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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • Identity Management Monday at Oracle OpenWorld

    - by Tanu Sood
    What a great start to Oracle OpenWorld! Did you catch Larry Ellison’s keynote last evening? As expected, it was a packed house and the keynote received a tremendous response both from the live audience as well as the online community as evidenced by the frequent spontaneous applause in house and the twitter buzz. Here’s but a sampling of some of the tweets that flowed in: @paulvallee: I freaking love that #oracle has been born again in it's interest in core tech #oow (so good for #pythian) @rwang0: MyPOV: #oracle just leapfrogged the competition on the tech front across the board. All they need is the content delivery network #oow12 @roh1: LJE more astute & engaging this year. Nice announcements this year with 12c the MTDB sounding real good. #oow12 @brooke: Cool to see @larryellison interrupted multiple times by applause from the audience. Great speaker. #OOW And there’s lot more to come this week. Identity Management sessions kick-off today. Here’s a quick preview of what’s in store for you today for Identity Management: CON9405: Trends in Identity Management 10:45 a.m. – 11:45 a.m., Moscone West 3003 Hear directly from subject matter experts from Kaiser Permanente and SuperValu who would share the stage with Amit Jasuja, Senior Vice President, Oracle Identity Management and Security, to discuss how the latest advances in Identity Management that made it in Oracle Identity Management 11g Release 2 are helping customers address emerging requirements for securely enabling cloud, social and mobile environments. CON9492: Simplifying your Identity Management Implementation 3:15 p.m. – 4:15 p.m., Moscone West 3008 Implementation experts from British Telecom, Kaiser Permanente and UPMC participate in a panel to discuss best practices, key strategies and lessons learned based on their own experiences. Attendees will hear first-hand what they can do to streamline and simplify their identity management implementation framework for a quick return-on-investment and maximum efficiency. This session will also explore the architectural simplifications of Oracle Identity Governance 11gR2, focusing on how these enhancements simply deployments. CON9444: Modernized and Complete Access Management 4:45 p.m. – 5:45 p.m., Moscone West 3008 We have come a long way from the days of web single sign-on addressing the core business requirements. Today, as technology and business evolves, organizations are seeking new capabilities like federation, token services, fine grained authorizations, web fraud prevention and strong authentication. This session will explore the emerging requirements for access management, what a complete solution is like, complemented with real-world customer case studies from ETS, Kaiser Permanente and TURKCELL and product demonstrations. HOL10478: Complete Access Management Monday, October 1, 1:45 p.m. – 2:45 p.m., Marriott Marquis - Salon 1/2 And, get your hands on technology today. Register and attend the Hands-On-Lab session that demonstrates Oracle’s complete and scalable access management solution, which includes single sign-on, authorization, federation, and integration with social identity providers. Further, the session shows how to securely extend identity services to mobile applications and devices—all while leveraging a common set of policies and a single instance. Product Demonstrations The latest technology in Identity Management is also being showcased in the Exhibition Hall so do find some time to visit our product demonstrations there. Experts will be at hand to answer any questions. DEMOS LOCATION EXHIBITION HALL HOURS Access Management: Complete and Scalable Access Management Moscone South, Right - S-218 Monday, October 1 9:30 a.m.–6:00 p.m. 9:30 a.m.–10:45 a.m. (Dedicated Hours) Tuesday, October 2 9:45 a.m.–6:00 p.m. 2:15 p.m.–2:45 p.m. (Dedicated Hours) Wednesday, October 3 9:45 a.m.–4:00 p.m. 2:15 p.m.–3:30 p.m. (Dedicated Hours) Access Management: Federating and Leveraging Social Identities Moscone South, Right - S-220 Access Management: Mobile Access Management Moscone South, Right - S-219 Access Management: Real-Time Authorizations Moscone South, Right - S-217 Access Management: Secure SOA and Web Services Security Moscone South, Right - S-223 Identity Governance: Modern Administration and Tooling Moscone South, Right - S-210 Identity Management Monitoring with Oracle Enterprise Manager Moscone South, Right - S-212 Oracle Directory Services Plus: Performant, Cloud-Ready Moscone South, Right - S-222 Oracle Identity Management: Closed-Loop Access Certification Moscone South, Right - S-221 We recommend you keep the Focus on Identity Management document handy. And don’t forget, if you are not on site, you can catch all the keynotes LIVE from the comfort of your desk on YouTube.com/Oracle. Keep the conversation going on @oracleidm. Use #OOW and #IDM and get engaged today. Photo Courtesy: @OracleOpenWorld

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  • SOLVED Install MythTV & 11.10 on Lenovo S12 (Intel atom) with wireless

    - by keepitsimpleengineer
    This is how I installed Ubuntu 11.10 and MythTV client on my Lenovo S12 (Intel Atom) laptop and use it using WiFi (see additional notes at end). I did this because the upgrade from 11.04 bricked the laptop. Note that the partitions on the Lenovo standard disk were already in place for this installation. Also note that my LAN is setup for fixed IP addresses. Downloaded and burned 11.10 x86 Desktop Ubuntu CD Connected the power supply cord, LAN wire and the external DVD USB drive. Ran Windows XP and made sure performance level "Performance" was set and "Wireless" was enabled. Booted S12 from CD Disabled Networking from icon on upper left panel icon Edited Connections… "Wired connection 1" ? Set IP address, accepted default netmask and set gateway. Also set DNS server. Good idea to check "Connection Information" here to verify everything's O.K. Selected Install Ubuntu from the initial "Install" window Verified the three items were checked (required disk space available, plugged into a power source, & connected to the Internet) Selected Download updates while installing and third party software. Hit Continue… At wireless selected don't want to connect…WiFi…now. Continue… At Installation type, selected Something else. Continue… At partition tale, selected the ext4 Linux partition, set the mount point as "/", and marked for formatting. Here I selected the main disk (/sda) for installing the boot manager. Continue… Selected or verified my Time zone. Continue… Selected my keyboard layout. Continue… Filled in the who are you fields. Make sure password is required to sign in is checked. Continue… Chose a picture. Continue… I selected import no accounts. Continue… Wait as the Install creeps along. If your screen goes blank, tap the space bar ? apparently the screen saver/power plan does this. There are several progress bars. The longest was "Installing system", and it was the next to the last one. Installation Complete window appears, Restart Now… Wait as it stops, The screen blanks then the message "…remove…media…close tray…press enter" I just unplugged the USB DVD and hit enter… It was disheartening but the screen turned Ubuntu Purple-beige and nothing happened, so I help down the power key until it shut down, the pressed it again and the Grub Boot screen appeared. Select Ubuntu… 25.The screen went blank with the little flashing underscore cursor on it and the disk light would occasionally flash. I hit the enter key and eventuality Ubuntu started. After a somewhat long time the unity desktop appeared. 11.10, unlike earlier versions, retains the connection information. Check this by checking the network icon on the upper left applet panel. Here the touch-pad·mouse quit working and I had to reboot. It takes and extremely long time to boot, sometimes requiring several power off/ power on (cold boot). You can try to get the default network manager to work, but it might not, it didn't on mine for WiFi. Thanks to: Chris at URL here's what to do… disconnect your wired Internet connection. input your wireless information into network manager open a terminal (unity dash, top of icon totem, open, and make sure the ruler&pen icon on the bottom is selected, 2nd from left) type in "terminal". Might be a good idea to drag and drop the terminal icon to the terminal, it's easy to get rid of later. click to open a terminal, and type in: sudo rmmod acer_wmi && echo "blacklist acer_wmi" >> /etc/modprobe.d/blacklist.conf and hit enter. type in your password as asked. if you have correctly entered your WiFi information and you are near your AP, you should connect immediately if not, see the URL above ? you might need to replace "network manager" with "wicd" ? I did with 11.04. Update the new 11.10, in the upper left panel applet weird·gear icon is menu with a line about updating. It's the new way to invoke Update Manager. Your lenovo S12 (intel atom) should now run the new unity Ubuntu. Point your elbow at the ceiling and pat yourself on the back. Installing Mythbuntu Client 24.1 Open mythbuntu.org/repos (I urge you not to directly use Ubuntu Software Center for this) Install Mythbuntu Repos Save the file (in ~/Downloads, the default) Run the file ? it will update your repositories so that you will get the proper installation sources ? it will start Ubuntu Software Center to do this ? Click Install… You will need your password. Debconf window will open, select by making sure check mark is in the little box "Would you like to activate…". Forward… Which version? At the time of writing the current "Stable" version was 24.1, select 0.24.x… Forward… Read the message, then forward… Delete the downloaded file. Install synaptic (unity dash, top of icon totem, open, and make sure the ruler&pen icon on the bottom is selected, 2nd from left) type in "synaptic". Click on the synaptic icon. Ubuntu Software Center will open and allow you to install synaptic package manager. Open Synaptic (unity dash, top of icon totem, open, and make sure the ruler&pen icon on the bottom is selected, 2nd from left) type in "Synaptic". Might be a good idea to drag and drop the terminal icon to the terminal, it's easy to get rid of later. Run synaptic, read the intro, and close the intro window. Type in mythbuntu-control-centre in the Quick filter text box, and then select it "Mark for installation" by clicking on the box next to it's name. Marvel at the additional to be installed items, then select "?Mark"… At the top of the synaptic window click on the "? Apply" button. Marvel at the amount of stuff to be installed, the click on "Apply". When finished, close finished window and synaptic. Open mythbuntu-control-centre (unity dash, top of icon totem, open, and make sure the ruler&pen icon on the bottom is selected, 2nd from left) type in "mythbuntu". Might be a good idea to drag and drop the mythbuntu-control-centre icon to the terminal, it's easy to get rid of later. You can now configure and install the frontend. Go down the icon totem on the right side of the window and click as needed… System roles. ? No Backend, Desktop Frontend, and Ubuntu Desktop. Apply… & Apply changes… & Password… MySQL Configuration ? from backend ? Setup General Alt-N(ext) Alt-N(ext) Stetting Access Setup PIN code: ~~~~ Input Security key and click "Test Connection", if ?, then Apply… & Apply… {note: for some inexplicable reason, control centre hung on this, but when I restarted it, it was set properly} Graphics drivers, When I did this, only the Broadcom wireless driver showed up. I closed without doing anything. Services. I enabled SSH & Samba. Apply… & Apply… Repositories. Asked & Answered. MythExport. Pass, I believe it requires backend on the same system. Proprietary Codec Support. Check to enable, Apply… & Apply… System Updates. No action necessary, will be a part of the Ubuntu update mechanism. Themes and Artwork. For themes, I selected Enable/Update all. Apply… & Apply… Infrared & Startup behavior and Plugins. Defer until you know more. Close software centre. Open mythTV (unity dash, top of icon totem, open, and make sure the ruler&pen icon on the bottom is selected, 2nd from left) type in "mythTV". Might be a good idea to drag and drop the mythTV icon to the terminal, it's easy to get rid of later. Incorrect Group Membership. Fix this by clicking "Yes"… Log out/end. Do this by clicking "Yes"… For my Lenovo S12, I had to manually restart Ubuntu - and still with the very long restart…/no start/cold boot/reboot/pressing the shift key required Open mythTV (unity dash, top of icon totem, open, and make sure the ruler&pen icon on the bottom is selected, 2nd from left) type in "mythTV". Might be a good idea to drag and drop the mythTV icon to the terminal, it's easy to get rid of later. Will open with Select country & language. Do so. then get message with "No", hit "Ok" and arrive at the data base Configuration 1/2 screen. You will need your brackend password, from backend ? Setup General Database Configuration 1/2 Password:~? Enter this Hit Alt-n to go to the next page. Select "Use custom id…", then enter a custom ID, I use the machine's name. Hit finish, and MythTV should start up with all default settings. For the lenovo S12, the first thing you want to do is to set Playback profiles to "Normal". From Setup TV Settings Playback Alt-N(ext) Alt-N(ext) Playback Profiles (3/8) : Change Current Video Playback Profile to "Normal". You can fiddle with this setting later. For the lenovo S12, the second thing is to get the sound going. From Setup General Alt-N(ext) Alt-N(ext) Alt-N(ext) Audio System: The top of the screen is a button title "Scan for audio devices", move the highlight there and press the Space bar. Then Tab down to Audio Output Device: and left-right arrow until "ALSA:hw:Card=Intel,DEV=0" is selected. Then Alt-N(ext) until "Finish". Now you should have sound. You should now have MythTV working nicely on the Lenovo S12 Notes about wireless: Running Lenovo S12 on wireless is demanding on both power and WiFi connection. Best results will be obtained when running on power and wired connection. I run my S12 on wireless, actually two serial connections with two access points, something that is not easy to achieve. Here Mythbuntu client-server (in den) <? wireless link 1 <?office LAN? wireless link 2 <? Lenovo S12 Ubuntu 11.10 The office LAN is fixed IP behind an Untangle firewall router. There is another MythTV client on Ubuntu 10.10 computer in the office (which has always worked well). ProblemMythbuntu\Win7 client hangs with frozen frames, short segment of audio repeating. Hardware Rosewill RNX-G300EX IEEE 802.11b/g PCI Wireless Card on client-server 2 Linksys WRT54GL wireless broadband routers on LAN for link1 and link 2 WRT54GL FirmwareDD-WRT v24-sp2(07/22/09) voip set up to act as an access point. Note? many people advised this was an unworkable scheme, and in probably most cases it will be. Solution? Set up DD-WRT with the following Wireless settings… Basic Channel: Different fixed channels at least 4 difference, I use 6 & 11 Basic Sensitivity Range (ACK timing): 50 MAC filter use filter: Enable, Selected Permit only clients listed to access… Requires adding MAC addresses in "Edit MAC Filter List" This causes the 54GL's to ignore any but the listed MAC address, down side, no "guest" capability. Advanced Basic rate: All Advanced CTS Protection Mode: Off Advanced Frame Burst: Enable Advanced Max associate clients: 4 for client link 2, 1 for client-server link 1 Advanced AP isolation: Enable Advanced Preamble: Short Advanced Afterburner: On Advanced Wireless GUI access: Off Advanced WMM support: Off Other settings: default for supplied firmware. Why I suspect this worked? The 54GL Access Points's with the firmware's setting are set to handle a multiple client, wide area situation. With these mods I reconfigured them for a small area, few client situation, disabling Advanced WMM probably the most important. In addition, the client mythtv when used all other users of its access point are turned off except for a Skype phone. Also, the client-server is set up to allow other connections though it's LAN connection, and these are used to connect the TV and disc players, not used when client is being used.

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  • Vertex buffer acting strange? [on hold]

    - by Ryan Capote
    I'm having a strange problem, and I don't know what could be causing it. My current code is identical to how I've done this before. I'm trying to render a rectangle using VBO and orthographic projection.   My results:     What I expect: 3x3 rectangle in the top left corner   #include <stdio.h> #include <GL\glew.h> #include <GLFW\glfw3.h> #include "lodepng.h"   static const int FALSE = 0; static const int TRUE = 1;   static const char* VERT_SHADER =     "#version 330\n"       "layout(location=0) in vec4 VertexPosition; "     "layout(location=1) in vec2 UV;"     "uniform mat4 uProjectionMatrix;"     /*"out vec2 TexCoords;"*/       "void main(void) {"     "    gl_Position = uProjectionMatrix*VertexPosition;"     /*"    TexCoords = UV;"*/     "}";   static const char* FRAG_SHADER =     "#version 330\n"       /*"uniform sampler2D uDiffuseTexture;"     "uniform vec4 uColor;"     "in vec2 TexCoords;"*/     "out vec4 FragColor;"       "void main(void) {"    /* "    vec4 texel = texture2D(uDiffuseTexture, TexCoords);"     "    if(texel.a <= 0) {"     "         discard;"     "    }"     "    FragColor = texel;"*/     "    FragColor = vec4(1.f);"     "}";   static int g_running; static GLFWwindow *gl_window; static float gl_projectionMatrix[16];   /*     Structures */ typedef struct _Vertex {     float x, y, z, w;     float u, v; } Vertex;   typedef struct _Position {     float x, y; } Position;   typedef struct _Bitmap {     unsigned char *pixels;     unsigned int width, height; } Bitmap;   typedef struct _Texture {     GLuint id;     unsigned int width, height; } Texture;   typedef struct _VertexBuffer {     GLuint bufferObj, vertexArray; } VertexBuffer;   typedef struct _ShaderProgram {     GLuint vertexShader, fragmentShader, program; } ShaderProgram;   /*   http://en.wikipedia.org/wiki/Orthographic_projection */ void createOrthoProjection(float *projection, float width, float height, float far, float near)  {       const float left = 0;     const float right = width;     const float top = 0;     const float bottom = height;          projection[0] = 2.f / (right - left);     projection[1] = 0.f;     projection[2] = 0.f;     projection[3] = -(right+left) / (right-left);     projection[4] = 0.f;     projection[5] = 2.f / (top - bottom);     projection[6] = 0.f;     projection[7] = -(top + bottom) / (top - bottom);     projection[8] = 0.f;     projection[9] = 0.f;     projection[10] = -2.f / (far-near);     projection[11] = (far+near)/(far-near);     projection[12] = 0.f;     projection[13] = 0.f;     projection[14] = 0.f;     projection[15] = 1.f; }   /*     Textures */ void loadBitmap(const char *filename, Bitmap *bitmap, int *success) {     int error = lodepng_decode32_file(&bitmap->pixels, &bitmap->width, &bitmap->height, filename);       if (error != 0) {         printf("Failed to load bitmap. ");         printf(lodepng_error_text(error));         success = FALSE;         return;     } }   void destroyBitmap(Bitmap *bitmap) {     free(bitmap->pixels); }   void createTexture(Texture *texture, const Bitmap *bitmap) {     texture->id = 0;     glGenTextures(1, &texture->id);     glBindTexture(GL_TEXTURE_2D, texture);       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap->width, bitmap->height, 0,              GL_RGBA, GL_UNSIGNED_BYTE, bitmap->pixels);       glBindTexture(GL_TEXTURE_2D, 0); }   void destroyTexture(Texture *texture) {     glDeleteTextures(1, &texture->id);     texture->id = 0; }   /*     Vertex Buffer */ void createVertexBuffer(VertexBuffer *vertexBuffer, Vertex *vertices) {     glGenBuffers(1, &vertexBuffer->bufferObj);     glGenVertexArrays(1, &vertexBuffer->vertexArray);     glBindVertexArray(vertexBuffer->vertexArray);       glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj);     glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 6, (const GLvoid*)vertices, GL_STATIC_DRAW);       const unsigned int uvOffset = sizeof(float) * 4;       glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);     glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)uvOffset);       glEnableVertexAttribArray(0);     glEnableVertexAttribArray(1);       glBindBuffer(GL_ARRAY_BUFFER, 0);     glBindVertexArray(0); }   void destroyVertexBuffer(VertexBuffer *vertexBuffer) {     glDeleteBuffers(1, &vertexBuffer->bufferObj);     glDeleteVertexArrays(1, &vertexBuffer->vertexArray); }   void bindVertexBuffer(VertexBuffer *vertexBuffer) {     glBindVertexArray(vertexBuffer->vertexArray);     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj); }   void drawVertexBufferMode(GLenum mode) {     glDrawArrays(mode, 0, 6); }   void drawVertexBuffer() {     drawVertexBufferMode(GL_TRIANGLES); }   void unbindVertexBuffer() {     glBindVertexArray(0);     glBindBuffer(GL_ARRAY_BUFFER, 0); }   /*     Shaders */ void compileShader(ShaderProgram *shaderProgram, const char *vertexSrc, const char *fragSrc) {     GLenum err;     shaderProgram->vertexShader = glCreateShader(GL_VERTEX_SHADER);     shaderProgram->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);       if (shaderProgram->vertexShader == 0) {         printf("Failed to create vertex shader.");         return;     }       if (shaderProgram->fragmentShader == 0) {         printf("Failed to create fragment shader.");         return;     }       glShaderSource(shaderProgram->vertexShader, 1, &vertexSrc, NULL);     glCompileShader(shaderProgram->vertexShader);     glGetShaderiv(shaderProgram->vertexShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile vertex shader.");         return;     }       glShaderSource(shaderProgram->fragmentShader, 1, &fragSrc, NULL);     glCompileShader(shaderProgram->fragmentShader);     glGetShaderiv(shaderProgram->fragmentShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile fragment shader.");         return;     }       shaderProgram->program = glCreateProgram();     glAttachShader(shaderProgram->program, shaderProgram->vertexShader);     glAttachShader(shaderProgram->program, shaderProgram->fragmentShader);     glLinkProgram(shaderProgram->program);          glGetProgramiv(shaderProgram->program, GL_LINK_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to link shader.");         return;     } }   void destroyShader(ShaderProgram *shaderProgram) {     glDetachShader(shaderProgram->program, shaderProgram->vertexShader);     glDetachShader(shaderProgram->program, shaderProgram->fragmentShader);       glDeleteShader(shaderProgram->vertexShader);     glDeleteShader(shaderProgram->fragmentShader);       glDeleteProgram(shaderProgram->program); }   GLuint getUniformLocation(const char *name, ShaderProgram *program) {     GLuint result = 0;     result = glGetUniformLocation(program->program, name);       return result; }   void setUniformMatrix(float *matrix, const char *name, ShaderProgram *program) {     GLuint loc = getUniformLocation(name, program);       if (loc == -1) {         printf("Failed to get uniform location in setUniformMatrix.\n");         return;     }       glUniformMatrix4fv(loc, 1, GL_FALSE, matrix); }   /*     General functions */ static int isRunning() {     return g_running && !glfwWindowShouldClose(gl_window); }   static void initializeGLFW(GLFWwindow **window, int width, int height, int *success) {     if (!glfwInit()) {         printf("Failed it inialize GLFW.");         *success = FALSE;        return;     }          glfwWindowHint(GLFW_RESIZABLE, 0);     *window = glfwCreateWindow(width, height, "Alignments", NULL, NULL);          if (!*window) {         printf("Failed to create window.");         glfwTerminate();         *success = FALSE;         return;     }          glfwMakeContextCurrent(*window);       GLenum glewErr = glewInit();     if (glewErr != GLEW_OK) {         printf("Failed to initialize GLEW.");         printf(glewGetErrorString(glewErr));         *success = FALSE;         return;     }       glClearColor(0.f, 0.f, 0.f, 1.f);     glViewport(0, 0, width, height);     *success = TRUE; }   int main(int argc, char **argv) {          int err = FALSE;     initializeGLFW(&gl_window, 480, 320, &err);     glDisable(GL_DEPTH_TEST);     if (err == FALSE) {         return 1;     }          createOrthoProjection(gl_projectionMatrix, 480.f, 320.f, 0.f, 1.f);          g_running = TRUE;          ShaderProgram shader;     compileShader(&shader, VERT_SHADER, FRAG_SHADER);     glUseProgram(shader.program);     setUniformMatrix(&gl_projectionMatrix, "uProjectionMatrix", &shader);       Vertex rectangle[6];     VertexBuffer vbo;     rectangle[0] = (Vertex){0.f, 0.f, 0.f, 1.f, 0.f, 0.f}; // Top left     rectangle[1] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top right     rectangle[2] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[3] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top left     rectangle[4] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[5] = (Vertex){3.f, 3.f, 0.f, 1.f, 1.f, 1.f}; // Bottom right       createVertexBuffer(&vbo, &rectangle);            bindVertexBuffer(&vbo);          while (isRunning()) {         glClear(GL_COLOR_BUFFER_BIT);         glfwPollEvents();                    drawVertexBuffer();                    glfwSwapBuffers(gl_window);     }          unbindVertexBuffer(&vbo);       glUseProgram(0);     destroyShader(&shader);     destroyVertexBuffer(&vbo);     glfwTerminate();     return 0; }

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  • asp.net mvc jquery + tabs +jqgrid +jqgrid loaded only for first tab

    - by niao
    Greetings, I have a problem using jqgrid and jquery tab (I am coding in asp.net mvc) I have two tabs. Each tabs should contains jqgrid with different data. I specify tabs as follows: <script type="text/javascript"> $(document).ready(function() { $("#tabs").tabs(); getContentTab (1); }); function getContentTab(index) { var url='<%= Url.Content("~/Admin/GetWorkspaces") %>/' + index; var targetDiv = "#tabs-" + index; var ajaxLoading = "<img id='ajax-loader' src='<%= Url.Content("~/Content") %>/ajax-loader.gif' align='left' height='28' width='28'>"; $(targetDiv).html("<p>" + ajaxLoading + " Loading...</p>"); $.get(url,null, function(result) { $(targetDiv).html(result); }); } </script> <div id="tabs"> <ul> <li><a href="#tabs-1" onclick="getContentTab(1);">tab1</a></li> <li><a href="#tabs-2" onclick="getContentTab(2);">tab2</a></li> </ul> <div id="tabs-1"> </div> <div id="tabs-2"> </div> </div> As seen above GetWorkspaces action gets my tabs: public ActionResult GetWorkspaces(int id) { string viewName = string.Empty; switch (id) { case 1: viewName = "MarketplaceOfferView"; break; case 2: viewName = "MyMessagesView"; break; } return PartialView(viewName); } each of view is a partial view. In these partial views I have jqgrids specified as follows: <script type="text/javascript"> jQuery("#list").ready(function() { jQuery("#list").jqGrid({ url: '/Admin/GetGridData/', datatype: 'json', mtype: 'GET', colNames: ['Klient', 'Zapytanie', 'Atrakcyjnosc', 'Cena', 'Data poczatkowa', 'Data koncowa', 'Branza', 'Lokalizacja' ], colModel: [ { name: 'CompanyName', index: 'CompanyName', width: 150, align: 'left' }, { name: 'Content', index: 'ContactName', width: 300, align: 'left' }, { name: 'Rating', index: 'Address', width: 150, align: 'left' }, { name: 'Price', index: 'City', width: 150, align: 'left' }, { name: 'Price', index: 'City', width: 150, align: 'left' }, { name: 'Price', index: 'City', width: 150, align: 'left' }, { name: 'Price', index: 'City', width: 150, align: 'left' }, { name: 'Price', index: 'PostalCode', width: 100, align: 'left' } ], pager: jQuery('#pager'), rowNum: 100, rowList: [5, 10, 20, 50], sortname: 'Operator.FullName', sortorder: "asc", viewrecords: true, imgpath: '/scripts/themes/steel/images', caption: 'Historia moich wiadomosci', height:400 }); // .navGrid(pager, { edit: true, add: false, del: false, refresh: true, search: false }); }); </script> Historia moich wiadomosci <table id="list" class="scroll" cellpadding="0" cellspacing="0" width="100%"> </table> <div id="pager" class="scroll" style="text-align: center;"> </div> For second view I have an action: /Admin/GetGridDataForTab2/ THe problem is that I see a jqgrid only when I click on first tab. When I click on second tab the grid is not displayed and /Admin/GetGridData/ is not executed. Does anybody have an idea what is wrong?

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  • "'0.offsetWidth' is null or not an object" - Coda Slider - Javascript Error Question

    - by bgadoci
    I implemented the Coda Slider tutorial successfully that is located here: http://jqueryfordesigners.com/coda-slider-effect/ The slider works great but I am getting a javascript error that I am not sure how to fix. The error says: '0.offsetWidth' is null or not an object coda-slider.js, line 19 character 3 Not sure how to fix it. Anyone have any ideas? Here is my js and css (don't think I need to upload the HTML but let me know if that helps). JS (coda-slider.js) // when the DOM is ready... $(document).ready(function () { var $panels = $('#slider .scrollContainer > div'); var $container = $('#slider .scrollContainer'); // if false, we'll float all the panels left and fix the width // of the container var horizontal = true; // float the panels left if we're going horizontal if (horizontal) { $panels.css({ 'float' : 'left', 'position' : 'relative' // IE fix to ensure overflow is hidden }); // calculate a new width for the container (so it holds all panels) $container.css('width', $panels[0].offsetWidth * $panels.length); <------line 19 } // collect the scroll object, at the same time apply the hidden overflow // to remove the default scrollbars that will appear var $scroll = $('#slider .scroll').css('overflow', 'hidden'); // apply our left + right buttons $scroll .before('<img class="scrollButtons left" src="/images/layout/navigation/scroll_left.png" />') .after('<img class="scrollButtons right" src="/images/layout/navigation/scroll_right.png" />'); // handle nav selection function selectNav() { $(this) .parents('ul:first') .find('a') .removeClass('selected') .end() .end() .addClass('selected'); } $('#slider .navigation').find('a').click(selectNav); // go find the navigation link that has this target and select the nav function trigger(data) { var el = $('#slider .navigation').find('a[href$="' + data.id + '"]').get(0); selectNav.call(el); } if (window.location.hash) { trigger({ id : window.location.hash.substr(1) }); } else { $('ul.navigation a:first').click(); } // offset is used to move to *exactly* the right place, since I'm using // padding on my example, I need to subtract the amount of padding to // the offset. Try removing this to get a good idea of the effect var offset = parseInt((horizontal ? $container.css('paddingTop') : $container.css('paddingLeft')) || 0) * -1; var scrollOptions = { target: $scroll, // the element that has the overflow // can be a selector which will be relative to the target items: $panels, navigation: '.navigation a', // selectors are NOT relative to document, i.e. make sure they're unique prev: 'img.left', next: 'img.right', // allow the scroll effect to run both directions axis: 'xy', onAfter: trigger, // our final callback offset: offset, // duration of the sliding effect duration: 500, // easing - can be used with the easing plugin: // http://gsgd.co.uk/sandbox/jquery/easing/ easing: 'swing' }; // apply serialScroll to the slider - we chose this plugin because it // supports// the indexed next and previous scroll along with hooking // in to our navigation. $('#slider').serialScroll(scrollOptions); // now apply localScroll to hook any other arbitrary links to trigger // the effect $.localScroll(scrollOptions); // finally, if the URL has a hash, move the slider in to position, // setting the duration to 1 because I don't want it to scroll in the // very first page load. We don't always need this, but it ensures // the positioning is absolutely spot on when the pages loads. scrollOptions.duration = 1; $.localScroll.hash(scrollOptions); }); CSS #slider { margin-left: 35px; position: relative; width: 875px; } .scroll { position: relative; width: 875px; height: 268px; overflow: auto; /* fix for IE to respect overflow */ background: #FFFFFF scroll 0; } .scrollContainer div.panel { position: relative; height: 210px; width: 875px; /* change to 560px if not using JS to remove rh.scroll */ } .scrollButtons { position: absolute; top: 115px; cursor: pointer; } .scrollButtons.left { left: -20px; } .scrollButtons.right { right: -20px; }

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  • WPF - How can I place a usercontrol over an AdornedElementPlaceholder?

    - by Kevin
    I'm trying to get the validation to not show through my custom modal dialog. I've tried setting the zindex of the dialog and and of the elements in this template. Any ideas? This is coming from a validation template: <ControlTemplate x:Key="ValidationTemplate"> <DockPanel> <TextBlock Foreground="Red" FontSize="20" Panel.ZIndex="-10">!</TextBlock> <Border Name="validationBorder" BorderBrush="Red" BorderThickness="2" Padding="1" CornerRadius="3" Panel.ZIndex="-10"> <Border.Resources> <Storyboard x:Key="_blink"> <ColorAnimationUsingKeyFrames AutoReverse="True" BeginTime="00:00:00" Storyboard.TargetName="validationBorder" Storyboard.TargetProperty="(Border.BorderBrush).(SolidColorBrush.Color)" RepeatBehavior="Forever"> <SplineColorKeyFrame KeyTime="00:00:1" Value="#00FF0000"/> </ColorAnimationUsingKeyFrames> </Storyboard> </Border.Resources> <Border.Triggers> <EventTrigger RoutedEvent="FrameworkElement.Loaded"> <BeginStoryboard Storyboard="{StaticResource _blink}" /> </EventTrigger> </Border.Triggers> <AdornedElementPlaceholder/> </Border> </DockPanel> </ControlTemplate> The dialog: <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" x:Class="GunMiser.Controls.PendingChangesConfirmationDialog" Height="768" Width="1024" mc:Ignorable="d"> <Grid Background="White"> <Rectangle x:Name="MainRectangle" Margin="0,0,0,0" Style="{DynamicResource UserControlOverlayRectangleStyle}" Opacity="0.85"/> <Border Margin="288,250,278,288" Background="#FF868686" BorderBrush="Black" BorderThickness="1"> <Border.Effect> <DropShadowEffect Color="#FFB6B2B2"/> </Border.Effect> <TextBlock x:Name="textBlockMessage" Margin="7,29,7,97" TextWrapping="Wrap" d:LayoutOverrides="VerticalAlignment" TextAlignment="Center"/> </Border> <Button x:Name="OkButton" Click="OkButton_Click" Margin="313,0,0,328" VerticalAlignment="Bottom" Height="24" Content="Save Changes" Style="{DynamicResource GunMiserButtonStyle}" HorizontalAlignment="Left" Width="103"/> <Button Click="CancelButton_Click" Margin="453.294,0,456,328" VerticalAlignment="Bottom" Height="24" Content="Cancel Changes" Style="{DynamicResource GunMiserButtonStyle}"/> <Button Click="CancelActionButton_Click" Margin="0,0,304,328" VerticalAlignment="Bottom" Height="24" Content="Go Back" Style="{DynamicResource GunMiserButtonStyle}" HorizontalAlignment="Right" Width="114.706"/> </Grid> </UserControl> And the overall window is: <Window x:Class="GunMiser.Views.Shell" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:cal="http://www.codeplex.com/CompositeWPF" xmlns:controls="clr-namespace:GunMiser.Controls;assembly=GunMiser.Controls" Title="Gun Miser" Height="768" Width="1024"> <Canvas> <controls:PendingChangesConfirmationDialog x:Name="PendingChangesConfirmationDialog" HorizontalAlignment="Stretch" Margin="0,0,0,0" VerticalAlignment="Stretch" Width="1008" Height="730" Visibility="Collapsed" Panel.ZIndex="100" /> <ContentControl x:Name="FilterRegion" cal:RegionManager.RegionName="FilterRegion" Width="326" Height="656" Canvas.Top="32" VerticalAlignment="Top" HorizontalAlignment="Left" /> <ContentControl Name="WorkspaceRegion" cal:RegionManager.RegionName="WorkspaceRegion" Width="678" Height="726" Canvas.Left="330" VerticalAlignment="Top" HorizontalAlignment="Left"/> <Button Click="GunsButton_Click" Width="75" Height="25" Content="Guns" Canvas.Top="3" Style="{DynamicResource GunMiserButtonStyle}"/> <Button Click="OpticsButton_Click" Width="75" Height="25" Content="Optics" Canvas.Left="81" Canvas.Top="3" Style="{DynamicResource GunMiserButtonStyle}"/> <Button Click="SettingsButton_Click" Width="56" Height="28" Content="Settings" Canvas.Left="944" Style="{DynamicResource GunMiserButtonStyle}" HorizontalAlignment="Left" VerticalAlignment="Top"/> <Button Click="AccessoriesButton_Click" Width="75" Height="25" Content="Accessories" Canvas.Left="239" Canvas.Top="3" Style="{DynamicResource GunMiserButtonStyle}"/> <Button Click="AmmunitionButton_Click" Width="75" Height="25" Content="Ammunition" Canvas.Left="160" Canvas.Top="3" Style="{DynamicResource GunMiserButtonStyle}"/> </Canvas> </Window>

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  • CSS positioning inside div

    - by christian
    I am using a div with 2 elements inside and I want to position my 1st element to be vertically aligned top and 2nd element to the bottom of the div. The div is the right portion of my page and equal to the height of my main content. #right { float:right; width: 19%; background:#FF3300; margin-left:2px; padding-bottom: 100%; margin-bottom: -100%; } #right .top { display:block; background-color:#CCCCCC; } #right .bottom { bottom:0px; display:block; background-color:#FFCCFF; height:60px; } HTML: <div id="right"> <span class="top">Top element</span> <span class="bottom"><img src="images/logo_footer1.gif" width="57" height="57" align="left" class="img">&nbsp;<img src="images/logo_footer2.gif" width="57" height="57" align="right" class="img"></span> </div> I want the right div to be like this:

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  • Pyramind of DIVs

    - by sebastian
    Hi there, I'm trying to build a pyramid that's made of 4 DIVs. The layout looks like this: ------ | #1 | ------ ---------------- | #2 | #3 | #4 | ---------------- Moreover I need 3 additional DIVs starting at the center DIV (#3) and containing either #1, #2 or #3 additionally. These DIVs are used the build a sliding effect with jQueryUI later on. It's supposed to look like #1, #2 and #4 slide out of #3. The margin between the DIVs is supposed to be 2 pixels. I also want the whole block to be centered. Even with display: inline; and position: absolute; enabled on the visible and invisible DIVs I can't get the layout right. I used some negative margins and when it looked ok for the first time I saw that my top DIV was positioned outside of the html body. I suppose there is a more simple and elegant way to achieve what I want. Thanks in advance Sebastian Here's what I've got so far: HTML: <div id="centerbox"> <div id="main">main</div> <div id="rail_top"> <div id="top">top</div> </div> <div id="rail_left"> <div id="left">left</div> </div> <div id="rail_right"> <div id="right">right</div> </div> </div> CSS: #centerbox { height: 602px; width: 904px; margin-top: 640px; margin-left: auto; margin-right: auto; } /* blue */ #main { background-color: #33F; height: 300px; width: 300px; margin: 2px; z-index: 9999; position: absolute; display: inline; margin-left: 302px; } /* green */ #top { background-color: #3F0; height: 300px; width: 300px; z-index: 1; position: absolute; display: inline; } /* pink */ #left { background-color: #F06; height: 300px; width: 300px; z-index: 1; } /* orange */ #right { background-color: #FC0; height: 300px; width: 300px; z-index: 1; margin-left: 302px; } #rail_top { height: 602px; width: 300px; display: inline; position: absolute; margin-top: -300px; margin-left: 302px; } #rail_left { height: 300px; width: 602px; float: left; position: absolute; display: inline; margin-top: 2px; } #rail_right { height: 300px; width: 602px; float: right; position: absolute; display: inline; margin-left: 302px; margin-top: 2px; }

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  • Help me understand Inorder Traversal without using recursion

    - by vito
    I am able to understand preorder traversal without using recursion, but I'm having a hard time with inorder traversal. I just don't seem to get it, perhaps, because I haven't understood the inner working of recursion. This is what I've tried so far: def traverseInorder(node): lifo = Lifo() lifo.push(node) while True: if node is None: break if node.left is not None: lifo.push(node.left) node = node.left continue prev = node while True: if node is None: break print node.value prev = node node = lifo.pop() node = prev if node.right is not None: lifo.push(node.right) node = node.right else: break The inner while-loop just doesn't feel right. Also, some of the elements are getting printed twice; may be I can solve this by checking if that node has been printed before, but that requires another variable, which, again, doesn't feel right. Where am I going wrong? I haven't tried postorder traversal, but I guess it's similar and I will face the same conceptual blockage there, too. Thanks for your time! P.S.: Definitions of Lifo and Node: class Node: def __init__(self, value, left=None, right=None): self.value = value self.left = left self.right = right class Lifo: def __init__(self): self.lifo = () def push(self, data): self.lifo = (data, self.lifo) def pop(self): if len(self.lifo) == 0: return None ret, self.lifo = self.lifo return ret

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  • Hibernate N+1 from select across multiple tables

    - by Marty Pitt
    Given the following hibernate query: String sql = "select distinct changeset " + "from Changeset changeset " + "join fetch changeset.changeEntries as changeEntry " + "join fetch changeEntry.repositoryEntity as repositoryEntity " + "join fetch repositoryEntity.project as project " + "join fetch changeset.author as changesetAuthor " + "where project.id = :projectID "; Why is this resulting in an N+1 problem? I expect this to generate the following single SQL statement (or something similar) select * from Changeset inner join changeEntry on changeset.id = changeEntry.changeset_id inner join repositoryEntity on changeEntry.repositoryentity_id = repositoryentity.id inner join project on repositoryentity.project_id = project.id where project.id = ? Instead, I see many many select statements firing. The data model here looks like this: I would like the full object graph returned from the Select statement in a single trip to the database, which is why I'm explicitly using "fetch" in the hibernate query. The Hibernate log statements are as follows: Hibernate: select distinct changeset0_.id as id2_0_, changeentr1_.id as id1_1_, repository2_.id as id9_2_, project3_.id as id6_3_, user4_.id as id7_4_, changeset0_.author_id as author5_2_0_, changeset0_.createDate as createDate2_0_, changeset0_.message as message2_0_, changeset0_.revision as revision2_0_, changeentr1_.changeType as changeType1_1_, changeentr1_.changeset_id as changeset4_1_1_, changeentr1_.diff as diff1_1_, changeentr1_.repositoryEntity_id as reposito5_1_1_, changeentr1_.repositoryEntityVersion_id as reposito6_1_1_, changeentr1_.sourceChangeEntry_id as sourceCh7_1_1_, changeentr1_.changeset_id as changeset4_0__, changeentr1_.id as id0__, repository2_.project_id as connecti6_9_2_, repository2_.name as name9_2_, repository2_.parent_id as parent7_9_2_, repository2_.path as path9_2_, repository2_.state as state9_2_, repository2_.type as type9_2_, project3_.projectName as connecti2_6_3_, project3_.driverName as driverName6_3_, project3_.isAnonymous as isAnonym4_6_3_, project3_.lastUpdatedRevision as lastUpda5_6_3_, project3_.password as password6_3_, project3_.url as url6_3_, project3_.username as username6_3_, user4_.username as username7_4_, user4_.email as email7_4_, user4_.name as name7_4_, user4_.password as password7_4_, user4_.principles as principles7_4_, user4_.userType as userType7_4_ from Changeset changeset0_ inner join ChangeEntry changeentr1_ on changeset0_.id=changeentr1_.changeset_id inner join RepositoryEntity repository2_ on changeentr1_.repositoryEntity_id=repository2_.id inner join project project3_ on repository2_.project_id=project3_.id inner join users user4_ on changeset0_.author_id=user4_.id where project3_.id=? order by changeset0_.revision desc Hibernate: select repository0_.id as id10_9_, repository0_.changeEntry_id as changeEn2_10_9_, repository0_.repositoryEntity_id as reposito3_10_9_, changeentr1_.id as id1_0_, changeentr1_.changeType as changeType1_0_, changeentr1_.changeset_id as changeset4_1_0_, changeentr1_.diff as diff1_0_, changeentr1_.repositoryEntity_id as reposito5_1_0_, changeentr1_.repositoryEntityVersion_id as reposito6_1_0_, changeentr1_.sourceChangeEntry_id as sourceCh7_1_0_, changeset2_.id as id2_1_, changeset2_.author_id as author5_2_1_, changeset2_.createDate as createDate2_1_, changeset2_.message as message2_1_, changeset2_.revision as revision2_1_, user3_.id as id7_2_, user3_.username as username7_2_, user3_.email as email7_2_, user3_.name as name7_2_, user3_.password as password7_2_, user3_.principles as principles7_2_, user3_.userType as userType7_2_, repository4_.id as id9_3_, repository4_.project_id as connecti6_9_3_, repository4_.name as name9_3_, repository4_.parent_id as parent7_9_3_, repository4_.path as path9_3_, repository4_.state as state9_3_, repository4_.type as type9_3_, project5_.id as id6_4_, project5_.projectName as connecti2_6_4_, project5_.driverName as driverName6_4_, project5_.isAnonymous as isAnonym4_6_4_, project5_.lastUpdatedRevision as lastUpda5_6_4_, project5_.password as password6_4_, project5_.url as url6_4_, project5_.username as username6_4_, repository6_.id as id9_5_, repository6_.project_id as connecti6_9_5_, repository6_.name as name9_5_, repository6_.parent_id as parent7_9_5_, repository6_.path as path9_5_, repository6_.state as state9_5_, repository6_.type as type9_5_, repository7_.id as id10_6_, repository7_.changeEntry_id as changeEn2_10_6_, repository7_.repositoryEntity_id as reposito3_10_6_, repository8_.id as id9_7_, repository8_.project_id as connecti6_9_7_, repository8_.name as name9_7_, repository8_.parent_id as parent7_9_7_, repository8_.path as path9_7_, repository8_.state as state9_7_, repository8_.type as type9_7_, changeentr9_.id as id1_8_, changeentr9_.changeType as changeType1_8_, changeentr9_.changeset_id as changeset4_1_8_, changeentr9_.diff as diff1_8_, changeentr9_.repositoryEntity_id as reposito5_1_8_, changeentr9_.repositoryEntityVersion_id as reposito6_1_8_, changeentr9_.sourceChangeEntry_id as sourceCh7_1_8_ from RepositoryEntityVersion repository0_ left outer join ChangeEntry changeentr1_ on repository0_.changeEntry_id=changeentr1_.id left outer join Changeset changeset2_ on changeentr1_.changeset_id=changeset2_.id left outer join users user3_ on changeset2_.author_id=user3_.id left outer join RepositoryEntity repository4_ on changeentr1_.repositoryEntity_id=repository4_.id left outer join project project5_ on repository4_.project_id=project5_.id left outer join RepositoryEntity repository6_ on repository4_.parent_id=repository6_.id left outer join RepositoryEntityVersion repository7_ on changeentr1_.repositoryEntityVersion_id=repository7_.id left outer join RepositoryEntity repository8_ on repository7_.repositoryEntity_id=repository8_.id left outer join ChangeEntry changeentr9_ on changeentr1_.sourceChangeEntry_id=changeentr9_.id where repository0_.id=? The 2nd one is repeated many times - for a result set of 17 objects, the 2nd statement executed 521 times. I suspect this is as a result of the parent/child relationship in the RepositoryEntity object. For the purposes of this select, I actually only require the parent object fetched. Any suggestions?

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  • GridView's NewValues and OldValues empty in the OnRowUpdating event.

    - by Abe Miessler
    I have the GridView below. I am binding to a custom datasource in the code behind. It gets into the "OnRowUpdating" event just fine, but there are no NewValues or OldValues. Any suggestions as to how I can get these values? <asp:GridView ID="gv_Personnel" runat="server" OnRowDataBound="gv_Personnel_DataBind" OnRowCancelingEdit="gv_Personnel_CancelEdit" OnRowEditing="gv_Personnel_EditRow" OnRowUpdating="gv_Personnel_UpdateRow" AutoGenerateColumns="false" ShowFooter="true" DataKeyNames="BudgetLineID" AutoGenerateEditButton="true" AutoGenerateDeleteButton="true" > <Columns> <asp:BoundField HeaderText="Level of Staff" DataField="LineDescription" /> <%--<asp:BoundField HeaderText="Hrs/Units requested" DataField="NumberOfUnits" />--%> <asp:TemplateField HeaderText="Hrs/Units requested"> <ItemTemplate> <%# Eval("NumberOfUnits")%> </ItemTemplate> <EditItemTemplate> <asp:TextBox ID="tb_NumUnits" runat="server" Text='<%# Bind("NumberOfUnits")%>' /> </EditItemTemplate> </asp:TemplateField> <asp:BoundField HeaderText="Hrs/Units of Applicant Cost Share" DataField="" NullDisplayText="0" /> <asp:BoundField HeaderText="Hrs/Units of Partner Cost Share" DataField="" NullDisplayText="0" /> <asp:BoundField FooterStyle-Font-Bold="true" FooterText="TOTAL PERSONNEL SERVICES:" HeaderText="Rate" DataFormatString="{0:C}" DataField="UnitPrice" /> <asp:TemplateField HeaderText="Amount Requested" ItemStyle-HorizontalAlign="Right" FooterStyle-HorizontalAlign="Right" FooterStyle-BorderWidth="2" FooterStyle-Font-Bold="true"/> <asp:TemplateField HeaderText="Applicant Cost Share" ItemStyle-HorizontalAlign="Right" FooterStyle-HorizontalAlign="Right" FooterStyle-BorderWidth="2" FooterStyle-Font-Bold="true"/> <asp:TemplateField HeaderText="Partner Cost Share" ItemStyle-HorizontalAlign="Right" FooterStyle-HorizontalAlign="Right" FooterStyle-BorderWidth="2" FooterStyle-Font-Bold="true"/> <asp:TemplateField HeaderText="Total Projet Cost" ItemStyle-HorizontalAlign="Right" FooterStyle-HorizontalAlign="Right" FooterStyle-BorderWidth="2" FooterStyle-Font-Bold="true"/> </Columns> </asp:GridView>

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  • Customize jquery ui progress bar

    - by P. Sohm
    I'd like to add some values under the jquery progress like My current code is : <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.8.1/jquery.min.js"> </script> <script src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8.23/jquery-ui.min.js"></script> <style type="text/css"> .ui-progressbar { height:2em; text-align: left; overflow: hidden; } .ui-progressbar .ui-progressbar-value {margin: -1px; height:100%; } .ui-widget { font-family: Trebuchet MS, Tahoma, Verdana, Arial, sans-serif; font-size: 1.1em; } .ui-widget .ui-widget { font-size: 1em; } .ui-widget input, .ui-widget select, .ui-widget textarea, .ui-widget button { font-family: Trebuchet MS, Tahoma, Verdana, Arial, sans-serif; font-size: 1em; } .ui-widget-content { border: 1px solid #dddddd; background: #EDEFF1 50% top repeat-x; color: #333333; } .ui-widget-content a { color: #333333; } .ui-widget-header { border: 1px solid #e78f08; background: #AB3B3B 50% 50% repeat-x; color: #ffffff; font-weight: bold; } .ui-widget-header a { color: #ffffff; } .ui-corner-all, .ui-corner-top, .ui-corner-left, .ui-corner-tl { -moz-border-radius-topleft: 4px; -webkit-border-top-left-radius: 4px; -khtml-border-top-left-radius: 4px; border-top-left-radius: 4px; } .ui-corner-all, .ui-corner-top, .ui-corner-right, .ui-corner-tr { -moz-border-radius-topright: 4px; -webkit-border-top-right-radius: 4px; -khtml-border-top-right-radius: 4px; border-top-right-radius: 4px; } .ui-corner-all, .ui-corner-bottom, .ui-corner-left, .ui-corner-bl { -moz-border-radius-bottomleft: 4px; -webkit-border-bottom-left-radius: 4px; -khtml-border-bottom-left-radius: 4px; border-bottom-left-radius: 4px; } .ui-corner-all, .ui-corner-bottom, .ui-corner-right, .ui-corner-br { -moz-border-radius-bottomright: 4px; -webkit-border-bottom-right-radius: 4px; -khtml-border-bottom-right-radius: 4px; border-bottom-right-radius: 4px; } #progressbar { float: right; margin-right: 100px; width: 120px; margin-top: -30px } #progress { position: relative} </style></head> <body> <script type="text/javascript"> $().ready(function() { $("#progressbar").progressbar({ value: 29 }); }); </script> <div id="progressbar"></div> </body></html> I didn't find how to have this result ... Another possibility would be to add some text at the right of the progress bar (I tryied with a but it comes in the line after)

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  • CSS selector driving me nuts!!!

    - by YsoL8
    Apoologies in advance for the slightly long winded code in this question @charset "UTF-8"; /* CSS Document */ * { margin:0; padding:0; font-family:Arial, Helvetica, sans-serif; } #wrapper { width:900px; margin:0 auto 0 auto; } #header { background-color:#800080; width:894px; min-height:60px; padding-top:6px; padding-left:6px; } #header img { margin-left:200px; margin-top:10px; } #headerleft { float:left; } #header h2 { font-family:Arial Black, Arial, Helvetica, sans-serif; color:#ffff00; font-size:36px; /*float:left;*/ } #header h3 { font-family:Arial Black, Arial, Helvetica, sans-serif; color:#ffff00; font-size:14px; } #nav { background-color:#800080; width:100%; min-height:30px; } #nav ul { padding-left:7px; padding-right:7px; } #nav li { list-style:none; display:inline; padding:5px 44px 5px 44px; } #nav li a { color:#FFF; text-decoration:none; } #nav li a:hover { color:#ffff00; } #leftcol { background-color:#800080; width:125px; min-height:30px; float:left; } #leftcol img { margin-left:20px; margin-bottom:20px; } .content { padding:20px 10px 10px 20px; float:left; } <!-- admin classes --> .pageselect p { color:#C90; } #rightcol { /*background-color:#800080;*/ width:160px; min-height:330px; float:right; } .righthead { margin-top:7px; background-image:url(../images/rightcol-head.png); color:#FFF; padding: 5px 20px 5px 20px; font-size:14px; } .rightmid { background-image:url(../images/right-mid.jpg); padding: 5px 10px 5px 10px; font-size:14px; } .rightfoot { background-image:url(../images/right-foot.jpg); background-repeat:no-repeat; } .clear { clear:both; } #footer { background-color:#800080; width:880px; min-height:30px; margin-top:-20px; padding-top:30px; padding-left:20px; padding-bottom:10px; } #footer p { color:#ffff00; } #footer p a { color:#ffff00; text-decoration:none; } #footer p a:hover { font-weight:bold; } .error { color:#C30; } I have the above stylesheet. I am attempting to style the following element (taken from firefox web developer tools): html > body > div#wrapper > div#leftright > div.content > div.pageselect To my mind .pageselect should be the selector to do that, but I seem to be powerless to influence the style, and its just about sending me wacko! Why won't this work?

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  • Why this Either-monad code does not type check?

    - by pf_miles
    instance Monad (Either a) where return = Left fail = Right Left x >>= f = f x Right x >>= _ = Right x this code frag in 'baby.hs' caused the horrible compilation error: Prelude> :l baby [1 of 1] Compiling Main ( baby.hs, interpreted ) baby.hs:2:18: Couldn't match expected type `a1' against inferred type `a' `a1' is a rigid type variable bound by the type signature for `return' at <no location info> `a' is a rigid type variable bound by the instance declaration at baby.hs:1:23 In the expression: Left In the definition of `return': return = Left In the instance declaration for `Monad (Either a)' baby.hs:3:16: Couldn't match expected type `[Char]' against inferred type `a1' `a1' is a rigid type variable bound by the type signature for `fail' at <no location info> Expected type: String Inferred type: a1 In the expression: Right In the definition of `fail': fail = Right baby.hs:4:26: Couldn't match expected type `a1' against inferred type `a' `a1' is a rigid type variable bound by the type signature for `>>=' at <no location info> `a' is a rigid type variable bound by the instance declaration at baby.hs:1:23 In the first argument of `f', namely `x' In the expression: f x In the definition of `>>=': Left x >>= f = f x baby.hs:5:31: Couldn't match expected type `b' against inferred type `a' `b' is a rigid type variable bound by the type signature for `>>=' at <no location info> `a' is a rigid type variable bound by the instance declaration at baby.hs:1:23 In the first argument of `Right', namely `x' In the expression: Right x In the definition of `>>=': Right x >>= _ = Right x Failed, modules loaded: none. why this happen? and how could I make this code compile ? thanks for any help~

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  • Doing a roll-in/roll-out slideshow in jQuery

    - by erizias
    I am trying to create a roll-in / roll-out slideshow in jQuery/JavaScript. My problem is, that it needs to be repeated. And right now when it's starting over, the pictures doesnt come from the right side anymore :( The reason for which I have created the slideLeft function, is that afterwards I need to create 2 functions, where the user can interrupt the slideshow manually pressing a left or right button. This is what I've got: <script class="jsbin" src="http://code.jquery.com/jquery-1.7.2.min.js"></script> <div style='background: #c4c4c4; border: 1px solid #7b7b7b; height: 220px; overflow: hidden; padding: 5px; position: absolute; width: 590px;'> <div id='slider-image-1' style='left: 5px; background: red; height: 216px; padding: 2px; position: absolute; top: 5px; width: 586px;'></div> <div id='slider-image-2' style='left: 600px; background: yellow; height: 216px; padding: 2px; position: absolute; top: 5px; width: 586px;'></div> <div id='slider-image-3' style='left: 600px; background: green; height: 216px; padding: 2px; position: absolute; top: 5px; width: 586px;'></div> <div id='slider-image-4' style='left: 600px; background: blue; height: 216px; padding: 2px; position: absolute; top: 5px; width: 586px;'></div> </div> <script type='text/javascript'> $(document).ready(function() { var amount = 0; var nextamount = 1; setInterval(function() { amount++; nextamount++; if (nextamount === 5) nextamount = 1; if (amount === 5) amount = 1; slideLeft(amount, nextamount); }, 2000); }); function slideLeft(i, j) { var $theItem = $('#slider-image-' + i); $theItem.animate({ left: parseInt($theItem.css('left'), 10) == 5 ? -$theItem.outerWidth() : 5 }, 500); var $theItem = $('#slider-image-' + j); $theItem.animate({ left: parseInt($theItem.css('left'), 10) == 5 ? $theItem.outerWidth() + 10 : 5 }, 500); }; </script>

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  • how to call javascript function

    - by Manu Jaggi
    when i click on the textbox which is inside the item template of gridview then onclick event should fire and then call the javascript function but my problem is that there no onclick event option in item template's textbox plz hel p me. <asp:GridView ID="GridView2" runat="server" AutoGenerateColumns="False" OnRowCommand="GridView2_RowCommand" Width="100%" GridLines="None" style="font-family: Tahoma; font-size: xx-small" Font-Names="Tahoma" Font-Size="XX-Small"> <Columns> <asp:BoundField HeaderText="Status" DataField="Status" HeaderStyle-HorizontalAlign="Left" ItemStyle-HorizontalAlign="Left"> <HeaderStyle HorizontalAlign="Left"></HeaderStyle> <ItemStyle HorizontalAlign="Left"></ItemStyle> </asp:BoundField> <asp:TemplateField HeaderText="Order" > <ItemTemplate> <asp:TextBox ID="TextBox1" Text='<%#Eval("ArticleOrder")%>' ReadOnly="true" runat="server" Height="18px" Width="16px" onclick="hello();" > </asp:TextBox> </ItemTemplate> <HeaderStyle HorizontalAlign="Left" /> </asp:TemplateField> <%--<asp:BoundField HeaderText="Order" DataField="ArticleOrder" HeaderStyle-HorizontalAlign="Center" ItemStyle-HorizontalAlign="Center"> <HeaderStyle HorizontalAlign="Center"></HeaderStyle> <ItemStyle HorizontalAlign="Center"></ItemStyle> </asp:BoundField>--%> <asp:BoundField HeaderText="Title" DataField="ArticleTitle" HeaderStyle-HorizontalAlign="Left" ItemStyle-HorizontalAlign="Left"> <HeaderStyle HorizontalAlign="Left"></HeaderStyle> <ItemStyle HorizontalAlign="Left"></ItemStyle> </asp:BoundField> <asp:TemplateField HeaderText="Edit" HeaderStyle-HorizontalAlign="Center" ItemStyle-HorizontalAlign="Center"> <ItemTemplate> <asp:ImageButton ID="ImageButtonedt" runat="server" ImageUrl="~/images/newspaper_go.png" CommandName="edt" CommandArgument='<%#Eval("ArticleID")%>' /> </ItemTemplate> <HeaderStyle HorizontalAlign="Center"></HeaderStyle> <ItemStyle HorizontalAlign="Center"></ItemStyle> </asp:TemplateField> <asp:TemplateField HeaderText="Delete" HeaderStyle-HorizontalAlign="Center" ItemStyle-HorizontalAlign="Center"> <ItemTemplate> <asp:ImageButton ID="ImageButtondel" runat="server" ImageUrl="~/images/newspaper_delete.png" CommandName="del" OnClientClick='return confirm("Are you sure you want to delete ?");' CommandArgument='<%#Eval("ArticleID")%>' /> </ItemTemplate> <HeaderStyle HorizontalAlign="Center"></HeaderStyle> <ItemStyle HorizontalAlign="Center"></ItemStyle> </asp:TemplateField> </Columns> </asp:GridView> javascript function: hello() { var divName = document.getElementById('div1'); var divFade = document.getElementById('fade'); divName.style.display = 'block'; divFade.style.display = 'block'; }

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  • Binary Search Tree can't delete the root

    - by Ali Zahr
    Everything is working fine in this function, but the problem is that I can't delete the root, I couldn't figure out what's the bug here.I've traced the "else part" it works fine until the return, it returns the old value I don't know why. Plz Help! node *removeNode(node *Root, int key) { node *tmp = new node; if(key > Root->value) Root->right = removeNode(Root->right,key); else if(key < Root->value) Root->left = removeNode(Root->left, key); else if(Root->left != NULL && Root->right != NULL) { node *minNode = findNode(Root->right); Root->value = minNode->value; Root->right = removeNode(Root->right,Root->value); } else { tmp = Root; if(Root->left == NULL) Root = Root->right; else if(Root->right == NULL) Root = Root->left; delete tmp; } return Root; }

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  • WatiN screenshot saver

    - by Brian Schroer
    In addition to my automated unit, system and integration tests for ASP.NET projects, I like to give my customers something pretty that they can look at and visually see that the web site is behaving properly. I use the Gallio test runner to produce a pretty HTML report, and WatiN (Web Application Testing In .NET) to test the UI and create screenshots. I have a couple of issues with WatiN’s “CaptureWebPageToFile” method, though: It blew up the first (and only) time I tried it, possibly because… It scrolls down to capture the entire web page (I tried it on a very long page), and I usually don’t need that Also, sometimes I don’t need a picture of the whole browser window - I just want a picture of the element that I'm testing (for example, proving that a button has the correct caption). I wrote a WatiN screenshot saver helper class with these methods: SaveBrowserWindowScreenshot(Watin.Core.IE ie)  / SaveBrowserWindowScreenshot(Watin.Core.Element element) saves a screenshot of the browser window SaveBrowserWindowScreenshotWithHighlight(Watin.Core.Element element) saves a screenshot of the browser window, with the specified element scrolled into view and highlighted SaveElementScreenshot(Watin.Core.Element element) saves a picture of only the specified element The element highlighting improves on the built-in WatiN method (which just gives the element a yellow background, and makes the element pretty much unreadable when you have a light foreground color) by adding the ability to specify a HighlightCssClassName that points to a style in your site’s stylesheet. This code is specifically for testing with Internet Explorer (‘cause that’s what I have to test with at work), but you’re welcome to take it and do with it what you want… using System; using System.Drawing; using System.Drawing.Imaging; using System.IO; using System.Reflection; using System.Runtime.InteropServices; using System.Text; using System.Threading; using SHDocVw; using WatiN.Core; using mshtml; namespace BrianSchroer.TestHelpers { public static class WatinScreenshotSaver { public static void SaveBrowserWindowScreenshotWithHighlight (Element element, string screenshotName) { HighlightElement(element, true); SaveBrowserWindowScreenshot(element, screenshotName); HighlightElement(element, false); } public static void SaveBrowserWindowScreenshotWithHighlight(Element element) { HighlightElement(element, true); SaveBrowserWindowScreenshot(element); HighlightElement(element, false); } public static void SaveBrowserWindowScreenshot(Element element, string screenshotName) { SaveScreenshot(GetIe(element), screenshotName, SaveBitmapForCallbackArgs); } public static void SaveBrowserWindowScreenshot(Element element) { SaveScreenshot(GetIe(element), null, SaveBitmapForCallbackArgs); } public static void SaveBrowserWindowScreenshot(IE ie, string screenshotName) { SaveScreenshot(ie, screenshotName, SaveBitmapForCallbackArgs); } public static void SaveBrowserWindowScreenshot(IE ie) { SaveScreenshot(ie, null, SaveBitmapForCallbackArgs); } public static void SaveElementScreenshot(Element element, string screenshotName) { // TODO: Figure out how to get browser window "chrome" size and not have to go to full screen: var iex = (InternetExplorerClass) GetIe(element).InternetExplorer; bool fullScreen = iex.FullScreen; if (!fullScreen) iex.FullScreen = true; ScrollIntoView(element); SaveScreenshot(GetIe(element), screenshotName, args => SaveElementBitmapForCallbackArgs(element, args)); iex.FullScreen = fullScreen; } public static void SaveElementScreenshot(Element element) { SaveElementScreenshot(element, null); } private static void SaveScreenshot(IE browser, string screenshotName, Action<ScreenshotCallbackArgs> screenshotCallback) { string fileName = string.Format("{0:000}{1}{2}.jpg", ++_screenshotCount, (string.IsNullOrEmpty(screenshotName)) ? "" : " ", screenshotName); string path = Path.Combine(ScreenshotDirectoryName, fileName); Console.WriteLine(); // Gallio HTML-encodes the following display, but I have a utility program to // remove the "HTML===" and "===HTML" and un-encode the rest to show images in the Gallio report: Console.WriteLine("HTML===<div><b>{0}:</br></b><img src=\"{1}\" /></div>===HTML", screenshotName, new Uri(path).AbsoluteUri); MakeBrowserWindowTopmost(browser); try { var args = new ScreenshotCallbackArgs { InternetExplorerClass = (InternetExplorerClass)browser.InternetExplorer, ScreenshotPath = path }; Thread.Sleep(100); screenshotCallback(args); } catch (Exception ex) { Console.WriteLine(ex.Message); } } public static void HighlightElement(Element element, bool doHighlight) { if (!element.Exists) return; if (string.IsNullOrEmpty(HighlightCssClassName)) { element.Highlight(doHighlight); return; } string jsRef = element.GetJavascriptElementReference(); if (string.IsNullOrEmpty(jsRef)) return; var sb = new StringBuilder("try { "); sb.AppendFormat(" {0}.scrollIntoView(false);", jsRef); string format = (doHighlight) ? "{0}.className += ' {1}'" : "{0}.className = {0}.className.replace(' {1}', '')"; sb.AppendFormat(" " + format + ";", jsRef, HighlightCssClassName); sb.Append("} catch(e) {}"); string script = sb.ToString(); GetIe(element).RunScript(script); } public static void ScrollIntoView(Element element) { string jsRef = element.GetJavascriptElementReference(); if (string.IsNullOrEmpty(jsRef)) return; var sb = new StringBuilder("try { "); sb.AppendFormat(" {0}.scrollIntoView(false);", jsRef); sb.Append("} catch(e) {}"); string script = sb.ToString(); GetIe(element).RunScript(script); } public static void MakeBrowserWindowTopmost(IE ie) { ie.BringToFront(); SetWindowPos(ie.hWnd, HWND_TOPMOST, 0, 0, 0, 0, TOPMOST_FLAGS); } public static string HighlightCssClassName { get; set; } private static int _screenshotCount; private static string _screenshotDirectoryName; public static string ScreenshotDirectoryName { get { if (_screenshotDirectoryName == null) { var asm = Assembly.GetAssembly(typeof(WatinScreenshotSaver)); var uri = new Uri(asm.CodeBase); var fileInfo = new FileInfo(uri.LocalPath); string directoryName = fileInfo.DirectoryName; _screenshotDirectoryName = Path.Combine( directoryName, string.Format("Screenshots_{0:yyyyMMddHHmm}", DateTime.Now)); Console.WriteLine("Screenshot folder: {0}", _screenshotDirectoryName); Directory.CreateDirectory(_screenshotDirectoryName); } return _screenshotDirectoryName; } set { _screenshotDirectoryName = value; _screenshotCount = 0; } } [DllImport("user32.dll")] [return: MarshalAs(UnmanagedType.Bool)] private static extern bool SetWindowPos(IntPtr hWnd, IntPtr hWndInsertAfter, int X, int Y, int cx, int cy, uint uFlags); private static readonly IntPtr HWND_TOPMOST = new IntPtr(-1); private const UInt32 SWP_NOSIZE = 0x0001; private const UInt32 SWP_NOMOVE = 0x0002; private const UInt32 TOPMOST_FLAGS = SWP_NOMOVE | SWP_NOSIZE; private static IE GetIe(Element element) { if (element == null) return null; var container = element.DomContainer; while (container as IE == null) container = container.DomContainer; return (IE)container; } private static void SaveBitmapForCallbackArgs(ScreenshotCallbackArgs args) { InternetExplorerClass iex = args.InternetExplorerClass; SaveBitmap(args.ScreenshotPath, iex.Left, iex.Top, iex.Width, iex.Height); } private static void SaveElementBitmapForCallbackArgs(Element element, ScreenshotCallbackArgs args) { InternetExplorerClass iex = args.InternetExplorerClass; Rectangle bounds = GetElementBounds(element); SaveBitmap(args.ScreenshotPath, iex.Left + bounds.Left, iex.Top + bounds.Top, bounds.Width, bounds.Height); } /// <summary> /// This method is used instead of element.NativeElement.GetElementBounds because that /// method has a bug (http://sourceforge.net/tracker/?func=detail&aid=2994660&group_id=167632&atid=843727). /// </summary> private static Rectangle GetElementBounds(Element element) { var ieElem = element.NativeElement as WatiN.Core.Native.InternetExplorer.IEElement; IHTMLElement elem = ieElem.AsHtmlElement; int left = elem.offsetLeft; int top = elem.offsetTop; for (IHTMLElement parent = elem.offsetParent; parent != null; parent = parent.offsetParent) { left += parent.offsetLeft; top += parent.offsetTop; } return new Rectangle(left, top, elem.offsetWidth, elem.offsetHeight); } private static void SaveBitmap(string path, int left, int top, int width, int height) { using (var bitmap = new Bitmap(width, height)) { using (Graphics g = Graphics.FromImage(bitmap)) { g.CopyFromScreen( new Point(left, top), Point.Empty, new Size(width, height) ); } bitmap.Save(path, ImageFormat.Jpeg); } } private class ScreenshotCallbackArgs { public InternetExplorerClass InternetExplorerClass { get; set; } public string ScreenshotPath { get; set; } } } }

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  • Creating a multi-column rollover image gallery with HTML 5

    - by nikolaosk
    I know it has been a while since I blogged about HTML 5. I have two posts in this blog about HTML 5. You can find them here and here.I am creating a small content website (only text,images and a contact form) for a friend of mine.He wanted to create a rollover gallery.The whole concept is that we have some small thumbnails on a page, the user hovers over them and they appear enlarged on a designated container/placeholder on a page. I am trying not to use Javascript scripts when I am using effects on a web page and this is what I will be doing in this post.  Well some people will say that HTML 5 is not supported in all browsers. That is true but most of the modern browsers support most of its recommendations. For people who still use IE6 some hacks must be devised.Well to be totally honest I cannot understand why anyone at this day and time is using IE 6.0.That really is beyond me.Well, the point of having a web browser is to be able to ENJOY the great experience that the WE? offers today.  Two very nice sites that show you what features and specifications are implemented by various browsers and their versions are http://caniuse.com/ and http://html5test.com/. At this times Chrome seems to support most of HTML 5 specifications.Another excellent way to find out if the browser supports HTML 5 and CSS 3 features is to use the Javascript lightweight library Modernizr.In this hands-on example I will be using Expression Web 4.0.This application is not a free application. You can use any HTML editor you like.You can use Visual Studio 2012 Express edition. You can download it here. In order to be absolutely clear this is not (and could not be ) a detailed tutorial on HTML 5. There are other great resources for that.Navigate to the excellent interactive tutorials of W3School.Another excellent resource is HTML 5 Doctor.For the people who are not convinced yet that they should invest time and resources on becoming experts on HTML 5 I should point out that HTML 5 websites will be ranked higher than others. Search engines will be able to locate better the content of our site and its relevance/importance since it is using semantic tags. Let's move now to the actual hands-on example. In this case (since I am mad Liverpool supporter) I will create a rollover image gallery of Liverpool F.C legends. I create a folder in my desktop. I name it Liverpool Gallery.Then I create two subfolders in it, large-images (I place the large images in there) and thumbs (I place the small images in there).Then I create an empty .html file called LiverpoolLegends.html and an empty .css file called style.css.Please have a look at the HTML Markup that I typed in my fancy editor package below<!doctype html><html lang="en"><head><title>Liverpool Legends Gallery</title><meta charset="utf-8"><link rel="stylesheet" type="text/css" href="style.css"></head><body><header><h1>A page dedicated to Liverpool Legends</h1><h2>Do hover over the images with the mouse to see the full picture</h2></header><ul id="column1"><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/john-barnes.jpg" alt=""><img class="large" src="large-images/john-barnes-large.jpg" alt=""></a></li><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/ian-rush.jpg" alt=""><img class="large" src="large-images/ian-rush-large.jpg" alt=""></a></li><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/graeme-souness.jpg" alt=""><img class="large" src="large-images/graeme-souness-large.jpg" alt=""></a></li></ul><ul id="column2"><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/steven-gerrard.jpg" alt=""><img class="large" src="large-images/steven-gerrard-large.jpg" alt=""></a></li><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/kenny-dalglish.jpg" alt=""><img class="large" src="large-images/kenny-dalglish-large.jpg" alt=""></a></li><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/robbie-fowler.jpg" alt=""><img class="large" src="large-images/robbie-fowler-large.jpg" alt=""></a></li></ul><ul id="column3"><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/alan-hansen.jpg" alt=""><img class="large" src="large-images/alan-hansen-large.jpg" alt=""></a></li><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/michael-owen.jpg" alt=""><img class="large" src="large-images/michael-owen-large.jpg" alt=""></a></li></ul></body></html> It is very easy to follow the markup. Please have a look at the new doctype and the new semantic tag <header>. I have 3 columns and I place my images in there.There is a class called "large".I will use this class in my CSS code to hide the large image when the mouse is not on (hover) an image Make sure you validate your HTML 5 page in the validator found hereHave a look at the CSS code below that makes it all happen.img { border:none;}#column1 { position: absolute; top: 30; left: 100; }li { margin: 15px; list-style-type:none;}#column1 a img.large {  position: absolute; top: 0; left:700px; visibility: hidden;}#column1 a:hover { background: white;}#column1 a:hover img.large { visibility:visible;}#column2 { position: absolute; top: 30; left: 195px; }li { margin: 5px; list-style-type:none;}#column2 a img.large { position: absolute; top: 0; left:510px; margin-left:0; visibility: hidden;}#column2 a:hover { background: white;}#column2 a:hover img.large { visibility:visible;}#column3 { position: absolute; top: 30; left: 400px; width:108px;}li { margin: 5px; list-style-type:none;}#column3 a img.large { width: 260px; height:260px; position: absolute; top: 0; left:315px; margin-left:0; visibility: hidden;}#column3 a:hover { background: white;}#column3 a:hover img.large { visibility:visible;}?n the first line of the CSS code I set the images to have no border.Then I place the first column in the page and then remove the bullets from the list elements.Then I use the large CSS class to create a position for the large image and hide it.Finally when the hover event takes place I make the image visible.I repeat the process for the next two columns. I have tested the page with IE 10 and the latest versions of Opera,Chrome and Firefox.Feel free to style your HTML 5 gallery any way you want through the magic of CSS.I did not bother adding background colors and borders because that was beyond the scope of this post. Hope it helps!!!!

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  • projection / view matrix: the object is bigger than it should and depth does not affect vertices

    - by Francesco Noferi
    I'm currently trying to write a C 3D software rendering engine from scratch just for fun and to have an insight on what OpenGL does behind the scene and what 90's programmers had to do on DOS. I have written my own matrix library and tested it without noticing any issues, but when I tried projecting the vertices of a simple 2x2 cube at 0,0 as seen by a basic camera at 0,0,10, the cube seems to appear way bigger than the application's window. If I scale the vertices' coordinates down by 8 times I can see a proper cube centered on the screen. This cube doesn't seem to be in perspective: wheen seen from the front, the back vertices pe rfectly overlap with the front ones, so I'm quite sure it's not correct. this is how I create the view and projection matrices (vec4_initd initializes the vectors with w=0, vec4_initw initializes the vectors with w=1): void mat4_lookatlh(mat4 *m, const vec4 *pos, const vec4 *target, const vec4 *updirection) { vec4 fwd, right, up; // fwd = norm(pos - target) fwd = *target; vec4_sub(&fwd, pos); vec4_norm(&fwd); // right = norm(cross(updirection, fwd)) vec4_cross(updirection, &fwd, &right); vec4_norm(&right); // up = cross(right, forward) vec4_cross(&fwd, &right, &up); // orientation and translation matrices combined vec4_initd(&m->a, right.x, up.x, fwd.x); vec4_initd(&m->b, right.y, up.y, fwd.y); vec4_initd(&m->c, right.z, up.z, fwd.z); vec4_initw(&m->d, -vec4_dot(&right, pos), -vec4_dot(&up, pos), -vec4_dot(&fwd, pos)); } void mat4_perspectivefovrh(mat4 *m, float fovdegrees, float aspectratio, float near, float far) { float h = 1.f / tanf(ftoradians(fovdegrees / 2.f)); float w = h / aspectratio; vec4_initd(&m->a, w, 0.f, 0.f); vec4_initd(&m->b, 0.f, h, 0.f); vec4_initw(&m->c, 0.f, 0.f, -far / (near - far)); vec4_initd(&m->d, 0.f, 0.f, (near * far) / (near - far)); } this is how I project my vertices: void device_project(device *d, const vec4 *coord, const mat4 *transform, int *projx, int *projy) { vec4 result; mat4_mul(transform, coord, &result); *projx = result.x * d->w + d->w / 2; *projy = result.y * d->h + d->h / 2; } void device_rendervertices(device *d, const camera *camera, const mesh meshes[], int nmeshes, const rgba *color) { int i, j; mat4 view, projection, world, transform, projview; mat4 translation, rotx, roty, rotz, transrotz, transrotzy; int projx, projy; // vec4_unity = (0.f, 1.f, 0.f, 0.f) mat4_lookatlh(&view, &camera->pos, &camera->target, &vec4_unity); mat4_perspectivefovrh(&projection, 45.f, (float)d->w / (float)d->h, 0.1f, 1.f); for (i = 0; i < nmeshes; i++) { // world matrix = translation * rotz * roty * rotx mat4_translatev(&translation, meshes[i].pos); mat4_rotatex(&rotx, ftoradians(meshes[i].rotx)); mat4_rotatey(&roty, ftoradians(meshes[i].roty)); mat4_rotatez(&rotz, ftoradians(meshes[i].rotz)); mat4_mulm(&translation, &rotz, &transrotz); // transrotz = translation * rotz mat4_mulm(&transrotz, &roty, &transrotzy); // transrotzy = transrotz * roty = translation * rotz * roty mat4_mulm(&transrotzy, &rotx, &world); // world = transrotzy * rotx = translation * rotz * roty * rotx // transform matrix mat4_mulm(&projection, &view, &projview); // projview = projection * view mat4_mulm(&projview, &world, &transform); // transform = projview * world = projection * view * world for (j = 0; j < meshes[i].nvertices; j++) { device_project(d, &meshes[i].vertices[j], &transform, &projx, &projy); device_putpixel(d, projx, projy, color); } } } this is how the cube and camera are initialized: // test mesh cube = &meshlist[0]; mesh_init(cube, "Cube", 8); cube->rotx = 0.f; cube->roty = 0.f; cube->rotz = 0.f; vec4_initw(&cube->pos, 0.f, 0.f, 0.f); vec4_initw(&cube->vertices[0], -1.f, 1.f, 1.f); vec4_initw(&cube->vertices[1], 1.f, 1.f, 1.f); vec4_initw(&cube->vertices[2], -1.f, -1.f, 1.f); vec4_initw(&cube->vertices[3], -1.f, -1.f, -1.f); vec4_initw(&cube->vertices[4], -1.f, 1.f, -1.f); vec4_initw(&cube->vertices[5], 1.f, 1.f, -1.f); vec4_initw(&cube->vertices[6], 1.f, -1.f, 1.f); vec4_initw(&cube->vertices[7], 1.f, -1.f, -1.f); // main camera vec4_initw(&maincamera.pos, 0.f, 0.f, 10.f); maincamera.target = vec4_zerow; and, just to be sure, this is how I compute matrix multiplications: void mat4_mul(const mat4 *m, const vec4 *va, vec4 *vb) { vb->x = m->a.x * va->x + m->b.x * va->y + m->c.x * va->z + m->d.x * va->w; vb->y = m->a.y * va->x + m->b.y * va->y + m->c.y * va->z + m->d.y * va->w; vb->z = m->a.z * va->x + m->b.z * va->y + m->c.z * va->z + m->d.z * va->w; vb->w = m->a.w * va->x + m->b.w * va->y + m->c.w * va->z + m->d.w * va->w; } void mat4_mulm(const mat4 *ma, const mat4 *mb, mat4 *mc) { mat4_mul(ma, &mb->a, &mc->a); mat4_mul(ma, &mb->b, &mc->b); mat4_mul(ma, &mb->c, &mc->c); mat4_mul(ma, &mb->d, &mc->d); }

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  • iPad: Merge concept of SplitViewController and NavigationController in RootView?

    - by MikeN
    I'm having trouble merging the two concepts of using a SplitViewController in my main view and having the "RootView" controller that controls the left panes popup/sidebar table view. I want to have the left "RootView" act as a navigation menu, but how do I do this when the RootView is tied through MainWindow.xib into the left pane of the SplitView? Basically, I want the left navigation to work just like the built-in email applications folder drilldown navigation. Is there an example iPad project out there that uses both SplitView and a NavigationView for the left/Root pane?

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  • jquery hover not working properly other than IE6

    - by Kranthi
    Hi All, We developed navigation bar using jQuery 1.4.2. Functionality is to show submneus for different menu items when user hovers on it. It is working perfectly in IE6 but we see some weird problems in other browsers. In Firefox, when the page gets loaded, it works fine but when we hit f5, the submenu wont appear on hover. To get submenu we need to click on any other menu item. In Chrome, its the same to add on, some time even we click on any menu item, and hover submenu wont show up. In Safari, nothing shows up most of the times, but on clicking 5-6 menu items, submenu is shown.When we see loading text in safari it shows the submenu. but on every click the loading text wont appear.. We are very much confused..is it the browser behavior/code/jquery?? Below is the snippet: Html: <ul> <li><a class="mainLinks" href="google.com">Support</a> <ul><li>Sublink1</li></ul> </ul> Html code is absolutely fine. Jquery: var timeout = null; var ie = (document.all) ? true : false; $(document).ready(function(){ var $mainLink = null; var $subLink = null; $(".mainLinks").each(function(){ if ($(this).hasClass("current")) { $(this).mouseout(function() { var $this = $(this); timeout = setTimeout(function() { $(".popUpNav", $this.parent()).css({ visibility : 'hidden' }); $('.popUpArrow').hide(); ieCompat('show'); }, 200); }); } else { $(this).hover(function() { reset(); ieCompat('hide'); // Saving this for later use in the popUpNav hover event $mainLink = $(this); $popUpNav = $(".popUpNav", $mainLink.parent()); // Default width is width of one column var popupWidth = $('.popUpNavSection').width() + 20; // Calculate popup width depending on the number of columns var numColumns = $popUpNav.find('.popUpNavSection').length; if (numColumns != 0) { popupWidth *= numColumns; } var elPos = $mainLink.position(); var leftOffset = 0; if (elPos.left + popupWidth > 950) { leftOffset = elPos.left + popupWidth - 948; } $popUpNav.css({ top : elPos.top + 31 + 'px', left : elPos.left - leftOffset + 'px', visibility : 'visible', width : popupWidth + 'px' }); $('.popUpArrow').css({ left : elPos.left + Math.round(($mainLink.width() / 2)) + 20 + 'px', top : '27px' }).show(); }, function() { var $this = $(this); timeout = setTimeout(function() { $(".popUpNav", $this.parent()).css({ visibility : 'hidden' }); $('.popUpArrow').hide() ieCompat('show'); }, 200); } ); } }); $(".subLinks").hover( function(e) { $subLink = $(this); var elPos = $subLink.position(); var popupWidth = $(".popUpNavLv2",$subLink.parent()).width(); var leftOffset = 0; ieCompat('hide'); $(".popUpNavLv2",$subLink.parent()).css({ top : elPos.top + 32 + 'px', left : elPos.left - leftOffset + 'px', visibility : 'visible' }); }, function() { var $this = $(this); timeout = setTimeout(function() { $(".popUpNavLv2", $this.parent()).css({ visibility : 'hidden' }); }, 200); ieCompat('show'); } ); $('.popUpNav').hover( function() { clearTimeout(timeout); $mainLink.addClass('current'); $(this).css('visibility', 'visible'); $('.popUpArrow').show(); }, function() { $mainLink.removeClass('current'); $(this).css('visibility', 'hidden'); $('.popUpArrow').hide(); ieCompat('show'); } ); $('.popUpNavLv2').hover( function() { clearTimeout(timeout); $(this).css('visibility', 'visible'); ieCompat('hide'); }, function() { ieCompat('show'); $(this).css('visibility', 'hidden'); } ); // If on mac, reduce left padding on the tabs if (/mac os x/.test(navigator.userAgent.toLowerCase())) { $('.mainLinks, .mainLinksHome').css('padding-left', '23px'); } }); Thanks a lot in advance for looking into it. Thanks | Kranthi

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  • SP Gridview link button column not working

    - by Dilse Naaz
    Hi I have one sharepoint custom page application which is rendering from a user control. In the user control page, i had used SPGridview for displaying data. My first column is Title Column (link button column), when the user click on the link, then one popup window will open with corresponding data. But the problem is the link button is not working properly. But this application is working as fine in asp.net application. My code is shown below.. <asp:UpdatePanel runat="server" ID="UpdatePanel2"> <ContentTemplate> <SharePoint:SPGridView ID="dgApplicationBox" CellPadding="0" Height="100%" runat="server" ForeColor="Black" Font-Size="10px" Font-Names="Verdana" AutoGenerateColumns="False" AllowPaging="True" Width="100%" BorderStyle="None" BorderWidth="0px" PageSize="10" BorderColor="White" BackColor="White" OnRowDataBound="dgApplicationBox_RowDataBound" DataKeyNames="ApplicationID" OnSelectedIndexChanged="dgApplicationBox_SelectedIndexChanged" OnPageIndexChanging="dgApplicationBox_PageIndexChanging" CssClass="ms-listviewtable" AlternatingRowStyle-CssClass="ms-alternating"> <SelectedRowStyle Font-Bold="True" ForeColor="Black" BackColor="#CE5D5A"></SelectedRowStyle> <EditRowStyle Font-Size="10px" Font-Names="Verdana,Arial,Helvetica,sans-serif"></EditRowStyle> <HeaderStyle Font-Size="11px" Height="20px" Font-Bold="True" ForeColor="Black" BackColor="#E7E8EC"> </HeaderStyle> <PagerStyle HorizontalAlign="Center" ForeColor="#414E61" Font-Size="5px" Font-Names="arial" Height="10px" BackColor="#EBF3FF"></PagerStyle> <RowStyle /> <Columns> <asp:TemplateField HeaderText="Title" HeaderStyle-CssClass="ms-vb"> <ItemTemplate> <asp:LinkButton ID="lbtnSubject" Text='<%# Bind("UDF5") %>' runat="server" OnClick="lbtnSubject_Click"></asp:LinkButton> </ItemTemplate> <HeaderStyle HorizontalAlign="Left" CssClass="ms-vh2" Font-Bold="true" /> <ItemStyle HorizontalAlign="Left" CssClass="ms-vb2" /> </asp:TemplateField> <asp:TemplateField HeaderText="Request No."> <ItemTemplate> <asp:Label ID="lblReqNo" Text='<%# Bind("UDF1") %>' runat="server" /> </ItemTemplate> <HeaderStyle HorizontalAlign="Left" CssClass="ms-vh2" Font-Bold="true" /> <ItemStyle HorizontalAlign="Left" CssClass="ms-vb2" /> </asp:TemplateField> <asp:BoundField DataField="CreatedOn" HeaderText="Created On" DataFormatString="{0:MM/dd/yyyy}" HeaderStyle-HorizontalAlign="Left" ItemStyle-HorizontalAlign="Left"> <HeaderStyle CssClass="ms-vh2" Font-Bold="true"></HeaderStyle> <ItemStyle CssClass="ms-vb2"></ItemStyle> </asp:BoundField> <asp:BoundField DataField="Name" HeaderText="Form Type" HeaderStyle-HorizontalAlign="Left" ItemStyle-HorizontalAlign="Left"> <HeaderStyle CssClass="ms-vh2" Font-Bold="true"></HeaderStyle> <ItemStyle CssClass="ms-vb2"></ItemStyle> </asp:BoundField> <asp:TemplateField HeaderText="History"> <HeaderStyle CssClass="ms-vh2" Font-Bold="true"></HeaderStyle> <ItemStyle HorizontalAlign="Center" VerticalAlign="Middle" Width="21px" CssClass="ms-vb2"> </ItemStyle> <ItemTemplate> <asp:LinkButton ID="lbtnView" runat="server" OnClick="lbtnView_Click" >View</asp:LinkButton> </ItemTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Application Id" Visible="False"> <ItemTemplate> <asp:Label ID="lblApplicationId" runat="server" Text='<%# Bind("ApplicationId") %>'></asp:Label> </ItemTemplate> <HeaderStyle HorizontalAlign="Left" CssClass="ms-vh2" Font-Bold="true" /> <ItemStyle HorizontalAlign="Left" CssClass="ms-vb2" /> </asp:TemplateField> </Columns> </SharePoint:SPGridView> </ContentTemplate> </asp:UpdatePanel> when the user click on the link button, this code will works.. try { clearSession(); Session["DigitalSignature"] = null; Button btnDetails = sender as Button; DataTable dt = (DataTable)dgApplicationBox.DataSource; GridViewRow gvRow = (GridViewRow)(sender as LinkButton).Parent.Parent; Session["AppId"] = ((Label)gvRow.FindControl("lblApplicationId")).Text; string subject = ((LinkButton)gvRow.FindControl("lbtnSubject")).Text; WFInfo objWFInfo = new WFInfo(); objWFInfo.InitWorkflowProperty(Convert.ToInt32(Session["AppId"].ToString()), Session["CurrentUser"].ToString()); Session["FormId"] = objWFInfo.FormID.ToString(); string strFilname = objWFInfo.GetFormName(objWFInfo.ApplicationCategoryID.ToString()); string WindowName = strFilname; strFilname += ".aspx"; Session["CategoryId"] = objWFInfo.ApplicationCategoryID.ToString(); //pnlSubmitModal_ModalPopupExtender.Show(); ScriptManager.RegisterStartupScript(this, this.GetType(), "starScript", "popUpWindow('" + strFilname + "?tittle=" + subject + "', 800, 690,'" + WindowName + "');", true); this.Controls.Add(new LiteralControl("<script>alert('hi');</script>")); if (Session["CurrentUser"] != null) { ApplicationForm objApplication = new ApplicationForm(); objApplication.markRead(Convert.ToInt32(Session["AppId"].ToString()), Session["CurrentUser"].ToString()); } bindFolderData(); } If i click on the link button, there will be only post back occuring. but not the popup window open.. Please help me for resolving this problem. thanks in advance..

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  • How to make a div to fill a remaining horizontal space (a very simple but annoying problem for CSS e

    - by janoChen
    I have 2 divs: one in the left side and one in the right side of my page. The one in the left side has fixed width and I want the one of the right side to fill the remaining space. The one on the right side is the navigation and I want it to to fill the remaining space on it right side: My CSS: #search { width: 160px; height: 25px; float: left; background-color: #FFF; } #navigation { width: 780 float: left; /*background-color: url('../images/transparent.png') ;*/ background-color: #A53030; } My Html: <div id="search"> </div> <?php include("navigation.html"); ?> <div id="left-column"> Thank in advance!

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