title = null; public string name { get; set; } public decimal maxPortionSize { get; set; } public decimal minPortionSize { get; set; } public Dictionary<IPortionable, IMeasure> ingredients = new Dictionary<IPortionable, IMeasure>(); and Meal: public class Meal { public Meal(int guests) { guestCount = guests; } public int guestCount { get; private set; } //TODO: Make a new MainCourse class that holds pasta and Entree public Dictionary<string, int> counts = new Dictionary<string, int>(){ {MainCourse.title, 0}, {Side.title , 0}, {Appetizer.title, 0} }; public List<MenuItem> items = new List<MenuItem>(); The Database just stores and links each of these basic names and amounts together usings ID's (RecipeID, ProductID and MenuItemID)

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  • Rotating 2D Object

    - by Vico Pelaez
    Well I am trying to learn openGL and want to make a triangle move one unit (0.1) everytime I press one of the keyboard arrows. However i want the triangle to turn first pointing the direction where i will move one unit. So if my triangle is pointing up and I press right the it should point right first and then move one unit in the x axis. I have implemented the code to move the object one unit in any direction, however I can not get it to turn pointing to the direction it is going. The initial position of the Triangle is pointing up. #define LENGTH 0.05 float posX = -0.5, posY = -0.5, posZ = 0; float inX = 0.0 ,inY = 0.0 ,inZ = 0.0; // what values???? void rect(){ glMatrixMode(GL_PROJECTION); glLoadIdentity(); glPushMatrix(); glTranslatef(posX,posY,posZ); glRotatef(rotate, inX, inY, inZ); glBegin(GL_TRIANGLES); glColor3f(0.0, 0.0, 1.0); glVertex2f(-LENGTH,-LENGTH); glVertex2f(LENGTH-LENGTH, LENGTH); glVertex2f(LENGTH, -LENGTH); glEnd(); glPopMatrix(); } void display(){ //Clear Window glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); rect(); glFlush(); } void init(){ glClearColor(0.0, 0.0, 0.0, 0.0); glColor3f(1.0, 1.0, 1.0); } float move_unit = 0.01; bool change = false; void keyboardown(int key, int x, int y) { switch (key){ case GLUT_KEY_UP: if(rotate = 0) posY += move_unit; else{ inX = 1.0; rotate = 0; } break; case GLUT_KEY_RIGHT: if(rotate = -90) posX += move_unit; else{ inX = 1.0; // is this value ok?? rotate -= 90; } break; case GLUT_KEY_LEFT: if(rotate = 90) posX -= move_unit; else{ inX = 1.0; // is this value ok??? rotate += 90; } break; case GLUT_KEY_DOWN: if(rotate = 180) posY -= move_unit; else{ inX = 1.0; rotate += 180; } break; case 27: // Escape button exit(0); break; default: break; } glutPostRedisplay(); } int main(int argc, char** argv){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(500,500); glutInitWindowPosition(0, 0); glutCreateWindow("Triangle turn"); glutSpecialFunc(keyboardown); glutDisplayFunc(display); init(); glutMainLoop()

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  • ViewFliper in layout

    - by Surabhi Kale
    i am doing one application in android but i have one problem in layout file i am doing by viewFliper here is code <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" > <TextView android:id="@+id/Quesiontext" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentLeft="true" android:layout_alignParentTop="true" android:layout_marginTop="44dp" android:text="@string/Question" android:textSize="18sp" /> <RadioGroup android:id="@+id/radioGroupOptions" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentLeft="true" android:layout_below="@+id/Quesiontext" android:layout_marginTop="30dp" > <RadioButton android:id="@+id/optionOne" android:layout_width="wrap_content" android:layout_height="wrap_content" android:checked="false" android:text="@string/option1" /> <RadioButton android:id="@+id/optionTwo" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="@string/option2" /> <RadioButton android:id="@+id/optionthree" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="@string/option3" /> <RadioButton android:id="@+id/optionFour" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="@string/option4" /> </RadioGroup> <TextView android:id="@+id/corrertView" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentRight="true" android:layout_below="@+id/radioGroupOptions" android:layout_marginRight="48dp" android:text="@string/correct" /> <Button android:id="@+id/btnNext" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignLeft="@+id/corrertView" android:layout_below="@+id/corrertView" android:layout_marginTop="42dp" android:text="@string/Next" android:textSize="16sp" /> <Button android:id="@+id/Btnpervious" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignBaseline="@+id/btnNext" android:layout_alignBottom="@+id/btnNext" android:layout_alignParentLeft="true" android:text="@string/Pervious" android:textSize="16sp" /> <RelativeLayout android:id="@id/layout"//error android:layout_width="match_parent" android:layout_height="match_parent"> <ViewFlipper android:id="@+id/ViewFlipper01" android:layout_width="wrap_content" android:layout_height="wrap_content" > </RelativeLayout> </RelativeLayout> i didnt get it that how i put another button into ViewFliper ..its confusion and generating error...

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  • Html layout with <DIV> work on html editor but not on brownser

    - by DomingoSL
    Hello, i made this layout: <div id="todo" align="center" > <form method="post"> <div id="cabeza" style="width:850px;height:100px"> </div> <div id="contenido" style="width:420px;height:220px;background-image: url(IMG/cuadrologin.png); margin-top: 1px" > <div id="usuario" style="width:348px; height:35px; margin-top: 58px"> <input name="username" type="text" style="width: 250px; height: 30px;background-color: transparent;border: 0px solid #000000;font-size:x-large;color: #222; font-family: 'Trebuchet MS', 'Lucida Sans Unicode', 'Lucida Grande', 'Lucida Sans', Arial, sans-serif; font-weight: bold;" size="299" /> </div> <div id="clave" style="width:348px; height:35px; margin-top: 22px"> <input name="clave" type="text" style="width: 250px; height: 30px;background-color: transparent;border: 0px solid #000000;font-size:x-large;color: #222; font-family: 'Trebuchet MS', 'Lucida Sans Unicode', 'Lucida Grande', 'Lucida Sans', Arial, sans-serif; font-weight: bold;" size="299" /> </div> </div> </form> </div> And in my html editor looks just fine: But when i see it on the browser (Chrome & Firefox) looks like this: Im very new to layout with tag, any idea of what im making worng?

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  • 3 columns layout, want middle column to stretch wider when column 1 and 3 are empty

    - by Blankman
    I have a 3 column layout using table-less design. <div id="main"> <div id="left"></div> <div id="content"></div> <div id="right"></div> </div> The CSS: #left {width: 200px;float:left;display:inline;} #content {width: 600px;float:left;display:inline;padding: 0 10px;} #right {width: 160px;float:left;display:inline;} I am using a web application, and I can't change the layout. By can't change, I mean the div's with left/content/right cannot be removed. On some pages, both the left and right columns are completely empty. And I want the #content div to expand more than the 600px. is this possible, without altering the HTML? What are my options? Thanks allot!

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  • jQuery and XHTML layout problems in ie7

    - by abysslogic
    Hi there, I am back again with more layout problems on my up and coming website. I am able to achieve the proper animation, positioning and results with my layout / splash on every modern browser (excluding ie7 or older). I have an image in the center of the page, that is text-align: center'd, and pushed to a vertical center by having a div (#SPLASH_HEAD) set to 50% on the top half of the page. The loading animation changes the height of #SPLASH_HEAD to 0px, to drag the image to the top (and then do other things). In ie7 (or compatability mode), it appears that there is an error in jquery-1.4.2.min.js, line 116 char 165 (which I dont think has anything to do with the actual jQuery file itself). The splash is not centered either vertically (#SPLASH_HEAD does not register at 50% of window height) and is not centered properly with margin-left. Also, none of the other elements are hidden properly (with .hide()) as ie7 does not appear to be loading all of my jQuery / javascript. heres a link: www.voidsync.com/test (it would be easier to view the source on there) thanks!

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  • d3.js force layout increase linkDistance

    - by user1159833
    How to increase linkDistance without affecting the node alignment, example: http://mbostock.github.com/d3/talk/20110921/force.html when I try to increase the circle radius and linkDistance the it collapse <script type="text/javascript"> var w = 1280, h = 800, z = d3.scale.category20c(); var force = d3.layout.force() .size([w, h]); var svg = d3.select("#chart").append("svg:svg") .attr("width", w) .attr("height", h); svg.append("svg:rect") .attr("width", w) .attr("height", h); d3.json("flare.json", function(root) { var nodes = flatten(root), links = d3.layout.tree().links(nodes); force .nodes(nodes) .links(links) .start(); var link = svg.selectAll("line") .data(links) .enter().insert("svg:line") .style("stroke", "#999") .style("stroke-width", "1px"); var node = svg.selectAll("circle.node") .data(nodes) .enter().append("svg:circle") .attr("r", 4.5) .style("fill", function(d) { return z(d.parent && d.parent.name); }) .style("stroke", "#000") .call(force.drag); force.on("tick", function(e) { link.attr("x1", function(d) { return d.source.x; }) .attr("y1", function(d) { return d.source.y; }) .attr("x2", function(d) { return d.target.x; }) .attr("y2", function(d) { return d.target.y; }); node.attr("cx", function(d) { return d.x; }) .attr("cy", function(d) { return d.y; }); }); }); function flatten(root) { var nodes = []; function recurse(node, depth) { if (node.children) { node.children.forEach(function(child) { child.parent = node; recurse(child, depth + 1); }); } node.depth = depth; nodes.push(node); } recurse(root, 1); return nodes; } </script>

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  • form layout in drupal from a module

    - by EricP
    I created my own module called "cssswitch". I'm trying to create my own html layout to display the admin form portion of the module. I understand how to use the hook_form_alter() to modify form elements, but I need to create the entire form layout to make some fields appear next to each other. It seems I need something like the way I have the frontend view of the node displayed with theme_cssswitch_display(), but for the admin part of the node. function cssswitch_form_alter(&$form, $form_state, $form_id) { switch($form_id) { case 'cssswitch_node_form': $form['hour_start']['#prefix'] = '<div class="start-box">'; $form['ampm_start']['#suffix'] = '</div>'; $form['ampm_start']['#attributes'] = array("style" => "border-width:2px;"); break; } } function cssswitch_theme() { return array( 'cssswitch_display' => array( 'arguments' => array('node'), ), ); } // to display the view of the node function theme_cssswitch_display($node) { $output = '<div class="cssswitch-cssfilename">Filename: '. check_plain($node->cssfilename). '</div>'; $output .= '<div class="cssswitch-time_start">Start: '. check_plain($node->hour_start). ':'.check_plain($node->minute_start).' '.check_plain($node->ampm_start).'</div>'; $output .= '<div class="cssswitch-time_end">End: '. check_plain($node->hour_end). ':'.check_plain($node->minute_end).' '.check_plain($node->ampm_end).'</div>'; return $output; } thanks for any help

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  • Bootstarap: want to trigger some costum events on layout change

    - by DS_web_developer
    So, there are some events in my app that changes layout on my page (re-position of the elements)... mostly is done by bootstrap collapsing and fading (tabs, collapsibles, accordions)... I would like to fire an event whenever a change is about to happen and another when the change is done.. right now I came out with something like that $('.collapse').on("shown hidden", function(){ jQuery(myAPP).trigger("layoutchanged"); }); $('.collapse').on("show hide", function(){ jQuery(myAPP).trigger("layoutchanging"); }); and then... jQuery(myAPP).on("layoutchanging", function(e){ log("Start changing"); }); jQuery(myAPP).on("layoutchanged", function(e){ log("Layout changed"); }); it works for collapse and accordions OK. but on tabs, where the markup is like this: <ul class="nav nav-tabs can_deactivate"> <li><a href="#tab_1" data-toggle="tab">Open Tab 1</a></li> <li><a href="#tab_2" data-toggle="tab">Open Tab 2</a></li> </ul> <div class="tab-content"> <div class="tab-pane fade" id="tab_1"> Lorem ipsum </div> <div class="tab-pane fade" id="tab_2"> Lorem ipsum </div> </div> Works only on show, but not on hide... what can I do? JS FIDDLE: http://jsfiddle.net/KL7Af/

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  • Boost link error when using "--layout=system" on VS2005

    - by Kevin
    I'm new to boost, and thought I'd try it out with some realistic deployment scenarios for the .dlls, so I used the following command to compile/install the libraries: .\bjam install --layout=system variant=debug runtime-link=shared link=shared --with-date_time --with-thread --with-regex --with-filesystem --includedir=<my include directory> --libdir=<my bin directory> > installlog.txt That seemed to work, but my simple program (taken right from the "Getting Started" page) fails: #include <boost/regex.hpp> #include <iostream> #include <string> // Place your functions after this line int main() { std::string line; boost::regex pat( "^Subject: (Re: |Aw: )*(.*)" ); while (std::cin) { std::getline(std::cin, line); boost::smatch matches; if (boost::regex_match(line, matches, pat)) std::cout << matches[2] << std::endl; } } This fails with the following linker error: fatal error LNK1104: cannot open file 'libboost_regex-vc80-mt-1_42.lib' I'm sure that both the .lib and the .dlls are in that directory, and named how I want them to be (ie: boost_regex.lib, etc, all unversioned, as the --layout=system says). So why is it looking for the versioned type of it? And how do I get it to look for the unversioned type of the library? I've tried this with more "normal" options, such as below: .\bjam stage --build-type=complete --with-date_time --with-thread --with-filesystem --with-regex > mybuildlog.txt And that works fine. I made sure my compiler saw the "stage\lib" directory, and it compiled and ran fine with nothing beyond having the environment looking into the right lib directory. But when I took those "testing" directories away, and wanted to use these others (unversioned), then it failed. I'm under VS2005 here on XP. Any ideas?

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  • How to make HTML layout whitespace-agnostic?

    - by ssg
    If you have consecutive inline-blocks white-space becomes significant. It adds some level of space between elements. What's the "correct" way of avoiding whitespace effect to HTML layout if you want those blocks to look stuck to each other? Example: <span>a</span> <span>b</span> This renders differently than: <span>a</span><span>b</span> because of the space inbetween. I want whitespace-effect to go away without compromising HTML source code layout. I want my HTML templates to stay clean and well-indented. I think these options are ugly: 1) Tweaking text-indent, margin, padding etc. (Because it would be dependent on font-size, default white-space width etc) 2) Putting everything on a single line, next to each other. 3) Zero font-size. That would require overriding font-size in blocks, which would otherwise be inherited. 4) Possible document-wide solutions. I want the solution to stay local for a certain block of HTML. Any ideas, any obvious points which I'm missing?

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  • HTML dynamic tags insert looks different compared to static layout

    - by Andrew Florko
    I program HTML interface with jquery. There is editable list of publications on the page and user can click any publication to edit details. Popup window appears with data and there is list of authors embedded into details form. There are edit/delete buttons against every of them + "add new author" button. User manipulates authors without page reload. When I insert a new author there are new edit/delete buttons created dynamically & embedded into page. I insert tags like this: <td class="author-actions"> <img onclick='edit(id)' .../> <img onclick='delete(id)' .../> </td> Just the same html-layout that is sent from web-server when popup window appears. But somehow it looks different. There is extraspace between images though firebug demonstrates the same css attributes applied. If I select with mouse inserted layout with IE, somehow it can reorder and become the same-looklike as the those, send by web-server. What can it be?

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  • Can't get Dialog hosting a WebView to layout properly

    - by user246114
    Hi, I'm trying to host a webview on a dialog, without a titlebar, but I'm getting odd layout results. Example test: @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); WindowManager wm = (WindowManager)getContext().getSystemService(Context.WINDOW_SERVICE); Display display = wm.getDefaultDisplay(); LinearLayout ll = new LinearLayout(getContext()); ll.setOrientation(LinearLayout.VERTICAL); ll.setLayoutParams(new LayoutParams( LinearLayout.LayoutParams.FILL_PARENT, LinearLayout.LayoutParams.FILL_PARENT)); ll.setMinimumWidth(display.getWidth() - 10); ll.setMinimumHeight(display.getHeight() - 10); WebView wv = new WebView(getContext()); wv.setLayoutParams(new LayoutParams( LinearLayout.LayoutParams.FILL_PARENT, LinearLayout.LayoutParams.FILL_PARENT)); wv.getSettings().setJavaScriptEnabled(true); ll.addView(mWebView); setContentView(ll, new LinearLayout.LayoutParams( LinearLayout.LayoutParams.FILL_PARENT, LinearLayout.LayoutParams.FILL_PARENT)); } the dialog is inflated at startup, but the webview is not visible. If I rotate the device, it becomes visible, and fills the whole parent layout as requested. What is the right way to do this? I simply want a dialog which occupies most of the device screen, and has a WebView on it which fills the entire space. Thanks

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  • How can I layout a sidebar or pullquote?

    - by Rich
    I have 4 divs in a fixed width layout: a, b, c, and d, and they are ordered in the html like this: <div id="a"> </div> <div id="b"> </div> <div id="c"> </div> <div id="d"> </div> Using CSS, I want them to be laid out with divs a, b, and d in a vertical column, and div c to the right of and top-aligned with div b, like this: aaa aaa aaa bbbccc bbbccc bbbccc ddd ddd ddd I need this layout to work even though the divs contain unknown content, and so could be of varying length: aaa aaa aaa bbbccc bbbccc dddccc dddccc ddd or: aaa aaa aaa bbbccc bbb bbb ddd ddd ddd or even (if possible): aaa aaa bbbccc dddccc eeeccc eee I can't simply float div c to the right and then move it up, because, without using Javascript, I don't know the height of div b, and so don't know how much to move it up by. Is this possible in HTML and CSS, without reordering the divs?

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  • Creating Linear Layout with TextViews using a for loop

    - by cad8
    Hi all, I was wondering if there is a way to dynamically create an additional linear layout with a textview within a predefined liner layout. THis is my code so you get the gist of what I am asking: LinearLayout MainLL= (LinearLayout) findViewById(R.id.myLayoutId); for(int i=0; i<5; i++) { LinearLayout childLL= new LinearLayout(this); childLL.setOrientation(LinearLayout.VERTICAL); childLL.setLayoutParams(new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT)); childLL.setGravity(Gravity.LEFT); TextView text = new TextView(this); text.setText("The Value of i is :"i); text.setTextSize(12); text.setGravity(Gravity.LEFT); text.setLayoutParams(new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.WRAP_CONTENT)); childLL.addView(text); MainLL.addView(childLL); } My problem is that I am only getting "The Value of i is :0" as the output, i.e. the first instance. Any help would be much appreciated

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  • Trying to implement fling events on an object

    - by Adam Short
    I have a game object, well a bitmap, which I'd like to "fling". I'm struggling to get it to fling ontouchlistener due to it being a bitmap and not sure how to proceed and I'm struggling to find the resources to help. Here's my code so far: https://github.com/addrum/Shapes GameActivity class: package com.main.shapes; import android.app.Activity; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.os.Bundle; import android.view.GestureDetector; import android.view.MotionEvent; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.view.View.OnTouchListener; import android.view.Window; public class GameActivity extends Activity { private GestureDetector gestureDetector; View view; Bitmap ball; float x, y; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); //Remove title bar this.requestWindowFeature(Window.FEATURE_NO_TITLE); view = new View(this); ball = BitmapFactory.decodeResource(getResources(), R.drawable.ball); gestureDetector = new GestureDetector(this, new GestureListener()); x = 0; y = 0; setContentView(view); ball.setOnTouchListener(new OnTouchListener() { @Override public boolean onTouch(android.view.View v, MotionEvent event) { // TODO Auto-generated method stub return false; } }); } @Override protected void onPause() { super.onPause(); view.pause(); } @Override protected void onResume() { super.onResume(); view.resume(); } public class View extends SurfaceView implements Runnable { Thread thread = null; SurfaceHolder holder; boolean canRun = false; public View(Context context) { super(context); holder = getHolder(); } public void run() { while (canRun) { if (!holder.getSurface().isValid()) { continue; } Canvas c = holder.lockCanvas(); c.drawARGB(255, 255, 255, 255); c.drawBitmap(ball, x - (ball.getWidth() / 2), y - (ball.getHeight() / 2), null); holder.unlockCanvasAndPost(c); } } public void pause() { canRun = false; while (true) { try { thread.join(); } catch (InterruptedException e) { e.printStackTrace(); } break; } thread = null; } public void resume() { canRun = true; thread = new Thread(this); thread.start(); } } } GestureListener class: package com.main.shapes; import android.view.GestureDetector.SimpleOnGestureListener; import android.view.MotionEvent; public class GestureListener extends SimpleOnGestureListener { private static final int SWIPE_MIN_DISTANCE = 120; private static final int SWIPE_THRESHOLD_VELOCITY = 200; @Override public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) { if (e1.getX() - e2.getX() > SWIPE_MIN_DISTANCE && Math.abs(velocityX) > SWIPE_THRESHOLD_VELOCITY) { //From Right to Left return true; } else if (e2.getX() - e1.getX() > SWIPE_MIN_DISTANCE && Math.abs(velocityX) > SWIPE_THRESHOLD_VELOCITY) { //From Left to Right return true; } if (e1.getY() - e2.getY() > SWIPE_MIN_DISTANCE && Math.abs(velocityY) > SWIPE_THRESHOLD_VELOCITY) { //From Bottom to Top return true; } else if (e2.getY() - e1.getY() > SWIPE_MIN_DISTANCE && Math.abs(velocityY) > SWIPE_THRESHOLD_VELOCITY) { //From Top to Bottom return true; } return false; } @Override public boolean onDown(MotionEvent e) { //always return true since all gestures always begin with onDown and<br> //if this returns false, the framework won't try to pick up onFling for example. return true; } }

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  • LinearLayout not expanding inside a ScrollView

    - by Felix
    I have a LinearLayout inside a ScrollView that has android:layout_height="fill_parent", but it doesn't expand to the full height of the ScrollView. My layout looks something like: level layout layout_width layout_height 1 LinearLayout fill_parent fill_parent 2 LinearLayout fill_parent wrap_content 3 (some irrelevant stuff) 2 ScrollView fill_parent fill_parent <-- this expands full height 3 LinearLayout fill_parent fill_parent <-- this does not (has orientation=vertical) (following stuff probably are irrelevant, but just to be sure:) 4 TextView fill_parent fill_parent 4 LinearLayout fill_parent wrap_content I can see that the LinearLayout doesn't expand the full height of the ScrollView because in Eclipse in Android Layout Editor, if I select the ScrollView (in the Outline panel) it is highlighted with a red border that fills the screen to the bottom but when I select the LinearLayout its highlight doesn't expand to the bottom of the screen. How can I get it to do so? The effect I'm trying to achieve is to have some text and a button below it (inside the LinearLayout in level 4 there's just a button). The text can be big enough to need a scrollbar, in which case I want the user to have to scroll down in order to see the button. In case the text is not big enough for a scroll bar, I want the LinearLayout containing the button to stick to the bottom of the screen.

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  • imageview weights in linearlayout

    - by Metalex
    I have this layout: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="match_parent" android:layout_height="wrap_content" android:gravity="center_vertical" android:orientation="horizontal" android:minWidth="100dp" > <TextView android:id="@+id/txt_what_way" android:layout_height="wrap_content" android:layout_width="0dp" android:layout_weight="4" android:textAppearance="?android:attr/textAppearanceMedium" /> <LinearLayout android:layout_height="wrap_content" android:layout_width="0dp" android:layout_weight="3"> <ImageView android:layout_width="20dp" android:layout_height="20dp" android:scaleType="fitCenter" android:src="@drawable/ic_launcher"/> </LinearLayout> <LinearLayout android:layout_height="wrap_content" android:layout_width="0dp" android:layout_weight="3"> <ImageView android:layout_width="20dp" android:layout_height="20dp" android:scaleType="fitCenter" android:src="@drawable/ic_launcher"/> </LinearLayout> </LinearLayout> I want that it looks like: TextView - 40% of width, Layout with ImageView - 30% of widht, Layout with ImageView - 30% of width. But the output is: TextViewImageViewImageView----------------free space---------------------------------- Thanks for your help! -- EDITED Done it in programmatic way

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  • How do I make Views fill the full width of their parent in my Android app?

    - by Omega
    I have the following layout defined for one of my Activities: <?xml version="1.0" encoding="utf-8"?> <TableLayout android:id="@+id/TableLayout01" android:layout_width="fill_parent" android:layout_height="fill_parent" xmlns:android="http://schemas.android.com/apk/res/android"> <TableRow android:id="@+id/TableRow01" android:layout_height="wrap_content" android:layout_width="fill_parent"> <EditText android:text="Resource Name" android:id="@+id/ResourceName" android:lines="1" android:isScrollContainer="false"></EditText> </TableRow> <TableRow android:id="@+id/TableRow02" android:layout_height="wrap_content" android:layout_width="fill_parent"> <Button android:id="@+id/Tile" android:text="Tile"></Button> </TableRow> </TableLayout> The layout renders almost correctly, the only problem is that my text box and my button aren't occupying the full width of their respective rows. I've tried specifying fill_parent for the layout width properties, but to no avail, they still only occupy roughly half of the screen. Documentation overall for Android so far has been great, but there are a few scenarios like this one where I hit an invisible wall! Thanks for all the help!

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  • Popup window size in android

    - by Bostjan
    I'm creating a popup window in a listactivity in the event onListItemClick. LayoutInflater inflater = (LayoutInflater) this.getSystemService(Context.LAYOUT_INFLATER_SERVICE); View pop = inflater.inflate(R.layout.popupcontact, null, false); ImageView atnot = (ImageView)pop.findViewById(R.id.aNot); height = pop.getMeasuredHeight(); width = pop.getMeasuredWidth(); Log.e("pw","height: "+String.valueOf(height)+", width: "+String.valueOf(width)); atnot.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { pw.dismiss(); } }); pw = new PopupWindow(pop, width, height, true); // The code below assumes that the root container has an id called 'main' //pw.showAtLocation(v, Gravity.CENTER, 0, 0); pw.showAsDropDown(v, 10, 5); Now, the height and width variables were supposed to be height and width of the layout used for the popup window (popupcontact). But they return 0. I guess that is because the layout isn't rendered yet. Does anyone have a clue, how can I control the size of the popup window without needing to use absolute pixel numbers?

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  • Adjust width of td to make make row widths even

    - by user1729886
    I am trying to produce a table with a different number of cells in each row. The first row is a header row (every other row contains cells). This header is the width of the table. The second row has 2 cells in it... the third has 1 cell... the fourth has 4 cells... the fifth and final row has 3 cells. I want the table set up so that the rows span the full width of the table. If the table is 1000px... The header would be 1000px wide the cells in the 2nd row would be 500px EACH the cell in the 3rd row would be 1000px the cells in the 4th row would be 250px EACH and the cells in the 5th row would be 333px, 334px, and 333px each (left-to-right) I figured out I could use colspan for the first 4 rows, but the 5th (with 3 cells) would require a non-integer value. The cells in the 5th row won't expand beyond their column without colspan that I can tell... trying the width:## CSS code inside a div tag for each cell inside the td tag creating a class or classes that define the cell widths id-ing each cell, with or without a div tag, and defining widths individually and adjuting the table-layout: option After several days, I'm now at my rope's end. The only thing I can come up with is deliberately tripling the number of cells in each row so that colspan would be all integer values. That sounds inconvenient and unreasonably difficult to format the table the way I'd like. It's a table of Batman movies for a website -- a practice website I'm building, in order to learn HTML/CSS. I've been working on-and-off with HTML for several months, and CSS for a few weeks. PS: It is not being used for layout, I am simply trying to adjust the layout of the table itself.

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  • CSS 100 percent height body and element

    - by Tim
    I am having an issue making one of my elements 100% within an overall layout that is 100%. I have tried different positioning solutions and I either end up with hidden content the floats behind the footer at the bottom, or the content ends up going behind the footer, and carrys on after the footer. Here is what I have for the page layout. <!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" lang="en-US"> <head> <style> *{margin:0} html,body{margin:0; padding:0; height:100%} .wrapper{position:relative; margin:0 auto -200px; height:auto !important; height:100%; min-height:100%} .container{width:930px; margin:0 auto; text-align:left} .right{float:right; width:680px; background:#FFF; margin:60px 10px 0 0; padding:0} .left{float:left; width:240px} .content{padding:10px} .footer{position:absolute; width:100%} .footer,.push{height:200px} </style> </head> <body> <div class="wrapper"> left content footer </div> </body> </html> The layout for the page being 100% height and footer at the bottom works it just the div with the class name content that I would like to be 100% as well and push the footer further down if the content reaches the footer and not disappear. Any help most appreciated. http://img686.imageshack.us/img686/7725/screenshotbj.png

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  • Collide with rotation of the object

    - by Lahiru
    I'm developing a mirror for lazer beam(Ball sprite). There I'm trying to redirect the laze beam according to the ration degree of the mirror(Rectangle). How can I collide the ball to the correct angle if the colliding object is with some angle(45 deg) rather than colliding back. here is an screen shot of my work here is my code using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace collision { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D ballTexture; Rectangle ballBounds; Vector2 ballPosition; Vector2 ballVelocity; float ballSpeed = 30f; Texture2D blockTexture; Rectangle blockBounds; Vector2 blockPosition; private Vector2 origin; KeyboardState keyboardState; //Font SpriteFont Font1; Vector2 FontPos; private String displayText; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height * 0.25f); blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height /2); ballVelocity = new Vector2(0, 1); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ballTexture = Content.Load<Texture2D>("ball"); blockTexture = Content.Load<Texture2D>("mirror"); //create rectangles based off the size of the textures ballBounds = new Rectangle((int)(ballPosition.X - ballTexture.Width / 2), (int)(ballPosition.Y - ballTexture.Height / 2), ballTexture.Width, ballTexture.Height); blockBounds = new Rectangle((int)(blockPosition.X - blockTexture.Width / 2), (int)(blockPosition.Y - blockTexture.Height / 2), blockTexture.Width, blockTexture.Height); origin.X = blockTexture.Width / 2; origin.Y = blockTexture.Height / 2; // TODO: use this.Content to load your game content here Font1 = Content.Load<SpriteFont>("SpriteFont1"); FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width - 100, 20); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// private float RotationAngle; float circle = MathHelper.Pi * 2; float angle; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here //check for collision between the ball and the block, or if the ball is outside the bounds of the screen if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBounds)) { //we have a simple collision! //if it has hit, swap the direction of the ball, and update it's position ballVelocity = -ballVelocity; ballPosition += ballVelocity * ballSpeed; } else { //move the ball a bit ballPosition += ballVelocity * ballSpeed; } //update bounding boxes ballBounds.X = (int)ballPosition.X; ballBounds.Y = (int)ballPosition.Y; blockBounds.X = (int)blockPosition.X; blockBounds.Y = (int)blockPosition.Y; keyboardState = Keyboard.GetState(); float val = 1.568017f/90; if (keyboardState.IsKeyDown(Keys.Space)) RotationAngle = RotationAngle + (float)Math.PI; if (keyboardState.IsKeyDown(Keys.Left)) RotationAngle = RotationAngle - val; angle = (float)Math.PI / 4.0f; // 90 degrees RotationAngle = angle; // RotationAngle = RotationAngle % circle; displayText = RotationAngle.ToString(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); // Find the center of the string Vector2 FontOrigin = Font1.MeasureString(displayText) / 2; spriteBatch.DrawString(Font1, displayText, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); spriteBatch.Draw(ballTexture, ballPosition, Color.White); spriteBatch.Draw(blockTexture, blockPosition,null, Color.White, RotationAngle,origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } } }

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  • SQL Server script commands to check if object exists and drop it

    - by deadlydog
    Over the past couple years I’ve been keeping track of common SQL Server script commands that I use so I don’t have to constantly Google them.  Most of them are how to check if a SQL object exists before dropping it.  I thought others might find these useful to have them all in one place, so here you go: 1: --=============================== 2: -- Create a new table and add keys and constraints 3: --=============================== 4: IF NOT EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'TableName' AND TABLE_SCHEMA='dbo') 5: BEGIN 6: CREATE TABLE [dbo].[TableName] 7: ( 8: [ColumnName1] INT NOT NULL, -- To have a field auto-increment add IDENTITY(1,1) 9: [ColumnName2] INT NULL, 10: [ColumnName3] VARCHAR(30) NOT NULL DEFAULT('') 11: ) 12: 13: -- Add the table's primary key 14: ALTER TABLE [dbo].[TableName] ADD CONSTRAINT [PK_TableName] PRIMARY KEY NONCLUSTERED 15: ( 16: [ColumnName1], 17: [ColumnName2] 18: ) 19: 20: -- Add a foreign key constraint 21: ALTER TABLE [dbo].[TableName] WITH CHECK ADD CONSTRAINT [FK_Name] FOREIGN KEY 22: ( 23: [ColumnName1], 24: [ColumnName2] 25: ) 26: REFERENCES [dbo].[Table2Name] 27: ( 28: [OtherColumnName1], 29: [OtherColumnName2] 30: ) 31: 32: -- Add indexes on columns that are often used for retrieval 33: CREATE INDEX IN_ColumnNames ON [dbo].[TableName] 34: ( 35: [ColumnName2], 36: [ColumnName3] 37: ) 38: 39: -- Add a check constraint 40: ALTER TABLE [dbo].[TableName] WITH CHECK ADD CONSTRAINT [CH_Name] CHECK (([ColumnName] >= 0.0000)) 41: END 42: 43: --=============================== 44: -- Add a new column to an existing table 45: --=============================== 46: IF NOT EXISTS (SELECT * FROM INFORMATION_SCHEMA.COLUMNS where TABLE_SCHEMA='dbo' 47: AND TABLE_NAME = 'TableName' AND COLUMN_NAME = 'ColumnName') 48: BEGIN 49: ALTER TABLE [dbo].[TableName] ADD [ColumnName] INT NOT NULL DEFAULT(0) 50: 51: -- Add a description extended property to the column to specify what its purpose is. 52: EXEC sys.sp_addextendedproperty @name=N'MS_Description', 53: @value = N'Add column comments here, describing what this column is for.' , 54: @level0type=N'SCHEMA',@level0name=N'dbo', @level1type=N'TABLE', 55: @level1name = N'TableName', @level2type=N'COLUMN', 56: @level2name = N'ColumnName' 57: END 58: 59: --=============================== 60: -- Drop a table 61: --=============================== 62: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'TableName' AND TABLE_SCHEMA='dbo') 63: BEGIN 64: DROP TABLE [dbo].[TableName] 65: END 66: 67: --=============================== 68: -- Drop a view 69: --=============================== 70: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.VIEWS WHERE TABLE_NAME = 'ViewName' AND TABLE_SCHEMA='dbo') 71: BEGIN 72: DROP VIEW [dbo].[ViewName] 73: END 74: 75: --=============================== 76: -- Drop a column 77: --=============================== 78: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.COLUMNS where TABLE_SCHEMA='dbo' 79: AND TABLE_NAME = 'TableName' AND COLUMN_NAME = 'ColumnName') 80: BEGIN 81: 82: -- If the column has an extended property, drop it first. 83: IF EXISTS (SELECT * FROM sys.fn_listExtendedProperty(N'MS_Description', N'SCHEMA', N'dbo', N'Table', 84: N'TableName', N'COLUMN', N'ColumnName') 85: BEGIN 86: EXEC sys.sp_dropextendedproperty @name=N'MS_Description', 87: @level0type=N'SCHEMA',@level0name=N'dbo', @level1type=N'TABLE', 88: @level1name = N'TableName', @level2type=N'COLUMN', 89: @level2name = N'ColumnName' 90: END 91: 92: ALTER TABLE [dbo].[TableName] DROP COLUMN [ColumnName] 93: END 94: 95: --=============================== 96: -- Drop Primary key constraint 97: --=============================== 98: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='PRIMARY KEY' AND TABLE_SCHEMA='dbo' 99: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'PK_Name') 100: BEGIN 101: ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [PK_Name] 102: END 103: 104: --=============================== 105: -- Drop Foreign key constraint 106: --=============================== 107: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='FOREIGN KEY' AND TABLE_SCHEMA='dbo' 108: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'FK_Name') 109: BEGIN 110: ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [FK_Name] 111: END 112: 113: --=============================== 114: -- Drop Unique key constraint 115: --=============================== 116: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' 117: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'UNI_Name') 118: BEGIN 119: ALTER TABLE [dbo].[TableNames] DROP CONSTRAINT [UNI_Name] 120: END 121: 122: --=============================== 123: -- Drop Check constraint 124: --=============================== 125: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='CHECK' AND TABLE_SCHEMA='dbo' 126: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'CH_Name') 127: BEGIN 128: ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [CH_Name] 129: END 130: 131: --=============================== 132: -- Drop a column's Default value constraint 133: --=============================== 134: DECLARE @ConstraintName VARCHAR(100) 135: SET @ConstraintName = (SELECT TOP 1 s.name FROM sys.sysobjects s JOIN sys.syscolumns c ON s.parent_obj=c.id 136: WHERE s.xtype='d' AND c.cdefault=s.id 137: AND parent_obj = OBJECT_ID('TableName') AND c.name ='ColumnName') 138: 139: IF @ConstraintName IS NOT NULL 140: BEGIN 141: EXEC ('ALTER TABLE [dbo].[TableName] DROP CONSTRAINT ' + @ConstraintName) 142: END 143: 144: --=============================== 145: -- Example of how to drop dynamically named Unique constraint 146: --=============================== 147: DECLARE @ConstraintName VARCHAR(100) 148: SET @ConstraintName = (SELECT TOP 1 CONSTRAINT_NAME FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS 149: WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' 150: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME LIKE 'FirstPartOfConstraintName%') 151: 152: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' 153: AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = @ConstraintName) 154: BEGIN 155: EXEC ('ALTER TABLE [dbo].[TableName] DROP CONSTRAINT ' + @ConstraintName) 156: END 157: 158: --=============================== 159: -- Check for and drop a temp table 160: --=============================== 161: IF OBJECT_ID('tempdb..#TableName') IS NOT NULL DROP TABLE #TableName 162: 163: --=============================== 164: -- Drop a stored procedure 165: --=============================== 166: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.ROUTINES WHERE ROUTINE_TYPE='PROCEDURE' AND ROUTINE_SCHEMA='dbo' AND 167: ROUTINE_NAME = 'StoredProcedureName') 168: BEGIN 169: DROP PROCEDURE [dbo].[StoredProcedureName] 170: END 171: 172: --=============================== 173: -- Drop a UDF 174: --=============================== 175: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.ROUTINES WHERE ROUTINE_TYPE='FUNCTION' AND ROUTINE_SCHEMA='dbo' AND 176: ROUTINE_NAME = 'UDFName') 177: BEGIN 178: DROP FUNCTION [dbo].[UDFName] 179: END 180: 181: --=============================== 182: -- Drop an Index 183: --=============================== 184: IF EXISTS (SELECT * FROM SYS.INDEXES WHERE name = 'IndexName') 185: BEGIN 186: DROP INDEX TableName.IndexName 187: END 188: 189: --=============================== 190: -- Drop a Schema 191: --=============================== 192: IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.SCHEMATA WHERE SCHEMA_NAME = 'SchemaName') 193: BEGIN 194: EXEC('DROP SCHEMA SchemaName') 195: END And here’s the same code, just not in the little code view window so that you don’t have to scroll it.--=============================== -- Create a new table and add keys and constraints --=============================== IF NOT EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'TableName' AND TABLE_SCHEMA='dbo') BEGIN CREATE TABLE [dbo].[TableName]  ( [ColumnName1] INT NOT NULL, -- To have a field auto-increment add IDENTITY(1,1) [ColumnName2] INT NULL, [ColumnName3] VARCHAR(30) NOT NULL DEFAULT('') ) -- Add the table's primary key ALTER TABLE [dbo].[TableName] ADD CONSTRAINT [PK_TableName] PRIMARY KEY NONCLUSTERED ( [ColumnName1],  [ColumnName2] ) -- Add a foreign key constraint ALTER TABLE [dbo].[TableName] WITH CHECK ADD CONSTRAINT [FK_Name] FOREIGN KEY ( [ColumnName1],  [ColumnName2] ) REFERENCES [dbo].[Table2Name]  ( [OtherColumnName1],  [OtherColumnName2] ) -- Add indexes on columns that are often used for retrieval CREATE INDEX IN_ColumnNames ON [dbo].[TableName] ( [ColumnName2], [ColumnName3] ) -- Add a check constraint ALTER TABLE [dbo].[TableName] WITH CHECK ADD CONSTRAINT [CH_Name] CHECK (([ColumnName] >= 0.0000)) END --=============================== -- Add a new column to an existing table --=============================== IF NOT EXISTS (SELECT * FROM INFORMATION_SCHEMA.COLUMNS where TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND COLUMN_NAME = 'ColumnName') BEGIN ALTER TABLE [dbo].[TableName] ADD [ColumnName] INT NOT NULL DEFAULT(0) -- Add a description extended property to the column to specify what its purpose is. EXEC sys.sp_addextendedproperty @name=N'MS_Description',  @value = N'Add column comments here, describing what this column is for.' ,  @level0type=N'SCHEMA',@level0name=N'dbo', @level1type=N'TABLE', @level1name = N'TableName', @level2type=N'COLUMN', @level2name = N'ColumnName' END --=============================== -- Drop a table --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'TableName' AND TABLE_SCHEMA='dbo') BEGIN DROP TABLE [dbo].[TableName] END --=============================== -- Drop a view --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.VIEWS WHERE TABLE_NAME = 'ViewName' AND TABLE_SCHEMA='dbo') BEGIN DROP VIEW [dbo].[ViewName] END --=============================== -- Drop a column --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.COLUMNS where TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND COLUMN_NAME = 'ColumnName') BEGIN -- If the column has an extended property, drop it first. IF EXISTS (SELECT * FROM sys.fn_listExtendedProperty(N'MS_Description', N'SCHEMA', N'dbo', N'Table', N'TableName', N'COLUMN', N'ColumnName') BEGIN EXEC sys.sp_dropextendedproperty @name=N'MS_Description',  @level0type=N'SCHEMA',@level0name=N'dbo', @level1type=N'TABLE', @level1name = N'TableName', @level2type=N'COLUMN', @level2name = N'ColumnName' END ALTER TABLE [dbo].[TableName] DROP COLUMN [ColumnName] END --=============================== -- Drop Primary key constraint --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='PRIMARY KEY' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'PK_Name') BEGIN ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [PK_Name] END --=============================== -- Drop Foreign key constraint --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='FOREIGN KEY' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'FK_Name') BEGIN ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [FK_Name] END --=============================== -- Drop Unique key constraint --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'UNI_Name') BEGIN ALTER TABLE [dbo].[TableNames] DROP CONSTRAINT [UNI_Name] END --=============================== -- Drop Check constraint --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='CHECK' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = 'CH_Name') BEGIN ALTER TABLE [dbo].[TableName] DROP CONSTRAINT [CH_Name] END --=============================== -- Drop a column's Default value constraint --=============================== DECLARE @ConstraintName VARCHAR(100) SET @ConstraintName = (SELECT TOP 1 s.name FROM sys.sysobjects s JOIN sys.syscolumns c ON s.parent_obj=c.id WHERE s.xtype='d' AND c.cdefault=s.id  AND parent_obj = OBJECT_ID('TableName') AND c.name ='ColumnName') IF @ConstraintName IS NOT NULL BEGIN EXEC ('ALTER TABLE [dbo].[TableName] DROP CONSTRAINT ' + @ConstraintName) END --=============================== -- Example of how to drop dynamically named Unique constraint --=============================== DECLARE @ConstraintName VARCHAR(100) SET @ConstraintName = (SELECT TOP 1 CONSTRAINT_NAME FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS  WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME LIKE 'FirstPartOfConstraintName%') IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.TABLE_CONSTRAINTS WHERE CONSTRAINT_TYPE='UNIQUE' AND TABLE_SCHEMA='dbo' AND TABLE_NAME = 'TableName' AND CONSTRAINT_NAME = @ConstraintName) BEGIN EXEC ('ALTER TABLE [dbo].[TableName] DROP CONSTRAINT ' + @ConstraintName) END --=============================== -- Check for and drop a temp table --=============================== IF OBJECT_ID('tempdb..#TableName') IS NOT NULL DROP TABLE #TableName --=============================== -- Drop a stored procedure --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.ROUTINES WHERE ROUTINE_TYPE='PROCEDURE' AND ROUTINE_SCHEMA='dbo' AND ROUTINE_NAME = 'StoredProcedureName') BEGIN DROP PROCEDURE [dbo].[StoredProcedureName] END --=============================== -- Drop a UDF --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.ROUTINES WHERE ROUTINE_TYPE='FUNCTION' AND ROUTINE_SCHEMA='dbo' AND  ROUTINE_NAME = 'UDFName') BEGIN DROP FUNCTION [dbo].[UDFName] END --=============================== -- Drop an Index --=============================== IF EXISTS (SELECT * FROM SYS.INDEXES WHERE name = 'IndexName') BEGIN DROP INDEX TableName.IndexName END --=============================== -- Drop a Schema --=============================== IF EXISTS (SELECT * FROM INFORMATION_SCHEMA.SCHEMATA WHERE SCHEMA_NAME = 'SchemaName') BEGIN EXEC('DROP SCHEMA SchemaName') END

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