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  • WPF and routed event

    - by user109534
    I have a WPF window, which has a button that is inside a stackPanel, which is inside another stackPanel I wrote an event handler for the button for the MouseDown event. I want to execute this eventHandler three times for the button and the parent (stack panel) and the parent's parent How can I achieve that with the routed event, by writing only one event handler? I don't want to repeat the event handler code. Thanks

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  • Django: name of many to many items in the admin interface

    - by Adam
    I have a many to many field, which I'm displaying in the django admin panel. When I add multiple items, they all come up as "ASGGroup object" in the display selector. Instead, I want them to come up as whatever the ASGGroup.name field is set to. How do I do this? My models looks like: class Thing(Model): read_groups = ManyToManyField('ASGGroup', related_name="thing_read", blank=True) class ASGGroup(Model): name = CharField(max_length=63, null=True) But what I'm seeing the m2m widget display is:

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  • Why is Magento so slow?

    - by mr-euro
    Is Magento usually so terrible slow? This is my first experience with it and the admin panel simply takes ages to load and save changes. It is a default installation with the test data. The server it is hosted on serves other non-Magento sites super fast. What is it about the PHP code that Magento uses that makes it so slow, and what can be done to fix it?

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  • Render an asp.net control from a text string

    - by madness
    Hi All, I'm not sure if it is possible to render an asp.net control from a string. The string contains fragments of html code and I've tried rendering that string to a div tag with runat="server" set, asp panel contain, asp lalbel control and asp literal control. All of them doesn't render the asp control in that text to an actual control, it just come up as a string. I've tried adding <% % around them and it appears it doesn't like it. Thanks in advance.

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  • Duplicate System.Web.UI.AsyncPostBackTrigger Controls keep getting inserted automatically, causing P

    - by Albert
    I have an update panel with a number of [asp:AsyncPostBackTrigger...] controls, and everything was working fine. But now, something keeps inserting duplicate AsyncTriggers, and instead of simply being [asp:AsyncPostBackTrigger...] controls they're [System.Web.UI.AsyncPostBackTrigger...] controls, and I get parser errors as a result. So I delete the duplicate triggers, and they get re-inserted within a few minutes, seemingly randomly. Anyone know whats going on here?

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  • Silverlight Custom Control in F# DefaultStyleKey

    - by akaphenom
    Wondering how to accomplish setting the Style xaml with the code in F#. Im a C# project the buld options allow you to mark it as a resource cusomt build command of: MSBuild:Compile I don't see it in the properties panel, so I tried to add it by hand to the project file myself... Any ideas? The application loads - the custom control has no output (but the code executes). Thanks

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  • Iframe vs dynamically loading web user controls

    - by kevin
    I need some advice on techniques to perform page redirect in asp.net. Which one is more recommended to use in asp.net? Dynamically changed the src of the Iframe to difference aspx. Dim frame As HtmlControl = CType(Me.FindControl("frameMain"), HtmlControl) frame.Attributes("src") = "page1.aspx" Dynamically load web user controls to an asp:panel. panelMain.Controls.Clear() panelMain.Controls.Add(LoadControl("WebControl/page1.ascx")) (convert all aspx page to web user controls)

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  • updatepanel problem or possible bug

    - by Woland
    I have textbox and lable in update panel witch i refresh with javascript __doPostBack(upEditReminder,id); then i set both label and textbox text to current datetime protected void upReminder_Onload(object sender, EventArgs e) { lbTest.Text = DateTime.Now.ToString(); tbReminder.Text = DateTime.Now.ToString(); Problem is that lable is updated but textbox date is updated only once when the page is loaded but not when __doPostBack(upEditReminder,id); is triggered. I cant figure out whats the problem Your help is much appreciated

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  • WPF: When is a WrapPanel full.

    - by rathkopf
    I'm using a WrapPanel to display variable height items in columns. The wrappanel has a constrained size. Is there an way to determine when the WrapPanel is 'full'? I will then page to another panel with an animation. I've looked at the ArrangeOverride of the items that are the panels children, but they always seem to be getting all the space they want. I need a way to determine when they begin getting clipped.

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • CSS files that don't end with .css

    - by Yongho
    Is there a disadvantage to using a dynamic Python file to generate the CSS for a webpage? I'd like computers with an administrator cookie to show special admin panel CSS, and show regular CSS for all other users. I'm planning to use: <link rel="stylesheet" href="/css.py" type="text/css" />

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  • WinRT ControlTemplate ItemsPanel

    - by user1427149
    I'm new to WinRT and am trying to create a standard gridview which has a group heading with a number of tiles beneath it. That bit is easy. I'm trying to modify it so that beneath the grid of tiles I can also add a footer using the containers style: <GridView x:Name="itemGridView" AutomationProperties.AutomationId="ItemGridView" AutomationProperties.Name="Grouped Items" Margin="116,0,40,46" ItemsSource="{Binding Source={StaticResource groupedItemsViewSource}}" ItemTemplate="{StaticResource Project200x200ItemTemplate}" SelectionMode="None" IsItemClickEnabled="True" ItemClick="ItemView_ItemClick"> <GridView.ItemsPanel> <ItemsPanelTemplate> <VirtualizingStackPanel Orientation="Horizontal"/> </ItemsPanelTemplate> </GridView.ItemsPanel> <GridView.GroupStyle> <GroupStyle> <GroupStyle.HeaderTemplate> <DataTemplate> <Grid Margin="1,0,0,6"> <Button AutomationProperties.Name="Group Title" Content="{Binding Name}" Click="Header_Click" Style="{StaticResource TextButtonStyle}" FontWeight="{Binding IsSelected, ConverterParameter=FontWeight, Converter={StaticResource BooleanToFontWeightConverter}}" /> </Grid> </DataTemplate> </GroupStyle.HeaderTemplate> <GroupStyle.Panel> <ItemsPanelTemplate> <VariableSizedWrapGrid Background="Red" Orientation="Vertical" Margin="0,0,40,0" /> </ItemsPanelTemplate> </GroupStyle.Panel> <GroupStyle.ContainerStyle> <Style TargetType="GroupItem"> <Setter Property="Template"> <Setter.Value> <ControlTemplate> <StackPanel> <ContentPresenter/> <ItemsPresenter/> <TextBlock Text="*** End of group ***"/> </StackPanel> </ControlTemplate> </Setter.Value> </Setter> </Style> </GroupStyle.ContainerStyle> </GroupStyle> </GridView.GroupStyle> </GridView> This almost works but after adding the container style, the grid of tiles no longer shows... the group header and 'End of group' textblock is showing, but I've lost the tile grid. Can anyone spot what I'm doing wrong...?

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  • problem while rerendering the form in jsf1.1?

    - by Hari
    In my application I have to show a panel on same page after click of a button. For that I am passing my form id on rerender attribute of the button. the funtionalty is working fine but the problem is the whole form get resized and all component come close to each other. the same page i refresh the same page, then it look's fine, or if i redirect the same page again from my bean it stays fine. but i should not follow this appoach.

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  • accepting queues with php

    - by Ronnie Chester Lynwood
    hello. im trying to make an admin panel for my web. im not pro on php and i need some help here. i want to use checkboxes when accepting queued data. script need to get content id, name, url, addedby from table A and import to table B. how can i do this?

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  • UpdatePanel on masterpage does postback on first button click

    - by gevjen
    I have an update panel on a masterpage and for reasons unbeknown to me our content placeholder is within the updatepanel. But when I click on a button on one of our pages that uses the masterpage the page postsback. If I then click the button for a second time it does not postback and does an ajax call. Im wondering why it does a postback the first time when I dont want it to. Below is how I have the updatepanel set up

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  • Drupal timezone information

    - by Sebastian Hoitz
    In my drupal installation I can get the offset from UTC in seconds to the timezone I specified in the admin panel using variable_get('date_default_timezone', 0) However, now that we have daylight-saving-time, the time I get is always off by one hour. Is there a way to retrieve the actual timezone string from Drupal, as "Europe/Berlin" for example? The reason is, that I have to use this with Zend Framework's Zend_Date, but Drupal does not set the PHP default timezone, as echo date_default_timezone_get(); gives me System/Localtime.

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  • Ext.Viewport with Menu in North Region problem...

    - by Paul
    Hello... I have a Ext.Viewport in my page... In North region, I have a Dropdown Menu... But When I mouse over a menu item, the menu items drop down but the items appear below the Center region panel. I have been unable to get this to work. I tried setting the z-index but no luck at all. Help? Thanks

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  • Does your Visual Studio2008 hang after installing Office 2010?

    - by Junior Mayhé
    Wierd.... Late nite I installed Office 2010 Professional Plus. Here I am, the next morning, and Visual Studio 2008 is freezing, like there "was some invisible dialog window", because it doesn't allow me to click on any IDE element. In brief, after I open a ASP.MVC form, suddenly I'm not allowed to click on anything, icon, dock panel, toolbox, nothing... Anyone has this kind of problem?

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  • IE6 Bug - Div within Anchor tag: inline images not links

    - by thorn100
    I'm trying to get everything in the anchor tag to be a clickable link. Unfortunately, in IE6 (which is the only browser I'm concerned with currently), the only thing that isn't a clickable link are the inline images. I know that it's not valid html to put a div inside of an anchor but it's not my markup and I've been asked to avoid changing it. Any suggestions to altering the CSS to enable the images as clickable links? If changing the markup is the only solution... any suggestions there? My initial thought was to set the image as a background of it's parent (.ph-item-featured-img), although I'm unclear if that will solve the problem. Thanks! <div class="tab-panel-init clear ui-tabs-panel ui-widget-content ui-corner-bottom" id="ph-flashlights"> <a href="#" class="last ph-item-featured clear"> <div class="ph-item-featured-img"> <img src="#"> &nbsp; </div> <strong> PRODUCT CODE </strong> <p> PRODUCT CODE Heavy Duty Aluminum Led Flashlight </p> <span>Learn more &gt;</span> </a> <a href="#" class="last ph-item-featured clear"> <div class="ph-item-featured-img"> <img src="#"> &nbsp; </div> <strong> PRODUCT CODE </strong> <p> PRODUCT CODE Heavy Duty Aluminum Led Flashlight </p> <span>Learn more &gt;</span> </a> </div>

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  • Which PHP CMS has the best architecture?

    - by Peter Bailey
    In your opinion, which PHP CMS has the best architecture? I don't care about how easy its admin panel is to use, or how many CMS features it has. Right now, I'm after how good its code is (so, please, don't even mention Drupal or Wordpress /shudder). I want to know which ones have a good, solid, OOP codebase. Please provide as much detail as you can in your replies.

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  • Grouping in datagrid - rows not getting displayed

    - by Archie
    Hello, I have to group the data int the datagrid. I have done following for that: Have added the style to resources as: > <Style x:Key="GroupHeaderStyle" > TargetType="{x:Type GroupItem}"> > <Setter Property="Template"> > <Setter.Value> > <ControlTemplate TargetType="{x:Type GroupItem}"> > <Expander IsExpanded="False" > > > <Expander.Header> > <TextBlock Text="{Binding Name}"/> > </Expander.Header> > <ItemsPresenter /> > </Expander> > </ControlTemplate> > </Setter.Value> > </Setter> > </Style> I have applied the style as: <dg:DataGrid Grid.Row="1" Name="dgAuthor" HorizontalScrollBarVisibility="Hidden" AutoGenerateColumns="False" RowHeaderWidth="17" RowHeight="25"> <dg:DataGrid.GroupStyle> <GroupStyle ContainerStyle="{StaticResource GroupHeaderStyle}"> <GroupStyle.Panel> <ItemsPanelTemplate> <dg:DataGridRowsPresenter/> </ItemsPanelTemplate> </GroupStyle.Panel> </GroupStyle> </dg:DataGrid.GroupStyle> </dg:DataGrid> I have infoList as a ObservableCollection and have assigned it as itemssource as follows: ListCollectionView lcv = new ListCollectionView(infoList); lcv.GroupDescriptions.Add(new PropertyGroupDescription("Author")); dgAuthor.ItemsSource = lcv; where Info is class which has Author,Book,Year properties. I have to group the datagrid on Author property. I am able to display the explander but cannot see any rows in it. Can anybody tell me whats wrong with the code?

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