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  • How to make buttons in python/pygame?

    - by user1334014
    I'm making a game in pygame and on the first screen I want there to be buttons that you can press to (i) start the game, (ii) load a new screen with instructions, and (iii) exit the program. I've found this code online for button making, but I don't really understand it (I'm not that good at object oriented programming). If I could get some explanation as to what it's doing that would be great. Also, when I use it and try to open a file on my computer using the file path, I get the error sh: filepath :Permission denied, which I don't know how to solve. #load_image is used in most pygame programs for loading images def load_image(name, colorkey=None): fullname = os.path.join('data', name) try: image = pygame.image.load(fullname) except pygame.error, message: print 'Cannot load image:', fullname raise SystemExit, message image = image.convert() if colorkey is not None: if colorkey is -1: colorkey = image.get_at((0,0)) image.set_colorkey(colorkey, RLEACCEL) return image, image.get_rect() class Button(pygame.sprite.Sprite): """Class used to create a button, use setCords to set position of topleft corner. Method pressed() returns a boolean and should be called inside the input loop.""" def __init__(self): pygame.sprite.Sprite.__init__(self) self.image, self.rect = load_image('button.png', -1) def setCords(self,x,y): self.rect.topleft = x,y def pressed(self,mouse): if mouse[0] > self.rect.topleft[0]: if mouse[1] > self.rect.topleft[1]: if mouse[0] < self.rect.bottomright[0]: if mouse[1] < self.rect.bottomright[1]: return True else: return False else: return False else: return False else: return False def main(): button = Button() #Button class is created button.setCords(200,200) #Button is displayed at 200,200 while 1: for event in pygame.event.get(): if event.type == MOUSEBUTTONDOWN: mouse = pygame.mouse.get_pos() if button.pressed(mouse): #Button's pressed method is called print ('button hit') if __name__ == '__main__': main() Thank you to anyone who can help me.

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  • Is there a jQuery Equivalent of YUI 2 Custom Event Publish/Subscribe Event Model?

    - by Abe
    Hello! I learned how to develop in Javascript using the YUI 2 library and was wondering if there is a jQuery equivalent of Custom Events (http://developer.yahoo.com/yui/event/#customevent) Specifically, I want to be able to define custom events without having to attach the listeners initially. In YUI, I would create a page class and declare different custom events that can be subscribed to. Below is some example code to demonstrate what I want to do, but with jQuery function ListPage() { var me = this; this.initEvent = new YAHOO.util.CustomEvent("initEvent"); this.init = function() { // initialize events, DOM, etc this.initEvent.fire(me); } } In application Javascript, I would then like to subscribe to the initEvent. var page = new ListPage(); page.initEvent.subscribe( function (type, args) { // do stuff here } ); page.init(); Are there any tutorials/examples of something this in jQuery? I understand I can do something similar using bind() and trigger(), but the impression I get is I have to pass in the event handler when I call bind(). Is it possible in jQuery to create the custom event, but pass in the event handler later? I hope my question makes sense. thanks!

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  • Using classes for the first time,help in debugging

    - by kaushik
    here is post my code:this is no the entire code but enough to explain my doubt.please discard any code line which u find irrelavent enter code here saving_tree={} isLeaf=False class tree: global saving_tree rootNode=None lispTree=None def __init__(self,x): file=x string=file.readlines() #print string self.lispTree=S_expression(string) self.rootNode=BinaryDecisionNode(0,'Root',self.lispTree) class BinaryDecisionNode: global saving_tree def __init__(self,ind,name,lispTree,parent=None): self.parent=parent nodes=lispTree.getNodes(ind) print nodes self.isLeaf=(nodes[0]==1) nodes=nodes[1]#Nodes are stored self.name=name self.children=[] if self.isLeaf: #Leaf Node print nodes #Set the leaf data self.attribute=nodes print "LeafNode is ",nodes else: #Set the question self.attribute=lispTree.getString(nodes[0]) self.attribute=self.attribute.split() print "Question: ",self.attribute,self.name tree={} tree={str(self.name):self.attribute} saving_tree=tree #Add the children for i in range(1,len(nodes)):#Since node 0 is a question # print "Adding child ",nodes[i]," who has ",len(nodes)-1," siblings" self.children.append(BinaryDecisionNode(nodes[i],self.name+str(i),lispTree,self)) print saving_tree i wanted to save some data in saving_tree{},which i have declared previously and want to use that saving tree in the another function outside the class.when i asked to print saving_tree it printing but,only for that instance.i want the saving_tree{} to have the data to store data of all instance and access it outside. when i asked for print saving_tree outside the class it prints empty{}.. please tell me the required modification to get my required output and use saving_tree{} outside the class..

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  • NSInvocation making app crash

    - by neha
    Hi all, I'm using NSInvocation as follows: In my init, I'm writing this in my viewDidLoad: SEL mySelector; mySelector = @selector(initParsersetId:type:); NSMethodSignature * sig = nil; sig = [[self class] instanceMethodSignatureForSelector:mySelector]; myInvocation = nil; myInvocation = [NSInvocation invocationWithMethodSignature:sig]; [myInvocation setTarget:self]; [myInvocation setSelector:mySelector]; SEL mySelector; mySelector = @selector(initParsersetId:type:); NSMethodSignature * sig = nil; sig = [[self class] instanceMethodSignatureForSelector:mySelector]; myInvocation = nil; myInvocation = [NSInvocation invocationWithMethodSignature:sig]; [myInvocation setTarget:self]; [myInvocation setSelector:mySelector]; And I'm calling it like this: Idea *tempIdea = [[Idea alloc]init]; tempIdea = [genericArray objectAtIndex:indexPath.row]; idea.ideaId = tempIdea.ideaId; [tempIdea release]; NSNumber *_id_ = [NSNumber numberWithInt:idea.ideaId]; [myInvocation setArgument:_id_ atIndex:2]; //CRASHING AT THIS LINE My application is crashing at the indicated line. Can anybody please help me?

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  • Event triggering inside prototype

    - by shivesh
    When I try to call "Test" function I get an error. How to fix that? (no jquery!) Browser:firefox error: TypeError: this.Test is not a function <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> <title>Untitled Document</title> <script type="text/javascript"> MyClass = function(){ } MyClass.prototype = { Init: function(){ var txt = document.getElementById("text"); if (txt.addEventListener) { txt.addEventListener("keyup", this.Foo, true) } }, Foo: function(){ this.Test(); }, Test: function(){ alert('OK'); } } window.onload = function(){ obj = new MyClass; obj.Init(); } </script> </head> <body> <textarea id="text" rows="10"> </textarea> </div> </body>

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  • iPad search bar bad memory access?

    - by Geoff Baum
    Hello all, So I am trying to implement a search bar in my app and am very close but can't seem to figure out where this memory error is occurring. This is what part of my search method looks like: filters = [[NSMutableArray alloc] init]; NSString *searchText = detailSearch.text; NSMutableArray *searchArray = [[NSMutableArray alloc] init]; // Normally holds the object (ex: 70 locations) searchArray = self.copyOfFilters ; //This is the line that is breaking after ~2-3 letters are entered in the search for (NSString *sTemp in searchArray) { NSRange titleResultsRange = [sTemp rangeOfString:searchText options:NSCaseInsensitiveSearch]; if (titleResultsRange.length > 0) [filters addObject:sTemp]; } displayedFilters = filters; copyOfFilters is a deep copy of the displayed filters that appear when the view first loads via: self.copyOfFilters = [[NSMutableArray alloc] initWithArray:displayedFilters copyItems:YES]; I have traced through the entry of letters and it is accurate after 2 letters, but once you try and enter a letter after a space in the search bar, it crashes. The value of copyOfFilters = {(int)[$VAR count]} objects. Does anyone know what may be causing this? Thanks!

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  • Best way to design a class in python

    - by Fraz
    So, this is more like a philosophical question for someone who is trying to understand classes. Most of time, how i use class is actually a very bad way to use it. I think of a lot of functions and after a time just indent the code and makes it a class and replacing few stuff with self.variable if a variable is repeated a lot. (I know its bad practise) But anyways... What i am asking is: class FooBar: def __init__(self,foo,bar): self._foo = foo self._bar = bar self.ans = self.__execute() def __execute(self): return something(self._foo, self._bar) Now there are many ways to do this: class FooBar: def __init__(self,foo): self._foo = foo def execute(self,bar): return something(self._foo, bar) Can you suggest which one is bad and which one is worse? or any other way to do this. This is just a toy example (offcourse). I mean, there is no need to have a class here if there is one function.. but lets say in __execute something() calls a whole set of other methods.. ?? Thanks

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  • Python: Calling method A from class A within class B?

    - by Tommo
    There are a number of questions that are similar to this, but none of the answers hits the spot - so please bear with me. I am trying my hardest to learn OOP using Python, but i keep running into errors (like this one) which just make me think this is all pointless and it would be easier to just use methods. Here is my code: class TheGUI(wx.Frame): def __init__(self, title, size): wx.Frame.__init__(self, None, 1, title, size=size) # The GUI is made ... textbox.TextCtrl(panel1, 1, pos=(67,7), size=(150, 20)) button1.Bind(wx.EVT_BUTTON, self.button1Click) self.Show(True) def button1Click(self, event): #It needs to do the LoadThread function! class WebParser: def LoadThread(self, thread_id): #It needs to get the contents of textbox! TheGUI = TheGUI("Text RPG", (500,500)) TheParser = WebParser TheApp.MainLoop() So the problem i am having is that the GUI class needs to use a function that is in the WebParser class, and the WebParser class needs to get text from a textbox that exists in the GUI class. I know i could do this by passing the objects around as parameters, but that seems utterly pointless, there must be a more logical way to do this that doesn't using classes seem so pointless? Thanks in advance!

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  • Obj-C Sending Messages Between Classes

    - by user544359
    I'm a newbie in iPhone Programming. I'm trying to send a message from one view controller to another. The idea is that viewControllerA takes information from the user and sends it to viewControllerB. viewControllerB is then supposed to display the information in a label. viewControllerA.h #import <UIKit/UIKit.h> @interface viewControllerA : UIViewController { int num; } -(IBAction)do; @end viewControllerA.m #import "viewControllerA.h" #import "viewControllerB.h" @implementation viewControllerA - (IBAction)do { //initializing int for example num = 2; viewControllerB *viewB = [[viewControllerB alloc] init]; [viewB display:num]; [viewB release]; //viewA is presented as a ModalViewController, so it dismisses itself to return to the //original view, i know it is not efficient [self dismissModalViewControllerAnimated:YES]; } - (void)dealloc { [super dealloc]; } @end viewControllerB.h #import <UIKit/UIKit.h> @interface viewControllerB : UIViewController { IBOutlet UILabel *label; } - (IBAction)openA; - (void)display:(NSInteger)myNum; @end viewControllerB.m #import "viewControllerB.h" #import "viewControllerA.h" @implementation viewControllerB - (IBAction)openA { //presents viewControllerA when a button is pressed viewControllerA *viewA = [[viewControllerA alloc] init]; [self presentModalViewController:viewA animated:YES]; } - (void)display:(NSInteger)myNum { NSLog(@"YES"); [label setText:[NSString stringWithFormat:@"%d", myNum]]; } @end YES is logged successfully, but the label's text does not change. I have made sure that all of my connections in Interface Builder are correct, in fact there are other (IBAction) methods in my program that change the text of this very label, and all of those other methods work perfectly... Any ideas, guys? You don't need to give me a full solution, any bits of information will help. Thanks.

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  • Check if NSString exists in custom object in NSArray

    - by Paul Peelen
    I have an NSArray with Store objects. Each Store object has two NSString objects; StoreID and Name. I would like to check quickly if an ID exists in this NSArray with Store objects. Example: Store *s1 = [[Store alloc] init]; s1.name = @"Some Name"; s1.id = @"123ABC"; Store *s2 = [[Store alloc] init]; s2.name = @"Some Other Name"; s2.id = @"ABC123"; NSArray *array = [[NSArray alloc] initWithObjects:s1, s2, nil]; NSString *myIdOne = @"ABCDEF"; NSString *myIdTwo = @"123ABC"; BOOL myIdOneExists = ...? BOOL myIdTwoExists = ...? Its the ...? I need to figure out. I know I can do this using a for loop and break when found... but this seems to me like an nasty approach since the NSArray could contain thousands of objects,... theoretically. So I would like to know about a better solution.

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  • Testing variable types in Python

    - by Jasper
    Hello, I'm creating an initialising function for the class 'Room', and found that the program wouldn't accept the tests I was doing on the input variables. Why is this? def __init__(self, code, name, type, size, description, objects, exits): self.code = code self.name = name self.type = type self.size = size self.description = description self.objects = objects self.exits = exits #Check for input errors: if type(self.code) != type(str()): print 'Error found in module rooms.py!' print 'Error number: 110' elif type(self.name) != type(str()): print 'Error found in module rooms.py!' print 'Error number: 111' elif type(self.type) != type(str()): print 'Error found in module rooms.py!' print 'Error number: 112' elif type(self.size) != type(int()): print 'Error found in module rooms.py!' print 'Error number: 113' elif type(self.description) != type(str()): print 'Error found in module rooms.py!' print 'Error number: 114' elif type(self.objects) != type(list()): print 'Error found in module rooms.py!' print 'Error number: 115' elif type(self.exits) != type(tuple()): print 'Error found in module rooms.py!' print 'Error number: 116' When I run this I get this error: Traceback (most recent call last): File "/Users/Jasper/Development/Programming/MyProjects/Game Making Challenge/Europa I/rooms.py", line 148, in <module> myRoom = Room(101, 'myRoom', 'Basic Room', 5, '<insert description>', myObjects, myExits) File "/Users/Jasper/Development/Programming/MyProjects/Game Making Challenge/Europa I/rooms.py", line 29, in __init__ if type(self.code) != type(str()): TypeError: 'str' object is not callable

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  • receiving signal: EXC_BAD_ACCESS in web service call function

    - by murali
    I'm new to iPhone development. I'm using xcode 4.2. When I click on the save button, I'm getting values from the html page and my web service is processing them, and then I get the error: program received signal: EXC_BAD_ACCESS in my web service call function. Here is my code: NSString *val=[WebviewObj stringByEvaluatingJavaScriptFromString:@"save()"]; NSLog(@"return value:: %@",val); [adict setObject:[NSString stringWithFormat:@"%i",userid5] forKey:@"iUser_Id" ]; [adict setObject:[[val componentsSeparatedByString:@","]objectAtIndex:0] forKey:@"vImage_Url"]; [adict setObject:[[val componentsSeparatedByString:@","]objectAtIndex:1] forKey:@"IGenre_Id"]; [adict setObject:[[val componentsSeparatedByString:@","]objectAtIndex:2] forKey:@"vTrack_Name"]; [adict setObject:[[val componentsSeparatedByString:@","]objectAtIndex:3] forKey:@"vAlbum_Name"]; [adict setObject:[[val componentsSeparatedByString:@","]objectAtIndex:4] forKey:@"vMusic_Url"]; [adict setObject:[[val componentsSeparatedByString:@","]objectAtIndex:5] forKey:@"iTrack_Duration_min"]; [adict setObject:[[val componentsSeparatedByString:@","]objectAtIndex:6] forKey:@"iTrack_Duration_sec"]; [adict setObject:[[val componentsSeparatedByString:@","]objectAtIndex:7] forKey:@"vDescription"]; NSLog(@"dict==%@",[adict description]); NSString *URL2= @"http://184.164.156.55/Music/Track.asmx/AddTrack"; obj=[[UrlController alloc]init]; obj.URL=URL2; obj.InputParameters = adict; [obj WebserviceCall]; obj.delegate= self; //this is my function..it is working for so many function calls -(void)WebserviceCall{ webData = [[NSMutableData alloc] init]; NSMutableURLRequest *urlRequest = [[ NSMutableURLRequest alloc ] initWithURL: [ NSURL URLWithString: URL ] ]; NSString *httpBody = @""; for(id key in InputParameters) { if([httpBody length] == 0){ httpBody=[httpBody stringByAppendingFormat:@"&%@=%@",key,[InputParameters valueForKey:key]]; } else{ httpBody=[httpBody stringByAppendingFormat:@"&%@=%@",key,[InputParameters valueForKey:key]]; } } httpBody = [httpBody stringByAppendingFormat:httpBody];//Here i am getting EXC_BAD_ACCESS [urlRequest setHTTPMethod: @"POST" ]; [urlRequest setHTTPBody:[httpBody dataUsingEncoding:NSUTF8StringEncoding]]; [urlRequest setValue:@"application/x-www-form-urlencoded" forHTTPHeaderField:@"content-type"]; NSURLConnection *theConnection = [[NSURLConnection alloc] initWithRequest:urlRequest delegate:self]; } Can any one help me please? thanks in advance

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  • How to call a method after asynchronous task is complete

    - by doctordoder
    I have a class called WikiWebView which is a subclass of UIWebView which loads Wikipedia subjects and is designed to fetch all the links of the webpage, in order to create a sort of site map for the subject. My problem is that I can only create the links once the web page has loaded, but the loading isn't done right after [self loadRequest:requestObj] is called. - (void)loadSubject:(NSString *)subject { // load the actual webpage NSString *wiki = @"http://www.wikipedia.org/wiki/"; NSString *fullURL = [wiki stringByAppendingString:subject]; NSURL *url = [NSURL URLWithString:fullURL]; NSURLRequest *requestObj = [NSURLRequest requestWithURL:url]; [self loadRequest:requestObj]; // [self createLinks]; // need this to be called after the view has loaded } - (void)createLinks { NSString *javascript = @"var string = \"\";" "var arr = document.getElementsByClassName(\"mw-redirect\");" "for (var i = 0; i < arr.length; ++i)" "{" "var redirectLink = arr[i].href;" "string = string + redirectLink + \" \";" "}" "string;"; NSString *links = [self stringByEvaluatingJavaScriptFromString:javascript]; self.links = [links componentsSeparatedByString:@" "]; } I tried the normal delegation technique, which lead to this code being added: - (id)init { if (self = [super init]) { self.delegate = self; // weird } return self; } #pragma mark - UIWebViewDelegate - (void)webViewDidStartLoad:(UIWebView *)webView { ++_numProcesses; } - (void)webView:(UIWebView *)webView didFailLoadWithError:(NSError *)error { --_numProcesses; } - (void)webViewDidFinishLoad:(UIWebView *)webView { --_numProcesses; if (_numProcesses == 0) { [self createLinks]; } } However, the delegate methods are never called.. I've seen similar questions where the answers are to use blocks, but how would I do that in this case?

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  • Trouble getting QMainWindow to scroll

    - by random
    A minimal example: class MainWindow(QtGui.QMainWindow): def __init__(self, parent = None): QtGui.QMainWindow.__init__(self, parent) winWidth = 683 winHeight = 784 screen = QtGui.QDesktopWidget().availableGeometry() screenCenterX = (screen.width() - winWidth) / 2 screenCenterY = (screen.height() - winHeight) / 2 self.setGeometry(screenCenterX, screenCenterY, winWidth, winHeight) layout = QtGui.QVBoxLayout() layout.addWidget(FormA()) mainWidget = QtGui.QWidget() mainWidget.setLayout(layout) self.setCentralWidget(mainWidget) FormA is a QFrame with a VBoxLayout that can expand to an arbitrary number of entries. In the code posted above, if the entries in the forms can't fit in the window then the window itself grows. I'd prefer for the window to become scrollable. I've also tried the following... replacing mainWidget = QtGui.QWidget() mainWidget.setLayout(layout) self.setCentralWidget(mainWidget) with mainWidget = QtGui.QScrollArea() mainWidget.setLayout(layout) self.setCentralWidget(mainWidget) results in the forms and entries shrinking if they can't fit in the window. Replacing it with mainWidget = QtGui.QWidget() mainWidget.setLayout(layout) scrollWidget = QtGui.QScrollArea() scrollWidget.setWidget(mainWidget) self.setCentralWidget(scrollWidget) results in the mainwidget (composed of the forms) being scrunched in the top left corner of the window, leaving large blank areas on the right and bottom of it, and still isn't scrollable. I can't set a limit on the size of the window because I wish for it to be resizable. How can I make this window scrollable?

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  • memory management: am i doing something wrong here?

    - by z s
    Hi, In a very small number of cases in my iphone app, I get a crash after the for loop in the code below: ABAddressBookRef addressBookInit = ABAddressBookCreate(); CFMutableArrayRef abContacts = (CFMutableArrayRef)ABAddressBookCopyArrayOfAllPeople(addressBookInit); // get array of all contacts CFArraySortValues (abContacts, CFRangeMake(0, CFArrayGetCount(abContacts)), (CFComparatorFunction)ABPersonComparePeopleByName, (void *)ABPersonGetSortOrdering()); NSArray *copypeople = (NSArray *) abContacts; NSMutableArray *tempTheadlist = [[NSMutableArray alloc] init]; for (int i=0; i < copypeople.count; i++) { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; ABRecordRef record = [copypeople objectAtIndex:i]; if (blah blah) [tempThreadList addObject: someObject]; [pool release]; } // POINT OF CRASH AFTER LOOP ENDS if (tempTheadlist.count > 0) [NSThread detachNewThreadSelector: @selector(loading_pictures:) toTarget:self withObject:tempTheadlist]; [tempTheadlist release]; [copypeople release]; CFRelease(addressBookInit); Any reason why it should crash at any point here?

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  • On-Demand Python Thread Start/Join Freezing Up from wxPython GUI

    - by HokieTux
    I'm attempting to build a very simple wxPython GUI that monitors and displays external data. There is a button that turns the monitoring on/off. When monitoring is turned on, the GUI updates a couple of wx StaticLabels with real-time data. When monitoring is turned off, the GUI idles. The way I tried to build it was with a fairly simple Python Thread layout. When the 'Start Monitoring' button is clicked, the program spawns a thread that updates the labels with real-time information. When the 'Stop Monitoring' button is clicked, thread.join() is called, and it should stop. The start function works and the real-time data updating works great, but when I click 'Stop', the whole program freezes. I'm running this on Windows 7 64-bit, so I get the usual "This Program has Stopped Responding" Windows dialog. Here is the relevant code: class MonGUI(wx.Panel): def __init__(self, parent): wx.Panel.__init__(self, parent) ... ... other code for the GUI here ... ... # Create the thread that will update the VFO information self.monThread = Thread(None, target=self.monThreadWork) self.monThread.daemon = True self.runThread = False def monThreadWork(self): while self.runThread: ... ... Update the StaticLabels with info ... (This part working) ... # Turn monitoring on/off when the button is pressed. def OnClick(self, event): if self.isMonitoring: self.button.SetLabel("Start Monitoring") self.isMonitoring = False self.runThread = False self.monThread.join() else: self.button.SetLabel("Stop Monitoring") self.isMonitoring = True # Start the monitor thread! self.runThread = True self.monThread.start() I'm sure there is a better way to do this, but I'm fairly new to GUI programming and Python threads, and this was the first thing I came up with. So, why does clicking the button to stop the thread make the whole thing freeze up?

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  • Removing random object from parent CCprite

    - by Natty
    probably this is a simple problem to solve, since I'm quite new. I have a scene with a waiter holding a tray of food (the food is a random CCSprite choosen from an array) each time he comes onscreen he holds a new piece of food (the user touches the food and the waiter walks off to return again with a new piece of food however I cant seem to delete the old peice of food from the screen as it says the child is already added... any help would be great -(id) init { ///other code then... waiterOnSCreen = [CCSprite spriteWithSpriteFrameName:@"CatUP.png"]; waiterOnSCreen.position = ccp(CatOffSCreenPosX, catXpos); [self addChild:waiterOnSCreen z:0]; //moving the waiter // the random food sprite is added later to the waiter // [waiterOnSCreen addChild:myRandomSprite]; } -(void)LoadRandomFood { ///I make my array here then... int i = arc4random() % [RandomFood count]; myRandomSprite = (CCSprite *)[RandomFood objectAtIndex:i]; //waiterOnSCreen is a CCSprite added on the init [waiterOnSCreen addChild:myRandomSprite]; myRandomSprite.position=ccp(290,220); myRandomSprite.tag = RandomFoodTag; } } later in if(CGRectContainsPoint(waiterOnSCreen.boundingBox, location)) { //trying to remove the food here //Ive already tried to remove the sprite using [self removeChildByTag:RandomeObjectTag]; //and also CCSprite *wantedSprite = (CCSprite *)[self getChildByTag:RandomFoodTag]; [wantedSprite removeFromParentAndCleanup:YES]; } }

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  • Store data in tableview to NSUserDefaults

    - by Jozef Vrana
    Tricks.h file #import "Tricks.h" @implementation Tricks static NSMutableArray *trickList = nil; +(NSMutableArray *)trickList { if(!trickList){ trickList = [[NSMutableArray alloc]init]; } return trickList; } @end Tricks.m file @interface Tricks : NSObject @property(strong, nonatomic) NSString *trickName; Method for adding objects to array -(IBAction)saveAction:(id)sender { Tricks *trick = [[Tricks alloc]init]; trick.trickName = self.trickLabel.text; [[Tricks trickList]insertObject:trick atIndex:0]; [self.navigationController popViewControllerAnimated:YES]; } In .h file of UITabelview class I am making a reference to tricks class, but I am sure there is error on this line. @property (strong, nonatomic) Tricks *tricks; In cellForRow method I am storing data _trick = [[NSMutableDictionary alloc]initWithObjectsAndKeys:trick,nil]; NSUserDefaults *defaults=[NSUserDefaults standardUserDefaults]; [defaults setObject:_trick forKey:@"numberArray"]; [defaults synchronize]; NSLog(@"%@",_trick); In .m class of UITableview in viewDidLoad I want to retrieve data if([[NSUserDefaults standardUserDefaults] objectForKey:@"numberArray"] != nil) { _tricks = [[NSUserDefaults standardUserDefaults] objectForKey:@"numberArray"]; } Thanks for advices

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  • Python "callable" attribute (pseudo-property)

    - by mgilson
    In python, I can alter the state of an instance by directly assigning to attributes, or by making method calls which alter the state of the attributes: foo.thing = 'baz' or: foo.thing('baz') Is there a nice way to create a class which would accept both of the above forms which scales to large numbers of attributes that behave this way? (Shortly, I'll show an example of an implementation that I don't particularly like.) If you're thinking that this is a stupid API, let me know, but perhaps a more concrete example is in order. Say I have a Document class. Document could have an attribute title. However, title may want to have some state as well (font,fontsize,justification,...), but the average user might be happy enough just setting the title to a string and being done with it ... One way to accomplish this would be to: class Title(object): def __init__(self,text,font='times',size=12): self.text = text self.font = font self.size = size def __call__(self,*text,**kwargs): if(text): self.text = text[0] for k,v in kwargs.items(): setattr(self,k,v) def __str__(self): return '<title font={font}, size={size}>{text}</title>'.format(text=self.text,size=self.size,font=self.font) class Document(object): _special_attr = set(['title']) def __setattr__(self,k,v): if k in self._special_attr and hasattr(self,k): getattr(self,k)(v) else: object.__setattr__(self,k,v) def __init__(self,text="",title=""): self.title = Title(title) self.text = text def __str__(self): return str(self.title)+'<body>'+self.text+'</body>' Now I can use this as follows: doc = Document() doc.title = "Hello World" print (str(doc)) doc.title("Goodbye World",font="Helvetica") print (str(doc)) This implementation seems a little messy though (with __special_attr). Maybe that's because this is a messed up API. I'm not sure. Is there a better way to do this? Or did I leave the beaten path a little too far on this one? I realize I could use @property for this as well, but that wouldn't scale well at all if I had more than just one attribute which is to behave this way -- I'd need to write a getter and setter for each, yuck.

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  • pass parameter from $.post() callback to outer variable

    - by Nazmin
    basically i want to hold a parameter that retrieve value from $.post() call like this: init = function(){ var lastpage = getLastPage(); } function getLastPage(){ $.post("getInfo.php",{ last: "yes" }, function(data){ setLast(data.last); },'json'); return function setLast(data){ return data; } } so when reach at last post (last page) i should check with lastpage variable that has a value returned from getLastPage() function. I'm pretty blur with javascript pointer and all. Please help guys. update (20/4/2010): I've done the other way around, like this: init = function(){ getLastPage(); if((page+1) == $("#lastpage").val()){ alert("this is last post"); }else{ page++; //get info and display to the page here } } function getLastPage(){ $.post("getInfo.php",{ last: "yes" }, function(data){ $("#lastpage").val(data.last); },'json'); } first run the function to temporarily store the value in hidden input tag (lastpage) and then grab the value again to check it whenever i click forward button. if you all have more appropriate way please tell me.

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  • Usage of CRTP in a call chain

    - by fhw72
    In my widget library I'd like to implement some kind of call chain to initialize a user supplied VIEW class which might(!) be derived from another class which adds some additional functionality like this: #include <iostream> template<typename VIEW> struct App { VIEW view; void init() {view.initialize(); } }; template<typename DERIVED> struct SpecializedView { void initialize() { std::cout << "SpecializedView" << std::endl; static_cast<DERIVED*>(this)->initialize(); } }; struct UserView : SpecializedView<UserView> { void initialize() {std::cout << "UserView" << std::endl; } }; int _tmain(int argc, _TCHAR* argv[]) { // Cannot be altered to: App<SpecializedView<UserView> > app; App<UserView> app; app.init(); return 0; } Is it possible to achieve some kind of call chain (if the user supplied VIEW class is derived from "SpecializedView") such that the output will be: console output: SpecializedView UserView Of course it would be easy to instantiate variable app with the type derived from but this code is hidden in the library and should not be alterable. In other words: The library code should only get the user derived type as parameter.

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  • What's wrong (or right) with this JS Object Pattern?

    - by unsane1
    Here's an example of the pattern I'm using in my javascript objects these days (this example relies on jQuery). http://pastie.org/private/ryn0m1gnjsxdos9onsyxg It works for me reasonably well, but I'm guessing there's something wrong, or at least sub-optimal about it, I'm just curious to get people's opinions. Here's a smaller, inline example of it: sample = function(attach) { // set internal reference to self var self = this; // public variable(s) self.iAmPublic = true; // private variable(s) var debug = false; var host = attach; var pane = { element: false, display: false } // public function(s) self.show = function() { if (!pane.display) { position(); $(pane.element).show('fast'); pane.display = true; } } self.hide = function() { if (pane.display) { $(pane.element).hide('fast'); pane.display = false; } } // private function(s) function init () { // do whatever stuff is needed on instantiation of this object // like perhaps positioning a hidden div pane.element = document.createElement('div'); return self; } function position() { var h = { 'h': $(host).outerHeight(), 'w': $(host).outerWidth(), 'pos': $(host).offset() }; var p = { 'w': $(pane.element).outerWidth() }; $(pane.element).css({ top: h.pos.top + (h.h-1), left: h.pos.left + ((h.w - p.w) / 2) }); } function log () { if (debug) { console.log(arguments); } } // on-instantiation let's set ourselves up return init(); } I'm really curious to get people's thoughts on this.

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  • On load rather than on click

    - by connor
    I have the following code: jQuery(function ($) { var OSX = { container: null, init: function () { $("input.apply, a.apply").click(function (e) { e.preventDefault(); $("#osx-modal-content").modal({ overlayId: 'osx-overlay', containerId: 'osx-container', closeHTML: null, minHeight: 80, opacity: 65, position: ['0',], overlayClose: true, onOpen: OSX.open, onClose: OSX.close }); }); }, open: function (d) { var self = this; self.container = d.container[0]; d.overlay.fadeIn('fast', function () { $("#osx-modal-content", self.container).show(); var title = $("#osx-modal-title", self.container); title.show(); d.container.slideDown('fast', function () { setTimeout(function () { var h = $("#osx-modal-data", self.container).height() + title.height() + 20; // padding d.container.animate( {height: h}, 200, function () { $("div.close", self.container).show(); $("#osx-modal-data", self.container).show(); } ); }, 300); }); }) }, close: function (d) { var self = this; // this = SimpleModal object d.container.animate( {top:"-" + (d.container.height() + 20)}, 500, function () { self.close(); // or $.modal.close(); } ); } }; OSX.init(); }); To load this script, a button with the class "apply" has to be clicked... Does anyone know a way of loading this script "onload" without a button being clicked? I have tried a lot of things, but I am a newbie when it comes to Javascript. Thanks!

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  • Problem in data binding in NSString?

    - by Rajendra Bhole
    Hi, I selecting the row of the table. The text of the row i stored in the application delegate object as a NSString. That NSString i want to retrieving or binding in SELECT statement of SQLite query, For that i written code in the TableView Class (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { selectedText = [appDelegate.categoryArray objectAtIndex:indexPath.row]; appDelegate.selectedTextOfRow = selectedText; ListOfPrayersViewController *listVC = [[ListOfPrayersViewController alloc] init]; [self.navigationController pushViewController:listVC animated:YES]; [listVC release]; } and database class class code is. + (void) getDuas:(NSString *)dbPath{ if(sqlite3_open([dbPath UTF8String], &database) == SQLITE_OK){ SalahAppDelegate *appDelegate = (SalahAppDelegate *)[[UIApplication sharedApplication] delegate]; NSString *categoryTextForQuery =[NSString stringWithFormat:@"SELECT Category FROM Prayer WHERE Category ='%s'", appDelegate.selectedTextOfRow ]; NSLog(@"The Text %@", categoryTextForQuery); //const char *sqlQuery1 = (char *)categoryTextForQuery; //const char *sqlQuery = "SELECT Category FROM Prayer WHERE Category = 'Invocations for the beginning of the prayer'"; sqlite3_stmt *selectstmt; if(sqlite3_prepare_v2(database, [categoryTextForQuery UTF8String], -1, &selectstmt, NULL) == SQLITE_OK){ appDelegate.duasArray =[[NSMutableArray alloc] init]; while(sqlite3_step(selectstmt) == SQLITE_ROW){ NSString *dua = [[NSString alloc] initWithCString:(char *)sqlite3_column_text(selectstmt,0) encoding:NSASCIIStringEncoding]; Prayer *prayerObj = [[Prayer alloc] initwithDuas:dua]; prayerObj.DuaName = dua; [appDelegate.duasArray addObject:prayerObj]; } } } } The code is comes out of loop on the statement or starting the loop of the while(sqlite3_step(selectstmt) == SQLITE_ROW) Why? How i bind the table selected text in SELECT statement of sqlite?

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  • Waiting for thread to finish Python

    - by lunchtime
    Alright, here's my problem. I have a thread that creates another thread in a pool, applies async so I can work with the returned data, which is working GREAT. But I need the current thread to WAIT until the result is returned. Here is the simplified code, as the current script is over 300 lines. I'm sure i've included everything for you to make sense of what I'm attempting: from multiprocessing.pool import ThreadPool import threading pool = ThreadPool(processes=1) class MyStreamer(TwythonStreamer): #[...] def on_success(self, data): #### Everytime data comes in, this is called #[...] #<Pseudocode> if score >= limit if list exists: Do stuff elif list does not exist: #</Pseudocode> dic = [] dic.append([k1, v1]) did = dict(dic) async_result = pool.apply_async(self.list_step, args=(did)) return_val = async_result.get() slug = return_val[0] idd = return_val[1] #[...] def list_step(self, *args): ## CREATE LIST ## RETURN 2 VALUES class threadStream (threading.Thread): def __init__(self, auth): threading.Thread.__init__(self) self.auth = auth def run(self): stream = MyStreamer(auth = auth[0], *auth[0]) stream.statuses.filter(track=auth[1]) t = threadStream(auth=AuthMe) t.start() I receive the results as intended, which is great, but how do I make it so this thread t waits for the async_result to come in?? My problem is everytime new data comes in, it seems that the ## CREATE LIST function is called multiple times if similar data comes in quickly enough. So I'm ending up with many lists of the same name when I have code in place to ensure that a list will never be created if the name already exists. So to reiterate: How do I make this thread wait on the function to complete before accepting new data / continuing. I don't think time.sleep() works because on_success is called when data enters the stream. I don't think Thread.Join() will work either since I have to use a ThreadPool.apply_async to receive the data I need. Is there a hack I can make in the MyStreamer class somehow? I'm kind of at a loss here. Am I over complicating things and can this be simplified to do what I want?

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