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  • Can't install Acquia Drupal Commons locally

    - by PatrickS
    Working on a MacbookPro OS 10.6.6 , using MAMP Pro 1.9.4. I'm attempting to install Acquia's Drupal Commons locally. The installation progress bar goes all the way, I can check in phpMyadmin that the database has been populated, but before the site configuration screen , I get a 500 Server Error! Standard Drupal 6 or 7 install without any problem & I was able to install Drupal Commons on my web server. So it seems that some form of conflicts happens between my server configuration ( Mamp Pro ) and Drupal Commons. Thanks in advance for any suggestions!

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  • Uploading a picture to a album using the graph api

    - by kielie
    Hi guys, I am trying to upload an image to a album, but it's not working, here is the code I am using, $uid = $facebook->getUser(); $args = array('message' => $uid); $file_path = "http://www.site.com/path/to/file.jpg"; $album_id = '1234'; $args['name'] = '@' . realpath($file_path); $data = $facebook->api('/'. $album_id . '/photos', 'post', $args); print_r($data); This code is in a function.php file that gets called when a user clicks on a button inside of a flash file that is embedded on my canvas, so basically what I want it to do is, when the flash takes a screen shot and passes the variable "image" to the function, it should upload $_GET['image'] to the album. How could I go about doing this? Thanx in advance!

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  • Execution plan warnings–The final chapter

    - by Dave Ballantyne
    In my previous posts (here and here), I showed examples of some of the execution plan warnings that have been added to SQL Server 2012.  There is one other warning that is of interest to me : “Unmatched Indexes”. Firstly, how do I know this is the final one ?  The plan is an XML document, right ? So that means that it can have an accompanying XSD.  As an XSD is a schema definition, we can poke around inside it to find interesting things that *could* be in the final XML file. The showplan schema is stored in the folder Microsoft SQL Server\110\Tools\Binn\schemas\sqlserver\2004\07\showplan and by comparing schemas over releases you can get a really good idea of any new functionality that has been added. Here is the section of the Sql Server 2012 showplan schema that has been interesting me so far : <xsd:complexType name="AffectingConvertWarningType"> <xsd:annotation> <xsd:documentation>Warning information for plan-affecting type conversion</xsd:documentation> </xsd:annotation> <xsd:sequence> <!-- Additional information may go here when available --> </xsd:sequence> <xsd:attribute name="ConvertIssue" use="required"> <xsd:simpleType> <xsd:restriction base="xsd:string"> <xsd:enumeration value="Cardinality Estimate" /> <xsd:enumeration value="Seek Plan" /> <!-- to be extended here --> </xsd:restriction> </xsd:simpleType> </xsd:attribute> <xsd:attribute name="Expression" type ="xsd:string" use="required" /></xsd:complexType><xsd:complexType name="WarningsType"> <xsd:annotation> <xsd:documentation>List of all possible iterator or query specific warnings (e.g. hash spilling, no join predicate)</xsd:documentation> </xsd:annotation> <xsd:choice minOccurs="1" maxOccurs="unbounded"> <xsd:element name="ColumnsWithNoStatistics" type="shp:ColumnReferenceListType" minOccurs="0" maxOccurs="1" /> <xsd:element name="SpillToTempDb" type="shp:SpillToTempDbType" minOccurs="0" maxOccurs="unbounded" /> <xsd:element name="Wait" type="shp:WaitWarningType" minOccurs="0" maxOccurs="unbounded" /> <xsd:element name="PlanAffectingConvert" type="shp:AffectingConvertWarningType" minOccurs="0" maxOccurs="unbounded" /> </xsd:choice> <xsd:attribute name="NoJoinPredicate" type="xsd:boolean" use="optional" /> <xsd:attribute name="SpatialGuess" type="xsd:boolean" use="optional" /> <xsd:attribute name="UnmatchedIndexes" type="xsd:boolean" use="optional" /> <xsd:attribute name="FullUpdateForOnlineIndexBuild" type="xsd:boolean" use="optional" /></xsd:complexType> I especially like the “to be extended here” comment,  high hopes that we will see more of these in the future.   So “Unmatched Indexes” was a warning that I couldn’t get and many thanks must go to Fabiano Amorim (b|t) for showing me the way.   Filtered indexes were introduced in Sql Server 2008 and are really useful if you only need to index only a portion of the data within a table.  However,  if your SQL code uses a variable as a predicate on the filtered data that matches the filtered condition, then the filtered index cannot be used as, naturally,  the value in the variable may ( and probably will ) change and therefore will need to read data outside the index.  As an aside,  you could use option(recompile) here , in which case the optimizer will build a plan specific to the variable values and use the filtered index,  but that can bring about other problems.   To demonstrate this warning, we need to generate some test data :   DROP TABLE #TestTab1GOCREATE TABLE #TestTab1 (Col1 Int not null, Col2 Char(7500) not null, Quantity Int not null)GOINSERT INTO #TestTab1 VALUES (1,1,1),(1,2,5),(1,2,10),(1,3,20), (2,1,101),(2,2,105),(2,2,110),(2,3,120)GO and then add a filtered index CREATE INDEX ixFilter ON #TestTab1 (Col1)WHERE Quantity = 122 Now if we execute SELECT COUNT(*) FROM #TestTab1 WHERE Quantity = 122 We will see the filtered index being scanned But if we parameterize the query DECLARE @i INT = 122SELECT COUNT(*) FROM #TestTab1 WHERE Quantity = @i The plan is very different a table scan, as the value of the variable used in the predicate can change at run time, and also we see the familiar warning triangle. If we now look at the properties pane, we will see two pieces of information “Warnings” and “UnmatchedIndexes”. So, handily, we are being told which filtered index is not being used due to parameterization.

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  • Object reference error even when object is not null

    - by Shrewd Demon
    hi, i have an application wherein i have incorporate a "Remember Me" feature for the login screen. I do this by creating a cookie when the user logs in for the first time, so next time when the user visits the site i get the cookie and load the user information. i have written the code for loading user information in a common class in the App_Code folder...and all my pages inherit from this class. code for loading the user info is as follows: public static void LoadUserDetails(string emailId) { UsersEnt currentUser = UsersBL.LoadUserInfo(emailId); if (currentUser != null) HttpContext.Current.Session["CurrentUser"] = currentUser; } Now the problem is i get an "Object reference" error when i try to store the currentUser object in the session variable (even though the currentUser object is not null). However the password property in the currentUser object is null. Am i getting the error because of this...or is there some other reason?? thank you

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  • Root view controllers and modal dialogs

    - by Tony
    In a custom UIViewController, if I have a member UINavigationController that I initialize with self as the root view, like this: navController = [[UINavigationController alloc] initWithRootViewController:self]; then presenting a modal dialog does not hide the tab bar at the bottom of the screen. The result is that if the user switches to a different tab while a modal dialog is displayed, when they pop back to the tab that was displaying a modal dialog then subsequent calls to presentModalViewController do not display a modal dialog at all, even if I call dismissModalViewControllerAnimated as a result of the tab switch. If I initialize the UINavigationController with out setting self as the root controller, navigationController = [[UINavigationController alloc] init]; then the tab bar is hidden as expected. I've changed things in my program so that this isn't really an issue for me anymore, but I'm not sure that I understand why this is happening. Is it considered bad practice to have a navigation controller with self as the root, if the nav controller is going to be displaying modal dialogs?

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  • Fake "user initiated" <audio> tag on iPad

    - by Alex Ford
    I know that Apple's docs say that an mp3 within an <audio tag on iPhone OS can't be played without user intervention (they cite bandwidth concerns, totally reasonable). However, has anyone succeeded in faking a user action to play the audio? Perhaps faking events to off screen native audio controls with JavaScript? I'm using jPlayer right now which works great on desktop Safari, but is silent on my iPad. I'm prototyping a touch interface using WebKit on the iPad, and audio is an integral part of the experience, so yes, I do have a good reason to want to override this convention. I'd appreciate any help. Thanks.

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  • Printing to STDOUT and log file while removing ANSI color codes

    - by Arrieta
    I have the following functions for colorizing my screen messages: def error(string): return '\033[31;1m' + string + '\033[0m' def standout(string): return '\033[34;1m' + string + '\033[0m' I use them as follows: print error('There was a problem with the program') print "This is normal " + standout("and this stands out") I want to log the output to a file (in addition to STDOUT) WITHOUT the ANSI color codes, hopefully without having to add a second "logging" line to each print statement. The reason is that if you simply python program.py > out then the file out will have the ANSI color codes, which look terrible if you open in a plain text editor. Any advice?

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  • Java Swing: How to make the JComboxBox drop down list taller?

    - by NoozNooz42
    How to make the "dropdown" (or "popup", I don't know how it's called) of a JComboBox taller on the screen? By default, when I open my JComboBox I see, say, 7 out of 29 items, then I need to scroll. What should I do so that I can see, say, 15 out of these 32 items? (or if the dropdown is, say, 150 pixels tall, how can I make it 300 pixels tall?) I've read the Sun tutorial on JComboBox and the JavaDoc but I must have overlooked the method(s) to call.

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  • Getting differences between WVGA800 and WVGA854 in Android Emulator

    - by Droidy
    So far I just have one XML layout file, and one drawable directory, drawable-hdpi. I first want to target the high density screens. I added a bunch of imagebuttons to a relativelayout and everything looks perfect in the WVGA800 emulator. The problem arises when I view it in the WVGA854 emulator. Not only do the imagebuttons not position the same, but the images are blurry. I used dip for the layout margins on the imagebuttons even though it shouldn't matter in this case because WVGA800 and 854 are both high density. What is the problem? Why would it look totally different on emulators that have the same density and almost have the same exact screen dimensions? Thanks!

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  • In a WPF Application, What happens after my code in the main window constructor is executed?

    - by KyleGobel
    I'm wondering what happens after the constructor is done executing my code, because the constructor is taking like 10 seconds to run on a cold start up, but according to the profiler, my code is done executing in like 2 seconds. Also stepping through the code in the debugger, after the last line of my constructor, I sit there and wait for 7-8 seconds before the window appears. Why is this? If the window is loading content or something, why isn't it displayed on the screen, done loading or not after the constructor finishes it's job? What's the hold up? (or how do i figure that out)

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  • Compare date fields in SQL server

    - by huslayer
    Hi all, I've a flat file that I cleaned the data out using SSIS, the output looks like that : MEDICAL ADMIT PATIENT PATIENT DATE OF DX REC NO DATE NUMBER NAME DISCHARGE Code DRG # 123613 02/16/09 12413209 MORIBALDI ,GEMMA 02/19/09 428.20 988 130897 01/23/09 12407193 TINLEY ,PATRICIA 01/23/09 535.10 392 139367 02/27/09 36262509 THARPE ,GLORIA 03/05/09 562.10 392 141954 02/25/09 72779499 SHUMATE ,VALERIA 02/25/09 112.84 370 141954 03/07/09 36271732 SHUMATE ,VALERIA 03/10/09 493.92 203 145299 01/21/09 12406294 BAUGH ,MARIA 01/21/09 366.17 117 and the report (final results) attached in the screen shot from the final excel report. so what's happening is IF the same name or same account number is duplicate, that means the patient has entered the hospital again and needs to be included in the report. ![alt text][1] what I need to do is... Eliminate any rows that is NOT duplicate (not everybody in this file has been admitted again) and compare the dates to get the ReAdmitdate and ReDischargedate I dumped the data into a SQL table and trying to compare the dates to figure out "ReAdmitdate" and "ReDischargedate" any help is appreciated. Thanks [link text][1]

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  • Showing edittext obliquely in android

    - by Chandra Sekhar
    I have an EditText, which generally shows parallel to the screen X-axis. I want to show it obliquely (around 45 degree to horizontal axis). Is it possible to do this in Android. Please guide me in a direction so that I can try for it. After getting the two links in the answer by pawelzeiba, I proceed a little bit in solving this, but stuck again so I put another question on this. here is the link. So please help me to solve this.

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  • embed multiple youtube videos to chromeless player cue

    - by Quaze
    So in the project ive been working on i use the youtube API to add a video to a chromeless player (got custom buttons, everything works no problems). It loads the youtube id which it gets from the database (Codeigniter, PHP). But what i would like to see is: instead of loading 1 video, id like to add all the videos i get from the database in the cue of that one player. So only one screen, first video retrieved from dbase gets played first, when its done second get loaded preferably also looped. Is there any way i can achieve this? My first guess would be to save the array with youtube id's somewhere and on state change (when the 'video stop'-event gets fired) load the next id from the array. Havent tried this yet because id prefer if the cue gets just gets filled on the init, so it doesnt have to load after a video has been ended. Is This possible?

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  • ASP.NET: Turning on errors

    - by JamesBrownIsDead
    This is what I see when I visit my web site. How do I instead get the Yellow Screen of Death so I know what the error is? I have GoDaddy shared hosting and I think the problem is that I don't have the correct MVC binaries in the /bin folder. My web.config shows this: <add assembly="System.Web.Mvc, Version=2.0.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35"/> <add assembly="System.Web.Abstractions, Version=3.5.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35"/> <add assembly="System.Web.Routing, Version=3.5.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35"/> But I'm not positive I copied the right .DLL files into /bin. I've got like 8 of each file--which version is which?!

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  • WPF TreeViewItem deselected item still lightly highlighted

    - by Patric Hua
    Hello WPF fellows, I have multiple expander controls with a ViewTree control within each expander control. When I select a ViewTreeItem from one ViewTree and then select another ViewTreeItem from another ViewTree, the newly selected ViewTreeItem is highlighted in dark blue, but the last selected item is now highlighted in a very light shade of blue. Please look at www.zunjaa.com/public/images/screen.jpg to see what I'm talking about. How do I make it so that no longer active item does not show the lighter blue? Thanks.

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  • Class to manage e-mail from iPhone

    - by Scott Pendleton
    I'm working on an iPhone app that offers the user the opportunity to send an e-mail in 3 different places in the app, and for 3 different purposes. Rather than put the same code for showing the e-mail composer in 3 different view controllers, shouldn't I develop a separate E-mail class, create an instance, and then set properties such as To, CC, BCC, Body, HTML_Or_Not, and so on? Also, if I create an instance of such a class, and it brings up the e-mail composer, is it OK to release the class even before the e-mail composer has left the screen?

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  • CodePlex Daily Summary for Sunday, September 29, 2013

    CodePlex Daily Summary for Sunday, September 29, 2013Popular ReleasesAudioWordsDownloader: AudioWordsDownloader 1.1 build 88: New features -------- list of words (mp3 files) is available upon typing when a download path is defined list of download paths is added paths history settings added Bug fixed ----- case mismatch in word search field fixed path not exist bug fixed when history has been used path, when filled from dialog, not stored refresh autocomplete list after path change word sought is deleted when path is changed at the end sought word list is deleted word list not refreshed download end...Activity Viewer 2012: Activity Viewer 2012 V 5.0.0.3: Planning to add new features: 1. Import/Export rules 2. Tabular mode multi servers connections.Tweetinvi a friendly Twitter C# API: Alpha 0.8.3.0: Version 0.8.3.0 emphasis on the FIlteredStream and ease how to manage Exceptions that can occur due to the network or any other issue you might encounter. Will be available through nuget the 29/09/2013. FilteredStream Features provided by the Twitter Stream API - Ability to track specific keywords - Ability to track specific users - Ability to track specific locations Additional features - Detect the reasons the tweet has been retrieved from the Filtered API. You have access to both the ma...AcDown?????: AcDown????? v4.5: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ??v4.5 ???? AcPlay????????v3.5 ????????,???????????30% ?? ???????GoodManga.net???? ?? ?????????? ?? ??Acfun?????????? ??Bilibili??????????? ?????????flvcd???????? ??SfAcg????????????? ???????????? ???????????????? ????32...OfflineBrowser: Release v1.2: This release includes some multi-threading support, a better progress bar, more JavaScript fixes, and a help system. This release is also portable (can run with no issues from a flash drive).CtrlAltStudio Viewer: CtrlAltStudio Viewer 1.0.0.34288 Release: This release of the CtrlAltStudio Viewer includes the following significant features: Stereoscopic 3D display support. Based on Firestorm viewer 4.4.2 codebase. For more details, see the release notes linked to below. Release notes: http://ctrlaltstudio.com/viewer/release-notes/1-0-0-34288-release Support info: http://ctrlaltstudio.com/viewer/support Privacy policy: http://ctrlaltstudio.com/viewer/privacy Disclaimer: This software is not provided or supported by Linden Lab, the makers of ...CrmSvcUtil Generate Attribute Constants: Generate Attribute Constants (1.0.5018.28159): Built against version 5.0.15 of the CRM SDK Fixed issue where constant for primary key attribute was being duplicated in all entity classes Added ability to override base class for entity classesC# Intellisense for Notepad++: Release v1.0.6.0: Added support for classless scripts To avoid the DLLs getting locked by OS use MSI file for the installation.CS-Script for Notepad++: Release v1.0.6.0: Added support for classless scripts To avoid the DLLs getting locked by OS use MSI file for the installation.SimpleExcelReportMaker: Serm 0.02: SourceCode and SampleMagick.NET: Magick.NET 6.8.7.001: Magick.NET linked with ImageMagick 6.8.7.0. Breaking changes: - ToBitmap method of MagickImage returns a png instead of a bmp. - Changed the value for full transparency from 255(Q8)/65535(Q16) to 0. - MagickColor now uses floats instead of Byte/UInt16.Media Companion: Media Companion MC3.578b: With the feedback received over the renaming of Movie Folders, and files, there has been some refinement done. As well as I would like to introduce Blu-Ray movie folder support, for Pre-Frodo and Frodo onwards versions of XBMC. To start with, Context menu option for renaming movies, now has three sub options: Movie & Folder, Movie only & Folder only. The option Manual Movie Rename needs to be selected from Movie Preferences, but the autoscrape boxes do not need to be selected. Blu Ray Fo...WDTVHubGen - Adds Metadata, thumbnails and subtitles to WDTV Live Hubs: WDTVHubGen v2.1.3.api release: This is for the brave at heart, this is the maint release to update to the new movie api. please send feedback on fix requests.FFXIV Crafting Simulator: Crafting Simulator 2.3: - Major refactoring of the code behind. - Added a current durability and a current CP textbox.DNN CMS Platform: 07.01.02: Major HighlightsAdded the ability to manage the Vanity URL prefix Added the ability to filter members in the member directory by role Fixed issue where the user could inadvertently click the login button multiple times Fixed issues where core classes could not be used in out of process cache provider Fixed issue where profile visibility submenu was not displayed correctly Fixed issue where the member directory was broken when Convert URL to lowercase setting was enabled Fixed issu...Rawr: Rawr 5.4.1: This is the Downloadable WPF version of Rawr!For web-based version see http://elitistjerks.com/rawr.php You can find the version notes at: http://rawr.codeplex.com/wikipage?title=VersionNotes Rawr Addon (NOT UPDATED YET FOR MOP)We now have a Rawr Official Addon for in-game exporting and importing of character data hosted on Curse. The Addon does not perform calculations like Rawr, it simply shows your exported Rawr data in wow tooltips and lets you export your character to Rawr (including ba...Sample MVC4 EF Codefirst Architecture: RazMVCWebApp ver 1.1: Signal R sample is added.CODE Framework: 4.0.30923.0: See change notes in the documentation section for details on what's new. Note: If you download the class reference help file with, you have to right-click the file, pick "Properties", and then unblock the file, as many browsers flag the file as blocked during download (for security reasons) and thus hides all content.JayData -The unified data access library for JavaScript: JayData 1.3.2 - Indian Summer Edition: JayData is a unified data access library for JavaScript to CRUD + Query data from different sources like WebAPI, OData, MongoDB, WebSQL, SQLite, HTML5 localStorage, Facebook or YQL. The library can be integrated with KendoUI, Angular.js, Knockout.js or Sencha Touch 2 and can be used on Node.js as well. See it in action in this 6 minutes video KendoUI examples: JayData example site Examples for map integration JayData example site What's new in JayData 1.3.2 - Indian Summer Edition For detai...ZXing.Net: ZXing.Net 0.12.0.0: sync with rev. 2892 of the java version new PDF417 decoder improved Aztec decoder global speed improvements direct Kinect support for ColorImageFrame better Structured Append support many other small bug fixes and improvementsNew ProjectsCACHEDB: CLIENT-DATABASE || CLIENT_CACHEDB-DATABASEClassic WiX Burn Theme: A WiX Burn theme inspired by the classic WiX wizard user interface.CryptStr.Fody: A post-build weaver that encrypts literal strings in your .NET assemblies without breaking ClickOnce.Easy Code: A setting framework.EduSoft: This is a school eg.GameStuff: GameStuff is a library of Physics and Geometrics concepts for video game. Nekora Test Project: Nekora test projectPopCorn Console Game: Simple console gameRadioController: This project started from people installing Tablets in Mustangs. You would typically loose most control of the radio. This projects brings that back!Random searcher i pochodne: Wyszukiwarka plików multimedialnych i czego dusza zapragnie.SporkRandom: A .NET (C#, Visual Basic) interface for the true random number generator service of random.org

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  • Simple vector program error

    - by Codeguru
    Hi iam new to c++ and iam trying out this vector program and i am getting the following error: error: conversion from test*' to non-scalar typetest' requested| Here is the code include include include include using namespace std; class test{ string s; vector <string> v; public: void read(){ ifstream in ("c://test.txt"); while(getline(in,s)) { v.push_back(s); } for(int i=0;i<v.size();i++) { cout<<v[i]<<"\n"; } } }; int main() { cout<<"Opening the file to read and displaying on the screen"< }

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  • Enhanced Podcasts and MPMoviePlayerViewController

    - by Ben Robinson
    Hi, This is a bit of an odd/specific one - possibly a bug? I'm using MPMoviePlayerViewController to play a variety of files, including Enhanced Podcasts - these are audio files, but with a slideshow of images, often created using GarageBand. Until (i think) iOS 3.2 they weren't supported at all, now they are and play fine in the iPod app, but in my app the slideshow doesn't start, the full screen movie player opens, and the audio begins, but all I see is the QuickTime logo. If I scrub the track the pictures appear - and will continue to play correctly - but I see nothing if I don't scrub! Any ideas?? On a related note, these files also include a small rectangluar button containing an (i) button on the right hand side - anybody know what it is or should do?! It does nothing for me!

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  • How to run java code using Java code?

    - by Nitz
    Hey Guys i want to do basically two things 1)I want to know is there any way that i can run the java code, using some java code. 2 ) and if it is possible then , and whatever the out put is then it should get that out put [ maybe output or error or exception ] and show on my screen, so i need to get that also. I know this is possible bcz one of my senior had done that..but i don't know how? May be with using the java's inbuilt classes. Note: user will write the code in some text file and then i will store that file content in some variable and then may be run that code.

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  • Is there any way to put extras to Intent from preferences ?

    - by Alex Volovoy
    Hi i'm launching activity from preferences screen. Activity is shared among three preferences. I wonder if i can set extras for this activity in xml <Preference android:key="action_1" android:title="@string/action_1_title" > <intent android:action="com.package.SHAREDACTION" > </intent> </Preference> i wonder if i can do something like <extras> <item android:name="" android:value=""/> </extras> All i need to do to pass an integer really. I can different actions and check action instead of extras.

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  • Resizing page format on iReport

    - by pringlesinn
    I've been trying to print a pdf made from iReport in less than a page A4. it's like half A4 page height. I'm using a Line Matrix printer, doesn't matter which one. So, when I try to print 2 files at same file, it should print everything on the right place, but just first file is printed correctly. The second one is based on a A4 page format, and just starts printing after A4 page height is over, skipping a big blank. Where can I set the size of page in iReport? The only thing I could do was setting size of what is shown on screen while I edit the file. I tried my best to explain the situation, any doubts, ask me and I'll try even harder.

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  • map integration in iphone application

    - by Filthy Night
    Hi Guyz, i want to integrate maps using map kit in iphone, and i am successful at that, but now the problem which i am facing is i have 2 locations coordinates, Location1 and Location2, now i want those two points to be shown on map but i want that they appear on the screen both at 1 time, means if they are very far then the zoom level goes to that point and show those two points on the map, if they are near to each other then zoom level shows from that angel (i mean very near). now i know that using longitude delta and latitude delta i can fix this problem, but i cant find a way to make it dynamic, so that i dont have to hardcode the delta value Any Help appreciated. Thanks

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  • Java paint speed relative to color model

    - by Jon
    I have a BufferedImage with an IndexColorModel. I need to paint that image onto the screen, but I've noticed that this is slow when using an IndexColorModel. However, if I run the BufferedImage through an identity affine transform it creates an image with a DirectColorModel and the painting is significantly faster. Here's the code I'm using AffineTransformOp identityOp = new AffineTransformOp(new AffineTransform(), AffineTransformOp.TYPE_BILINEAR); displayImage = identityOp.filter(displayImage, null); I have three questions 1. Why is painting the slower on an IndexColorModel? 2. Is there any way to speed up the painting of an IndexColorModel? 3. If the answer to 2. is no, is this the most efficient way to convert from an IndexColorModel to a DirectColorModel? I've noticed that this conversion is dependent on the size of the image, and I'd like to remove that dependency. Thanks for the help

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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