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  • Rotate image in Quartz? Image is upside down! (iPhone)

    - by Johannes Jensen
    I don't want to transform the ENTIRE context. I'm making a game with Quartz, and I'm drawing my player with lines, rects and ellipses. And then I have diamong.png which I rendered at 0,0 in the top left of the screen. Problem is... It renders upside down! How would I rotate it 180 degrees? Here's some of my code: CGImageRef diamondImage = CGImageRetain([UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:@"Diamond.png" ofType:nil]].CGImage); CGContextDrawImage(context, CGRectMake(0, 0, 32, 24), diamondImage); If it's of any help, I'm using Landscape mode, with home button to the right. It's defined both in my .plist, and in my ViewController's -shouldAutorotateToInterfaceOrientation:interfaceOrientation: How would I rotate/transform it?

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  • Creating an Improved Digital Zoom

    - by Kazar
    Hey, Ok, so I have a given video source (for the sake of the example, it is a camera). It does not have optical zoom, but we supply digital zoom instead. Now this digital zoom is pretty simple, simply cropping the image to a specified portion, and filling the screen with that portion. The problem is that the zoomed video can have pretty rubbish quality when the digital zoom is enabled. I am wondering if anyone knows of an approach by which a higher quality of digital zoom can be achieved in real-time. The software is on Windows, and the video is rendered using DirectShow, but it isn't a platform solution I'm necessarily after, more just a better approach to the problem. Cheers

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  • Adding Listeners at runtime? - Java MVC

    - by Halo
    My model in my MVC pattern, generates components at runtime and gives them to the View to be displayed on the screen through update() method (you know, model is the observable and the view is the observer). But I also need to add listeners to these components, and the controller has the listener methods (because they say the MVC pattern is like this) and it's not involved in this update process. So I can't add the listeners at runtime, but only in the controller's constructor at startup. I've got an idea, that is making the controller the observer and then giving the data to the view, as well as adding the listeners. Do you think this would be OK?

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  • Newbie: UINavigationController is pulling me back from further learning :(

    - by nithin
    I have created a window-based application and my problem is I am unable to create UINavigationController on the go. InFact I don't know how to do that. My AppDelegeate - (void)applicationDidFinishLaunching:(UIApplication *)application { // Override point for customization after application launch [window addSubview:logInView.view]; [window makeKeyAndVisible]; } here the logInView is an object of @interface LogInViewController : UIViewController { IBOutlet UITextField *usernameField; IBOutlet UITextField *passwordField; IBOutlet UIButton *logInButton; } -(IBAction) logInClick:(id) sender; from the click action of this loginviewcontroller It should be showing the home screen with navigation controller. and I have to add many subviews. My question is where should I init the UINavigationController and where could I write the codes for adding subviews? how to map it with interfacebuilder?

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  • What could make GetCursorPos return incorrect coordinates of {0,0} ?

    - by Dave Moore
    We are seeing bad behavior in an application when it runs on Server 2008 (not R2). This is a WinForms application, and Control.MousePosition is returning {0,0} no matter where the mouse is on the screen... Control.MousePosition just makes a P/Invoke call to Win32 api GetCursorPos(). There is a control in our library that calls SetWindowsHookEx to hook WH_CALLWNDPROCRET for our entire process. I'm suspicious of this code, but tracing statements show that we're getting in + out of that hook cleanly. What else should I be looking for? Thanks, Dave

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  • showSettings callback in Flex?

    - by Jim Robert
    I am pretty new to flex, so forgive me if this is an obvious question. Is there a way to open the Security.showSettings (flash.system.Security) with a callback? or at least to detect if it is currently open or not? My flex application is used for streaming audio, and is normally controlled by javascript, so I keep it hidden for normal use (via absolute positioning it off the page). When I need microphone access I need to make the flash settings dialog visible, which works fine, I move it into view and open the dialog. When the user closes it, I need to move it back off the screen so they don't see an empty flex app sitting there after they change their settings. thanks :)

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  • UIAlertView with subview animating to new view crashes app

    - by William
    UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Congratulations" message:message delegate:self cancelButtonTitle:@"Cancel" otherButtonTitles:@"View", nil]; UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(110, 100, 80, 80)]; NSString *imagePath = [NSString stringWithFormat:@"%@", [Array objectAtIndex:x]]; UIImage *bkgImg = [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:imagePath ofType:@"png"]]; imageView.image = bkgImg; [bkgImg release]; [alert addSubview:imageView]; [imageView release]; [alert show]; [alert release]; That is the code that I am using to create the alert view. Currently, I have it set up so if the user presses one of the buttons, it will load up a new viewcontroller. It worked fine until I added a subview to the UIAlertView. Now, whenever it animates to the new screen, it just crashes the program. I am fairly new to iPhone development and any help would be appreciated.

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  • Sending message from working non-gui thread to the main window

    - by bartek
    I'm using WinApi. Is SendMessage/PostMessage a good, thread safe method of communicating with the main window? Suppose, the working thread is creating a bitmap, that must be displayed on the screen. The working thread allocates a bitmap, sends a message with a pointer to this bitmap and waits until GUI thread processes it (for example using SendMessage). The working thread shares no data with other threads. Am I running into troubles with such design? Are there any other possibilities that do not introduce thread synchronizing, locking etc. ?

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  • DataGridView lags for a second with large data updates

    - by alexD
    I have a DataGridView with about 400 rows and 10 columns. When the user first displays this table, it receives all of the data from the server and populates the table. The DGV uses a DataTable as it's data source, and when updating the DataTable I use row.BeginEdit/EndEdit and acceptChanges, but when the View itself is updated it lags for a second while all of the DGV is being updated. I am wondering if there is a way to make this smooth, so that for example, if the user is scrolling through the data and it updates, it won't interrupt the scrolling. Or if the user is moving the display around the screen and it updates, it won't interrupt. Is there an easy way to do this? If not, is there away to prevent the DGV from updating the view until all events have ended so it won't be repainted until the user stops scrolling, dragging, etc ?

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  • Visual studio 2008 - Find in files : lists everything twice

    - by Aheho
    In VS2008, I have a web-site project. When I use find in files and search for a string, the find results window will list every occurence twice. What could be causing this? [EDIT] Below is the screen capture from VS. I was searching for the work CommissionBucketProductID within my website project. Notice that each line is returned twice. [EDIT2] In response to your questions. I am only searching within the project, not the whole solution. I currently don't have these files under VSS, although they were in the past.

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  • saving iPhone program state with a deep UINavigationController

    - by jr
    Can someone a good way to save the program state (UINavigationController stack, etc) of an iPhone application. My application obtains a bunch of information from the network and I want to return the person back to the last screen they were on, even if it was 3 or 4 screens deep. I assume that I will need to reload the data from the network along the way as I recreate the UINavigation controllers. I don't necessarily have a problem with this. I'm thinking about maybe having my UINavigationController objects implement some type of protocol which allow me to save/set their state? I'm looking to hear from others who may have needed to implement a similar scenario and how they accomplished it. My application has a UITabbarController at the root and UINavigationController items for each tab bar item. thanks!

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  • Creating a child process on Unix systems?

    - by Hakan Svensson
    I'm trying to create a child process in another process. I am writing both the programs in C language. First I write a dummy process which will be the child process. What it is doing is only to write a string on the screen. It works well on its own. Then I write another program which will be the parent process. However, I can't make it happen. I'm trying to use fork and execl functions together, but I fail. I also want the child process does not terminate until the parent process terminates. How should I write the parent process? Thanks.

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  • Process touches behind the UINavigationBar

    - by Reed Olsen
    In my application, I'm displaying a fullscreen image in a 320 x 480 frame. After I display the image, I fade the navigation bar out to allow the user to see the whole picture. When the user taps in the area where the navigation bar was, I would like to bring the navigation bar back. This is very similar to what happens in the iPhone Photos app. Unfortunately, after I've hidden the UINavigationBar, I can't process touches on the screen where the navigation bar once was. I believe this is because the origin of the parent view is right below the navigation bar: How can I process touches in this area to bring the nav bar back?

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  • External File Upload Optimizations for Windows Azure

    - by rgillen
    [Cross posted from here: http://rob.gillenfamily.net/post/External-File-Upload-Optimizations-for-Windows-Azure.aspx] I’m wrapping up a bit of the work we’ve been doing on data movement optimizations for cloud computing and the latest set of data yielded some interesting points I thought I’d share. The work done here is not really rocket science but may, in some ways, be slightly counter-intuitive and therefore seemed worthy of posting. Summary: for those who don’t like to read detailed posts or don’t have time, the synopsis is that if you are uploading data to Azure, block your data (even down to 1MB) and upload in parallel. Set your block size based on your source file size, but if you must choose a fixed value, use 1MB. Following the above will result in significant performance gains… upwards of 10x-24x and a reduction in overall file transfer time of upwards of 90% (eg, uploading a 1GB file averaged 46.37 minutes prior to optimizations and averaged 1.86 minutes afterwards). Detail: For those of you who want more detail, or think that the claims at the end of the preceding paragraph are over-reaching, what follows is information and code supporting these claims. As the title would indicate, these tests were run from our research facility pointing to the Azure cloud (specifically US North Central as it is physically closest to us) and do not represent intra-cloud results… we have performed intra-cloud tests and the overall results are similar in notion but the data rates are significantly different as well as the tipping points for the various block sizes… this will be detailed separately). We started by building a very simple console application that would loop through a directory and upload each file to Azure storage. This application used the shipping storage client library from the 1.1 version of the azure tools. The only real variation from the client library is that we added code to collect and record the duration (in ms) and size (in bytes) for each file transferred. The code is available here. We then created a directory that had a collection of files for the following sizes: 2KB, 32KB, 64KB, 128KB, 512KB, 1MB, 5MB, 10MB, 25MB, 50MB, 100MB, 250MB, 500MB, 750MB, and 1GB (50 files for each size listed). These files contained randomly-generated binary data and do not benefit from compression (a separate discussion topic). Our file generation tool is available here. The baseline was established by running the application described above against the directory containing all of the data files. This application uploads the files in a random order so as to avoid transferring all of the files of a given size sequentially and thereby spreading the affects of periodic Internet delays across the collection of results.  We then ran some scripts to split the resulting data and generate some reports. The raw data collected for our non-optimized tests is available via the links in the Related Resources section at the bottom of this post. For each file size, we calculated the average upload time (and standard deviation) and the average transfer rate (and standard deviation). As you likely are aware, transferring data across the Internet is susceptible to many transient delays which can cause anomalies in the resulting data. It is for this reason that we randomized the order of source file processing as well as executed the tests 50x for each file size. We expect that these steps will yield a sufficiently balanced set of results. Once the baseline was collected and analyzed, we updated the test harness application with some methods to split the source file into user-defined block sizes and then to upload those blocks in parallel (using the PutBlock() method of Azure storage). The parallelization was handled by simply relying on the Parallel Extensions to .NET to provide a Parallel.For loop (see linked source for specific implementation details in Program.cs, line 173 and following… less than 100 lines total). Once all of the blocks were uploaded, we called PutBlockList() to assemble/commit the file in Azure storage. For each block transferred, the MD5 was calculated and sent ensuring that the bits that arrived matched was was intended. The timer for the blocked/parallelized transfer method wraps the entire process (source file splitting, block transfer, MD5 validation, file committal). A diagram of the process is as follows: We then tested the affects of blocking & parallelizing the transfers by running the updated application against the same source set and did a parameter sweep on the block size including 256KB, 512KB, 1MB, 2MB, and 4MB (our assumption was that anything lower than 256KB wasn’t worth the trouble and 4MB is the maximum size of a block supported by Azure). The raw data for the parallel tests is available via the links in the Related Resources section at the bottom of this post. This data was processed and then compared against the single-threaded / non-optimized transfer numbers and the results were encouraging. The Excel version of the results is available here. Two semi-obvious points need to be made prior to reviewing the data. The first is that if the block size is larger than the source file size you will end up with a “negative optimization” due to the overhead of attempting to block and parallelize. The second is that as the files get smaller, the clock-time cost of blocking and parallelizing (overhead) is more apparent and can tend towards negative optimizations. For this reason (and is supported in the raw data provided in the linked worksheet) the charts and dialog below ignore source file sizes less than 1MB. (click chart for full size image) The chart above illustrates some interesting points about the results: When the block size is smaller than the source file, performance increases but as the block size approaches and then passes the source file size, you see decreasing benefit to the point of negative gains (see the values for the 1MB file size) For some of the moderately-sized source files, small blocks (256KB) are best As the size of the source file gets larger (see values for 50MB and up), the smallest block size is not the most efficient (presumably due, at least in part, to the increased number of blocks, increased number of individual transfer requests, and reassembly/committal costs). Once you pass the 250MB source file size, the difference in rate for 1MB to 4MB blocks is more-or-less constant The 1MB block size gives the best average improvement (~16x) but the optimal approach would be to vary the block size based on the size of the source file.    (click chart for full size image) The above is another view of the same data as the prior chart just with the axis changed (x-axis represents file size and plotted data shows improvement by block size). It again highlights the fact that the 1MB block size is probably the best overall size but highlights the benefits of some of the other block sizes at different source file sizes. This last chart shows the change in total duration of the file uploads based on different block sizes for the source file sizes. Nothing really new here other than this view of the data highlights the negative affects of poorly choosing a block size for smaller files.   Summary What we have found so far is that blocking your file uploads and uploading them in parallel results in significant performance improvements. Further, utilizing extension methods and the Task Parallel Library (.NET 4.0) make short work of altering the shipping client library to provide this functionality while minimizing the amount of change to existing applications that might be using the client library for other interactions.   Related Resources Source code for upload test application Source code for random file generator ODatas feed of raw data from non-optimized transfer tests Experiment Metadata Experiment Datasets 2KB Uploads 32KB Uploads 64KB Uploads 128KB Uploads 256KB Uploads 512KB Uploads 1MB Uploads 5MB Uploads 10MB Uploads 25MB Uploads 50MB Uploads 100MB Uploads 250MB Uploads 500MB Uploads 750MB Uploads 1GB Uploads Raw Data OData feeds of raw data from blocked/parallelized transfer tests Experiment Metadata Experiment Datasets Raw Data 256KB Blocks 512KB Blocks 1MB Blocks 2MB Blocks 4MB Blocks Excel worksheet showing summarizations and comparisons

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  • Android ScrollView jumps around when setting child visibility to View.GONE

    - by Mike
    I have a ScrollView that contains an number of other views (TextViews, ImageViews, etc.). The ScrollView is taller than the screen. I have an AsyncTask that updates the children of the ScrollView based on an http response. I've discovered an interesting behavior that I can't figure out how to work around. If I set any of the children's visibilities to View.INVISIBLE as part of the AsyncTask.onPostExecute(), everything works fine. However, if I set any of the children's visibilities to View.GONE, the ScrollView jumps down from the top when onPostExecute() is called. Exactly how far seems to vary. I'm guessing that re-laying out the ScrollView is causing it to scroll away from the top for some reason. So the question is: is there a way to either prevent or work around this behavior? PS. Using ScrollView.jump(FOCUS_UP) as a workaround isn't ideal since that'll force the user to the top even if they had intended to scroll down.

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  • Data-driven animation states

    - by user8363
    I'm trying to handle animations in a 2D game engine hobby project, without hard-coding them. Hard coding animation states seems like a common but very strange phenomenon, to me. A little background: I'm working with an entity system where components are bags of data and subsystems act upon them. I chose to use a polling system to update animation states. With animation states I mean: "walking_left", "running_left", "walking_right", "shooting", ... My idea to handle animations was to design it as a data driven model. Data could be stored in an xml file, a rdbms, ... And could be loaded at the start of a game / level/ ... This way you can easily edit animations and transitions without having to go change the code everywhere in your game. As an example I made an xml draft of the data definitions I had in mind. One very important piece of data would simply be the description of an animation. An animation would have a unique id (a descriptive name). It would hold a reference id to an image (the sprite sheet it uses, because different animations may use different sprite sheets). The frames per second to run the animation on. The "replay" here defines if an animation should be run once or infinitely. Then I defined a list of rectangles as frames. <animation id='WIZARD_WALK_LEFT'> <image id='WIZARD_WALKING' /> <fps>50</fps> <replay>true</replay> <frames> <rectangle> <x>0</x> <y>0</y> <width>45</width> <height>45</height> </rectangle> <rectangle> <x>45</x> <y>0</y> <width>45</width> <height>45</height> </rectangle> </frames> </animation> Animation data would be loaded and held in an animation resource pool and referenced by game entities that are using it. It would be treated as a resource like an image, a sound, a texture, ... The second piece of data to define would be a state machine to handle animation states and transitions. This defines each state a game entity can be in, which states it can transition to and what triggers that state change. This state machine would differ from entity to entity. Because a bird might have states "walking" and "flying" while a human would only have the state "walking". However it could be shared by different entities because multiple humans will probably have the same states (especially when you define some common NPCs like monsters, etc). Additionally an orc might have the same states as a human. Just to demonstrate that this state definition might be shared but only by a select group of game entities. <state id='IDLE'> <event trigger='LEFT_DOWN' goto='MOVING_LEFT' /> <event trigger='RIGHT_DOWN' goto='MOVING_RIGHT' /> </state> <state id='MOVING_LEFT'> <event trigger='LEFT_UP' goto='IDLE' /> <event trigger='RIGHT_DOWN' goto='MOVING_RIGHT' /> </state> <state id='MOVING_RIGHT'> <event trigger='RIGHT_UP' goto='IDLE' /> <event trigger='LEFT_DOWN' goto='MOVING_LEFT' /> </state> These states can be handled by a polling system. Each game tick it grabs the current state of a game entity and checks all triggers. If a condition is met it changes the entity's state to the "goto" state. The last part I was struggling with was how to bind animation data and animation states to an entity. The most logical approach seemed to me to add a pointer to the state machine data an entity uses and to define for each state in that machine what animation it uses. Here is an xml example how I would define the animation behavior and graphical representation of some common entities in a game, by addressing animation state and animation data id. Note that both "wizard" and "orc" have the same animation states but a different animation. Also, a different animation could mean a different sprite sheet, or even a different sequence of animations (an animation could be longer or shorter). <entity name="wizard"> <state id="IDLE" animation="WIZARD_IDLE" /> <state id="MOVING_LEFT" animation="WIZARD_WALK_LEFT" /> </entity> <entity name="orc"> <state id="IDLE" animation="ORC_IDLE" /> <state id="MOVING_LEFT" animation="ORC_WALK_LEFT" /> </entity> When the entity is being created it would add a list of states with state machine data and an animation data reference. In the future I would use the entity system to build whole entities by defining components in a similar xml format. -- This is what I have come up with after some research. However I had some trouble getting my head around it, so I was hoping op some feedback. Is there something here what doesn't make sense, or is there a better way to handle these things? I grasped the idea of iterating through frames but I'm having trouble to take it a step further and this is my attempt to do that.

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  • $().mouseMove <-- Empty selector in jQuery 1.4

    - by Matrym
    The following bit of code breaks in the upgrade to jquery 1.4: $().mousemove( function (e) { defaults.mouseX = e.pageX; defaults.mouseY = e.pageY; }); }; What appeared to be a reasonable fix was adding "html" as the selector, ex: $("html"). The fix works fine - except now when the user mouses off the page, it doesn't register the mouse position beyond the boundaries. When attempting to use the mouse position for a drag, for example, the amount of movement beyond the screen is really important. Anyone got any ideas? Thanks in advance.

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  • "Disabling" an HTML table with javascript

    - by Blair Jones
    I've seen this done in a lot of sites recently, but can't seem to track one down. Essentially I want to "disable" an entire panel (that's in the form on an HTML table) when a button is clicked. By disable I mean I don't want the form elements within the table to be usable and I want the table to sort of fade out. I've been able to accomplish this by putting a "veil" over the table with an absolutely positioned div that has a white background with a low opacity (so you can see the table behind it, but can't click anything because the div is in front of it). This also adds the faded effect that I want. However, when I set the height of the veil to 100% it only goes to the size of my screen (not including the scrolling), so if a user scrolls up or down, they see the edge of the veil and that's not pretty. I'm assuming this is typically done in a different fashion. Does anyone have some suggestions as a better way to accomplish this?

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  • Flash overlay snagging on underlying divs

    - by hfidgen
    Flash overlay snags on underlying divs. What is the solution? I'm using Shadowbox to overlay a Flash file on my page, but the movement within the Flash file causes it to break or "shear" where the movie comes across the divs in the HTML hidden below. The screenshot shows it far better than I could explain ;) If you move the mouse, or tap the keyboard to "focus" the screen back on the Flash it all works seamlessly. Interestingly this seems worse in Firefox than the other browsers. Flash error image

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  • Execute an autocommand only once

    - by Andrej M.
    I have an issue with using GVim on Windows. I have set up the following in my .vimrc: if has("gui_running") autocmd VIMEnter * :source C:/session.vim endif Unfortunately this creates a problem. If I'm a the top of the file and try to move up a line (k), the screen flashes. If I hold the key for just a second it will flash a few dozen times, it is really nasty too look at. I've tried using GUIEnter instead but I got the same results. The docs mention that I can fire an autocommand only once, but I couldn't figure out the exact syntax. Care to help?

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  • Connecting two Windows XP with MSMQ

    - by NealWalters
    This question is a cross between a developer and a server setup question. I asked on Serverfault but no answer yet. As a developer, I need to setup a test to see how MSMQ works between two machines, and I'm unclear what to do. I will use C# or BizTalk to do the read/write to/from the queues. I have MSMQ installed on two Windows XP computers. Can I configure them to pass messages back and forth, or do I need an MSMQ server in the middle? If I need an MSMQ server, does the normal MSMQ with Win2003 able to act as that? And then, how do I connect my Windows XP to that Windows 2003 server? Is it a) On screen admin dialog in the MSMQ plug-in to MMC, b) a config file, c) Active Directory, d) something else? Thanks, Neal Walters

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  • Linear Layout Issue at Runtime

    - by George
    Hi all, I am trying to build a layout dynamically which display some text and image for the most part, but has a series of buttons placed next to each other in the bottom. I have a linear layout that carries the text, another linear layout that carries the image. And yet another linear layout that carries the buttons that get created in a for loop. I have a main layout aligned vertical that adds the text, image and buttons layout, in that order. To finally generate something like this: Text .... Image ... Button1 Button2 Button3.... The problem is the number of buttons get decided at runtime, so if there are more than 4 buttons, the 5th button gets displayed really tiny. Also, when I tilt the phone, I get only the text and image showing, but no buttons coz the image covers the entire screen. Layoutting seems to be pretty complicated to me, any help is appreciated! Thanks George

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  • How to get the quickfix timestamp?

    - by yves Baumes
    I've seen in quickfix doxygen documentation that it generates an utc timestamp as soon as it has received a FIX message from a socket file. Have a look in ThreadedSocketConnection::processStream(), it calls then m_pSession->next( msg, UtcTimeStamp() ); I would like to get that timestamp, because I need it to screen network and QuickFix lib latencies. I didn't find a way to get it from FixApplication::fromApp() callback or 'Log::onIncoming()' callback. As I am newbie with quickfix I would like to know if I missed something in the Quickfix documentation. Did anybody ever done that before? Of course there is other solutions, but for homogeneity with others market acces applications I maintain, I would prefer to avoid them. For instance, I would prefer not to modify QuickFix code source. And I would like to avoid re-write the application logic that quickfix provide me, quickfix helpping me only for message decoding.

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  • Android: How to restore List data when pressing the "back" button?

    - by Rob
    Hi there, My question is about restoring complex activity related data when coming back to the activity using the "back" button". Activity A has a ListView which is connected to ArrayAdapter serving as its data source - this happens in onCreate(). By default, if I move to activity B and press "back" to get back to activity A, does my list stay intact with all the data or do I just get visual "copy" of the screen but the data is lost? What can I do when more than activities are involved? Let's say activity A starts activity B which starts activity C and then I press "back" twice to get to A. How do I ensure the integrity of the A's data when it gets back to the foreground? PrefsManager does not seem to handle complex object very intuitively. Thanks, Rob

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  • "Sketch" mockup tool that supports hyperlinking?

    - by Gayle
    Balsamiq Mockup is nice, but I'd like something similar that could produce something that I could distribute to clients that would allow them to click on elements and move between the mockups. Not looking for any fancy navigation - just the ability to move from on screen to the other based on what it click - like "hyperlinked regions". I find that end-users often find it difficult to understand the flow of the application from a set of static mockups. I really like the "hand-drawn" look as it stops end-users focusing on the detail too early, so I want something with that kind of feel. Does Sketchflow provide this kind of functionality? Are there other tools that provide what I'm looking for?

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