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  • how to print number with commas as thousands separators in Javascript

    - by mikez302
    I am trying to print an integer in Javascript with commas as thousands separators. For example, I want to show the number 1234567 as "1,234,567". How would I go about doing this? Here is how I am doing it: function numberWithCommas(x) { x = x.toString(); var pattern = /(-?\d+)(\d{3})/; while (pattern.test(x)) x = x.replace(pattern, "$1,$2"); return x; } I am wondering if anyone has a simpler or more elegant idea. It would be nice if it works with floats also, but that is not necessary. It does not need to be locale-specific to decide between periods and commas.

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  • Writing string, numeric data to Excel via C# works, but Excel does not treat numeric data correctly

    - by Chapax
    Hi, I'm getting result sets from Sybase that I return to a C# client. I use the below function to write the result set data to Excel: ***private static void WriteData(Excel.Worksheet worksheet, string cellRef, ref string[,] data) { Excel.Range range = worksheet.get_Range(cellRef, Missing.Value); if (data.GetLength(0) != 0) { range = range.get_Resize(data.GetLength(0), data.GetLength(1)); range.set_Value(Missing.Value, data); } }* The data gets written correctly. The issue is that since I'm using string array to write data (which is a mixture of strings and floats), Excel highlights every cell that contains numeric data with the message "Number Stored as Text". How do I get rid of this issue? Many thanks, Chapax

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  • add two float values in java

    - by user1845286
    acually i try to add two float values in java like this import java.text.DecimalFormat; class ExactDecimalValue { final strictfp static public void main(String... arg) { float f1=123.00000f; float f2=124.00000f; float f3=f1+f2; System.out.println(f1+f2); System.out.println("sum of two floats:"+f3); /*my expected output is:247.00000 but comming output is:247.0 and 247*/ } } Now what i can do to get the value in this format:247.00000. please any one help me. Thanks & Regards venkatesh

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  • 3 div independently relative and top aligned

    - by Knu
    I have 3 div top aligned that should be relative to a previous div (not between them so i can't use floats or position:inline-block either). If you set display:none on 2 divs the last one shouldn't move. I can't use position:absolute because there's a relative footer underneath. I tried using a wrapper but it can't work cause the height of the divs is not fixed. The height of the wrapper gets completely ignored anyway (by the following footer) unless Im using relative children. vertical-align:top doesn't work either. Any ideas?

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  • Objective C memory management question with NSArray

    - by Robert
    I am loading an array with floats like this: NSArray *arr= [NSArray arrayWithObjects: [NSNumber numberWithFloat:1.9], [NSNumber numberWithFloat:1.7], [NSNumber numberWithFloat:1.6], [NSNumber numberWithFloat:1.9],nil]; Now I know this is the correct way of doing it, however I am confused by the retail counts. Each Object is created by the [NSNumber numberWithFloat:] method. This gives the object a retain count of 1 dosnt it? - otherwise the object would be reclaimed The arrayWithObjects: method sends a retain message to each object. This means each object has a retain cont of 2. When the array is de-allocated each object is released leaving them with a retain count of 1. What have I missed?

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  • iPhone : Primitives getters and setters

    - by Burf2000
    I feel a bit miffed at the moment, I done a few iPhone projects that use floats and ints etc and all is fine. I now using OpenGL and GLFloat[] C arrays etc and it seems unless I make methods to set / get them it crashes on the device (not the simulator). Now as these are not setup as properties (I don't think c arrays can) it kind of makes sense. However the project has been working for months without them. It seems something in the code is wiping out anything float / ints to the point that the debugger can see an assigned value but accessing it crashes the phone. As soon as I think I know something for this platform, something changes my mind lol.

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  • Python: What's a correct and good way to implement __hash__()?

    - by random-name
    What's a correct and good way to implement hash()? I am talking about the function that returns a hashcode that is then used to insert objects into hashtables aka dictionaries. As hash() returns an integer and is used for "binning" objects into hashtables I assume that the values of the returned integer should be uniformly distributed for common data (to minimize collisions). What's a good practice to get such values? Are collisions a problem? In my case I have a small class which acts as a container class holding some ints, some floats and a string.

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  • [Python] Best strategy for dealing with incomplete lines of data from a file.

    - by adoran
    I use the following block of code to read lines out of a file 'f' into a nested list: for data in f: clean_data = data.rstrip() data = clean_data.split('\t') t += [data[0]] strmat += [data[1:]] Sometimes, however, the data is incomplete and a row may look like this: ['955.159', '62.8168', '', '', '', '', '', '', '', '', '', '', '', '', '', '29', '30', '0', '0'] It puts a spanner in the works because I would like Python to implicitly cast my list as floats but the empty fields '' cause it to be cast as an array of strings (dtype: s12). I could start a second 'if' statement and convert all empty fields into NULL (since 0 is wrong in this instance) but I was unsure whether this was best. Is this the best strategy of dealing with incomplete data? Should I edit the stream or do it post-hoc?

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  • Divs: Equal Horizontal Spacing

    - by Vecta
    I'm creating a site that has a series of four images on the homepage used as navigation with a large image beneath. <div style="width: 696px"> <div class="imglink"></div> <div class="imglink"></div> <div class="imglink"></div> <div class="imglink"></div> </div> <div style="width:696px"> ... </div> The "imglink" divs are 160px wide. I would like the images in the top div to be horizontally spaced evenly inside the div, with the two outer divs flush with the edges of the image below. I've been trying out floats, margins, padding, etc for a couple hours now and can't figure it out. Thanks for your help!

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  • Producing a smooth mesh from density cloud and marching cubes

    - by Wardy
    Based on my results from this question I decided to build myself a 3D noise map containing float values in place of my existing boolean point values. The effect I'm trying to produce is something like this, rather than typical rolling hills; which should explain the "missing cubes" in the image below. If I render my density map in normal "minecraft mode" (1 block per point in the density map) varying the size of the cube based on the value in my density map (floats in the range 0 to 1) I get something like this: I'm now happy that I can produce a density map for the marching cubes algorithm (which will need a little tweaking) but for some reason when I run it through my implementation it's not producing what I expect. My problem is that I'm getting something like the first image in this answer to my previous question, when I want to achieve the effect in the second image. Upon further investigation I can't see how marching cubes does the "move vertex along the edge" type logic (i.e. the difference between the two images on my previous link). I see that it does do some interpolation, but I'm not convinced I have the correct understanding of what I think it should do, because the code in question appears to give the same result regardless of whether I use boolean or float values. I took the code from here which is a C# implementation of marching cubes, but instead of using the MarchingCubesPrimitive I modified it to accept an object of type IDrawable, containing lists for the various collections (vertices, normals, UVs, indices), the logic was otherwise untouched. My understanding is that given a very low isovalue the accuracy level of the surface being rendered should increase, so in short "less 45 degree slows more rolling hills" type mesh output. However this isn't what I'm seeing. Have I missed something or is the implementation flawed and need to be fixed? EDIT: A little more detail on what I am seeing when I "marching cube" the data. Ok so firstly, ignore the fact that the meshes created by the chunks don't "connect" (i'll probably raise another question about this later). Then look at the shaping of the island, it's too ... square, from the voxels rendered as boxes you get the impression there's a clean soft gradual hill and yet from the image there are sharp falling edges even in the most central areas where the gradient in the first image looks the most smooth. The data is "regenerated" each time I run this so no 2 islands come out the same, and it's purely random so not based on noise, but still, how can it look so smooth in 1 image and so not smooth in the other?

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  • What is this algorithm for converting strings into numbers called?

    - by CodexArcanum
    I've been doing some work in Parsec recently, and for my toy language I wanted multi-based fractional numbers to be expressible. After digging around in Parsec's source a bit, I found their implementation of a floating-point number parser, and copied it to make the needed modifications. So I understand what this code does, and vaguely why (I haven't worked out the math fully yet, but I think I get the gist). But where did it come from? This seems like a pretty clever way to turn strings into floats and ints, is there a name for this algorithm? Or is it just something basic that's a hole in my knowledge? Did the folks behind Parsec devise it? Here's the code, first for integers: number' :: Integer -> Parser Integer number' base = do { digits <- many1 ( oneOf ( sigilRange base )) ; let n = foldl (\x d -> base * x + toInteger (convertDigit base d)) 0 digits ; seq n (return n) } So the basic idea here is that digits contains the string representing the whole number part, ie "192". The foldl converts each digit individually into a number, then adds that to the running total multiplied by the base, which means that by the end each digit has been multiplied by the correct factor (in aggregate) to position it. The fractional part is even more interesting: fraction' :: Integer -> Parser Double fraction' base = do { digits <- many1 ( oneOf ( sigilRange base )) ; let base' = fromIntegral base ; let f = foldr (\d x -> (x + fromIntegral (convertDigit base d))/base') 0.0 digits ; seq f (return f) Same general idea, but now a foldr and using repeated division. I don't quite understand why you add first and then divide for the fraction, but multiply first then add for the whole. I know it works, just haven't sorted out why. Anyway, I feel dumb not working it out myself, it's very simple and clever looking at it. Is there a name for this algorithm? Maybe the imperative version using a loop would be more familiar?

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  • Simple thruster like behaviour when rotating sprite

    - by ensamgud
    I'm prototyping some 2D game concepts with XNA and have added some basic keyboard inputs to control a triangle sprite. When I press key up the sprite accelerates in it's current facing direction, when I release the key it brakes down. For rotation, when I press left/right keys I rotate the sprite. Currently the sprite immedately changes direction when I rotate it. What I want is for it to keep moving in the same direction when I rotate, until I hit key up, adding thrust in whatever direction the sprite is pointing at. This would simulate thrusters on a classic space shooter like Asteroids. I'm adding an image to describe the behaviour I'm after and some code samples of how I'm doing things at the moment. This is my player struct, holding information of the sprite. public struct PlayerData { public Vector2 Position; // where to draw the sprite public Vector2 Direction; // travel direction of sprite public float Angle; // rotation of sprite public float Velocity; public float Acceleration; public float Decelleration; public float RotationAcceleration; public float RotationDecceleration; public float TopSpeed; public float Scale; } This is how I'm currently handling thrusting / braking (when pressing/releasing key up) (simplified, removed some bounds checking etc): player.Velocity += player.Acceleration * 0.1f; player.Velocity -= player.Acceleration * 0.1f; And when I rotate the sprite left and right: player.Angle -= player.RotationAcceleration * 0.1f; player.Angle += player.RotationAcceleration * 0.1f; This runs in the update loop, keeps the direction updated and updates the position: Vector2 up = new Vector2(0f, -1f); Matrix rotMatrix = Matrix.CreateRotationZ(player.Angle); player.Direction = Vector2.Transform(up, rotMatrix); player.Direction *= player.Velocity; player.Position += player.Direction; I am following along various beginner tutorials and haven't found any describing this, but I have tried some on my own without success. Do I need to change my velocity and acceleration fields to Vectors instead of floats to accomplish this type of movement? I realise my Angle and the Direction vector is currently tied together and I need to disconnect these somehow to be able to rotate freely without changing the direction of the movement, but I can't quite figure out how to do this while keeping the acceleration/decceleration functional. Would appreciate an explanation rather than pure code samples. Thanks,

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  • How to send multiple MVP matrices to a vertex shader in OpenGL ES 2.0

    - by Carbon Crystal
    I'm working my way through optimizing the rendering of sprites in a 2D game using OpenGL ES and I've hit the limit of my knowledge when it comes to GLSL and vertex shaders. I have two large float buffers containing my vertex coordinates and texture coordinates (eventually this will be one buffer) for multiple sprites in order to perform a single glDrawArrays call. This works but I've hit a snag when it comes to passing the transformation matrix into the vertex shader. My shader code is: uniform mat4 u_MVPMatrix; attribute vec4 a_Position; attribute vec2 a_TexCoordinate; varying vec2 v_TexCoordinate; void main() { v_TexCoordinate = a_TexCoordinate; gl_Position = u_MVPMatrix * a_Position; } In Java (Android) I am using a FloatBuffer to store the vertex/texture data and this is provided to the shader like so: mGlEs20.glVertexAttribPointer(mVertexHandle, Globals.GL_POSITION_VERTEX_COUNT, GLES20.GL_FLOAT, false, 0, mVertexCoordinates); mGlEs20.glVertexAttribPointer(mTextureCoordinateHandle, Globals.GL_TEXTURE_VERTEX_COUNT, GLES20.GL_FLOAT, false, 0, mTextureCoordinates); (The Globals.GL_POSITION_VERTEX_COUNT etc are just integers with the value of 2 right now) And I'm passing the MVP (Model/View/Projection) matrix buffer like this: GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mModelCoordinates); (mModelCoordinates is a FloatBuffer containing 16-float sequences representing the MVP matrix for each sprite) This renders my scene but all the sprites share the same transformation, so it's obviously only picking the first 16 elements from the buffer which makes sense since I am passing in "1" as the second parameter. The documentation for this method says: "This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices." So I tried modifying the shader with a fixed size array large enough to accomodate most of my scenarios: uniform mat4 u_MVPMatrix[1000]; But this lead to an error in the shader: cannot convert from 'uniform array of 4X4 matrix of float' to 'Position 4-component vector of float' This just seems wrong anyway as it's not clear to me how the shader would know when to transition to the next matrix anyway. Anyone have an idea how I can get my shader to pick up a different MVP matrix (i.e. the NEXT 16 floats) from my MVP buffer for every 4 vertices it encounters? (I am using GL_TRIANGLE_STRIP so each sprite has 4 vertices). Thanks!

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  • How far should an entity take care of its properties values by itself?

    - by Kharlos Dominguez
    Let's consider the following example of a class, which is an entity that I'm using through Entity Framework. - InvoiceHeader - BilledAmount (property, decimal) - PaidAmount (property, decimal) - Balance (property, decimal) I'm trying to find the best approach to keep Balance updated, based on the values of the two other properties (BilledAmount and PaidAmount). I'm torn between two practices here: Updating the balance amount every time BilledAmount and PaidAmount are updated (through their setters) Having a UpdateBalance() method that the callers would run on the object when appropriate. I am aware that I can just calculate the Balance in its getter. However, it isn't really possible because this is an entity field that needs to be saved back to the database, where it has an actual column, and where the calculated amount should be persisted to. My other worry about the automatically updating approach is that the calculated values might be a little bit different from what was originally saved to the database, due to rounding values (an older version of the software, was using floats, but now decimals). So, loading, let's say 2000 entities from the database could change their status and make the ORM believe that they have changed and be persisted back to the database the next time the SaveChanges() method is called on the context. It would trigger a mass of updates that I am not really interested in, or could cause problems, if the calculation methods changed (the entities fetched would lose their old values to be replaced by freshly recalculated ones, simply by being loaded). Then, let's take the example even further. Each invoice has some related invoice details, which also have BilledAmount, PaidAmount and Balance (I'm simplifying my actual business case for the sake of the example, so let's assume the customer can pay each item of the invoice separately rather than as a whole). If we consider the entity should take care of itself, any change of the child details should cause the Invoice totals to change as well. In a fully automated approach, a simple implementation would be looping through each detail of the invoice to recalculate the header totals, every time one the property changes. It probably would be fine for just a record, but if a lot of entities were fetched at once, it could create a significant overhead, as it would perform this process every time a new invoice detail record is fetched. Possibly worse, if the details are not already loaded, it could cause the ORM to lazy-load them, just to recalculate the balances. So far, I went with the Update() method-way, mainly for the reasons I explained above, but I wonder if it was right. I'm noticing I have to keep calling these methods quite often and at different places in my code and it is potential source of bugs. It also has a detrimental effect on data-binding because when the properties of the detail or header changes, the other properties are left out of date and the method has no way to be called. What is the recommended approach in this case?

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  • Rending 2D Tile World (With Player In The Middle)

    - by Mick
    What I have at the moment is a series of data structures I'm using, and I would like to render the world onto the screen (just the visible parts). I've actually already done this several times (lots of rewrites), but it's a bit buggy (rounding seems to make the screen jump ever so slightly every x tiles the player walks past). Basically I've been confusing myself heavily on what I feel should be a pretty simple problem... so here I am asking for some help! OK! So I have a 50x50 array holding the tiles of the world. I have the player position as 2 floats, x ([0, 49]) and y ([0, 49]) in that array. I have the application size exactly in pixels (x and y). I have an arbitrary TILE_SIZE static int (based on screen pixels). What I think is heavily confusing me is using a 2d orthogonal projection in opengl which maps (0,0) to the top left of the screen and (SCREEN_SIZE_X, SCREEN_SIZE_Y) to the bottom right of the screen. gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity(); glu.gluOrtho2D(0, getActualWidth(), getActualHeight(), 0); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); The map tiles are set so that the (0,0) in the array is the bottom left. And the player has to be in the middle on the screen (SCREEN_SIZE_X/2, SCREEN_SIZE_Y/2). What I've been doing so far is trying to render 1-2 tiles more all around what would be displayed on the screen so that I don't have to worry about figuring out rendering half a tile from the top left, depending where the player is. It seems like such an easy problem but after spending about 40+hours on it rewriting it many times I think I'm at a point where I just can't think clearly anymore... Any help would be appreciated. It would be great if someone can provide some very basic pseudo code on keeping the player in the middle when your projection is mapped to screen coordinates and only rendering basically the tiles that you would be any be see. Thanks!

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  • Calendar sharing between unrelated Domains

    - by vlannoob
    I have a 'request' from one of the 'big guys' that has me scratching my head a bit. He is one of our Executives that also is a board member of several other organistations, so he floats around between 4 different unrelated companies, each with their own domains, Exchange setup etc. He has domain accounts in each organisation. He has an iPad with multiple Exchange accounts so he can see all his calendars which works Ok for him - Apple calendaring bugs/flaws aside. What he wants is the ability for 'reception staff' at each organisation to 'see' all his calendars as they are booking things for him in their respective organisations calendars without it conflicting with bookings made in his calendars by other organisations......you with me?? So for example: Company A books a meeting into his Comapny A calendar at 9am Monday and Company B books him a meeting in his Company B Calendar at 9:15am Monday on the other side of town and of course Company C has him booked in all day Monday on their Company C calendar. He gets all those on his iPad but he would like either a 'global' calendar all can see and book into or the ability for receptionists at Company's A,B and C to see all the Calendars to avoid these kind of conflicts. I told him to 'go away' straight off the bat, I don't control anything to do with the other companies or know their infrastructure. And quite frankly I don't want any part of it...but he's whining and he's high enough up the food chain that I can't ignore him forever. I'm open to suggestions. Is there any third party software/services that can facilitiate this kind of setup? I really don't want to be creating users in my AD structure to people not ion our organisation so they can get access to his calendar and I am sure there sysadmins feel the same. As usual - any advice is greatly appreciated ;)

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  • Best CPUs for speeding up compiling times of C++ w/ DistGCC

    - by Jay
    I'm putting together a distributed build farm with DistGCC to speed up our teams compile times and just looking for thoughts on which processors to use in the hosts. Are we going to get a noticeable decrease in time using 8 cores vs. 4-hyperthreaded cores? Big difference in time between i7 and Xeon? etc, etc. Just need advice from people who've put together kick-a build clusters. We've got a majority of the normal things to speed up builds in place (pre-compiled headers, ccache, local gigabit connections between them, tons of ram, etc) so please just give advice on the best processor to use. And money is a factor, but anythings doable if the performance increase is noticeable. Thanks. Jay EDIT: Although any advice IS welcome, please refrain from "Do this first" posts as we're not planning on skimping on things like SSD, maxed out RAM, etc. My personal system is a iMac Quad-core i5 with 8GB of RAM. When I build our project locally, my processor floats around 99-100% a majority of the time, which makes me assume it is a bottleneck, even if you made everything else faster. My ram on the other hand doesn't even get close to maxing out. It's also worth noting that I did research this, however every discussion I could find was primarily for gaming machines, which is obviously a different beast in usage. These machines won't even have monitors or anything but integrated graphics since they have one purpose: Build freakin fast. (hopefully)

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  • Best CPUs for speeding up compiling times of C++ w/ DistGCC

    - by Jay
    I'm putting together a distributed build farm with DistGCC to speed up our teams compile times and just looking for thoughts on which processors to use in the hosts. Are we going to get a noticeable decrease in time using 8 cores vs. 4-hyperthreaded cores? Big difference in time between i7 and Xeon? etc, etc. Just need advice from people who've put together kick-a build clusters. We've got a majority of the normal things to speed up builds in place (pre-compiled headers, ccache, local gigabit connections between them, tons of ram, etc) so please just give advice on the best processor to use. And money is a factor, but anythings doable if the performance increase is noticeable. Thanks. Jay EDIT: Although any advice IS welcome, please refrain from "Do this first" posts as we're not planning on skimping on things like SSD, maxed out RAM, etc. My personal system is a iMac Quad-core i5 with 8GB of RAM. When I build our project locally, my processor floats around 99-100% a majority of the time, which makes me assume it is a bottleneck, even if you made everything else faster. My ram on the other hand doesn't even get close to maxing out. It's also worth noting that I did research this, however every discussion I could find was primarily for gaming machines, which is obviously a different beast in usage. These machines won't even have monitors or anything but integrated graphics since they have one purpose: Build freakin fast. (hopefully)

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  • Best CPUs for speeding up compiling times of C++ w/ DistGCC

    - by Jay
    I'm putting together a distributed build farm with DistGCC to speed up our teams compile times and just looking for thoughts on which processors to use in the hosts. Are we going to get a noticeable decrease in time using 8 cores vs. 4-hyperthreaded cores? Big difference in time between i7 and Xeon? etc, etc. Just need advice from people who've put together kick-a build clusters. We've got a majority of the normal things to speed up builds in place (pre-compiled headers, ccache, local gigabit connections between them, tons of ram, etc) so please just give advice on the best processor to use. And money is a factor, but anythings doable if the performance increase is noticeable. Thanks. Jay EDIT: Although any advice IS welcome, please refrain from "Do this first" posts as we're not planning on skimping on things like SSD, maxed out RAM, etc. My personal system is a iMac Quad-core i5 with 8GB of RAM. When I build our project locally, my processor floats around 99-100% a majority of the time, which makes me assume it is a bottleneck, even if you made everything else faster. My ram on the other hand doesn't even get close to maxing out. It's also worth noting that I did research this, however every discussion I could find was primarily for gaming machines, which is obviously a different beast in usage. These machines won't even have monitors or anything but integrated graphics since they have one purpose: Build freakin fast. (hopefully)

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  • mysql thread count

    - by Ryan M.
    We have a web application that uses apache and mysql. Generally (according to Munin) our MySQL thread count sits between 2 and 4 at all times. The other day, our server almost came to a halt. HTTP requests were slow or wouldn't go through at all, SSH would work, but would take 30+ seconds to register keystrokes, etc.. So we pull up Munin and the only thing that's out of normal boundaries is the Mysql thread count. CPU usage was under 1%, load was under 1.0, plenty of available RAM. As mentioned before, the thread count floats around 2 to 4. At the time of our slow downs it had spiked to 14. So I start poking around the Internet and I see that in most cases, you'll start to see a higher thread count when you start running into slow queries. If I understand it correctly, the request comes in that takes a while to process, in the mean time other requests are coming in, so a new thread will be created to work on the request (yes?). But at the time of the slow down, we had 0 slow queries. My question is: What else can cause mysql to create additional threads. And would this sudden spike in threads possibly cause the server to slow down? To fix the issue, we restarted apache and everything went back to it's beautiful, normal self. Considering the the Server Vitals (CPU, RAM, Network, etc) were all ideal, and the thread count was the only thing out of place, this seems like the most logical thing to pursue as the possible cause. If it matters, we're on Mysql 5.1.40. Server is FreeBSD 7.2 and the server in question is inside a jail.

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  • unnecessary vertical scrollbar in ie6

    - by tirso
    hi to all does any could help me how to remove unnecessary scroll bar in ie6. I have already put overflow-y: hidden; but still the same output. thanks in advance here is my url http://webberzsoft.com/clients/csslayouttest/template_new.php here is my css * {margin:0;padding:0;}/*for demo purposes only, use a proper reset in your final layout*/ html,body { overflow: auto; height:100%; } body { font-size:100%; background:#777; } #wrapper{ min-height:99%; width: 1240px; margin:0 auto; background: #FFFFFF; border-left:1px solid #000; border-right:1px solid #000; } #header { background:#77F; border-bottom:1px solid #000; height: 70px; } #content{/*just to create top padding without tampering with min-height:100% on #inner*/ padding:10px 0; overflow:hidden;/*contain floats*/ } #left-index { float:left; width:220px; } #right-index { float:right; width:180px; } #middle-index { float:left; width:840px; overflow:hidden;/*contain floats*/ } #left-home { float:left; width:300px; } #right-home { float:right; width:940px; } here is my html <div id="wrapper"> <div id="header"> <h1 align="right">Fixed Header</h1> <h3>IE6 gets an expression</h3> </div> <div id="content"> <div id="left-index"> <h3>Left</h3> <p>Lorem ipsum dolor sit amet consectetuer quis tempus tristique facilisi Vestibulum. Gravida rhoncus orci leo neque mattis felis Sed et tincidunt tellus. Massa ac condimentum elit ridiculus eget urna wisi id Suspendisse ullamcorper.</p> <p>Hendrerit eros ridiculus urna ipsum leo a ac sed tortor nisl. Tincidunt Morbi justo dis odio sit non sapien enim a augue. Sapien odio dui est Sed nisl id id malesuada sagittis et.</p> <p>Lorem ipsum dolor sit amet consectetuer quis tempus tristique facilisi Vestibulum. Gravida rhoncus orci leo neque mattis felis Sed et tincidunt tellus. Massa ac condimentum elit ridiculus eget urna wisi id Suspendisse ullamcorper.</p> <p>Hendrerit eros ridiculus urna ipsum leo a ac sed tortor nisl. Tincidunt Morbi justo dis odio sit non sapien enim a augue. Sapien odio dui est Sed nisl id id malesuada sagittis et.</p> <p>Lorem ipsum dolor sit amet consectetuer quis tempus tristique facilisi Vestibulum. Gravida rhoncus orci leo neque mattis felis Sed et tincidunt tellus. Massa ac condimentum elit ridiculus eget urna wisi id Suspendisse ullamcorper.</p> <p>Hendrerit eros ridiculus urna ipsum leo a ac sed tortor nisl. Tincidunt Morbi justo dis odio sit non sapien enim a augue. Sapien odio dui est Sed nisl id id malesuada sagittis et.</p> <p>Lorem ipsum dolor sit amet consectetuer quis tempus tristique facilisi Vestibulum. Gravida rhoncus orci leo neque mattis felis Sed et tincidunt tellus. Massa ac condimentum elit ridiculus eget urna wisi id Suspendisse ullamcorper.</p> <p>Hendrerit eros ridiculus urna ipsum leo a ac sed tortor nisl. Tincidunt Morbi justo dis odio sit non sapien enim a augue. Sapien odio dui est Sed nisl id id malesuada sagittis et.</p> <p>Lorem ipsum dolor sit amet consectetuer quis tempus tristique facilisi Vestibulum. Gravida rhoncus orci leo neque mattis felis Sed et tincidunt tellus. Massa ac condimentum elit ridiculus eget urna wisi id Suspendisse ullamcorper.</p> <p>Hendrerit eros ridiculus urna ipsum leo a ac sed tortor nisl. Tincidunt Morbi justo dis odio sit non sapien enim a augue. Sapien odio dui est Sed nisl id id malesuada sagittis et.</p> <p>Lorem ipsum dolor sit amet consectetuer quis tempus tristique facilisi Vestibulum. Gravida rhoncus orci leo neque mattis felis Sed et tincidunt tellus. Massa ac condimentum elit ridiculus eget urna wisi id Suspendisse ullamcorper.</p> </div> <div id="middle-index"> <h3>Middle</h3> <p>Lorem ipsum sed pede non adipiscing nulla lacinia ipsum quis ac Integer. Ut consectetuer Cras fringilla Ut non gravida morbi Maecenas semper vel. Vestibulum quis In Nulla Vivamus Sed feugiat Quisque et ipsum tincidunt. Semper vitae cursus metus risus enim gravida tellus id dignissim nec. Justo laoreet dui commodo Integer malesuada vel quis vel consequat metus. Nec id dolor Aliquam Nullam gravida libero montes nunc ante Nulla. Tortor id.</p> <p>Lorem ipsum sed pede non adipiscing nulla lacinia ipsum quis ac Integer. Ut consectetuer Cras fringilla Ut non gravida morbi Maecenas semper vel. Vestibulum quis In Nulla Vivamus Sed feugiat Quisque et ipsum tincidunt. Semper vitae cursus metus risus enim gravida tellus id dignissim nec. Justo laoreet dui commodo Integer malesuada vel quis vel consequat metus. Nec id dolor Aliquam Nullam gravida libero montes nunc ante Nulla. Tortor id.</p> <p class="lgmarg">testing text for scrolling</p> <p class="lgmarg">testing text for scrolling</p> <p class="lgmarg">testing text for scrolling</p> <p class="lgmarg">testing text for scrolling</p> <p class="lgmarg">testing text for scrolling</p> <p class="lgmarg">testing text for scrolling</p> <p class="lgmarg">testing text for scrolling</p> <p class="lgmarg">testing text for scrolling</p> <p class="lgmarg">testing text for scrolling</p> <p class="lgmarg">testing text for scrolling</p> </div> <div id="right-index"> <h3>Right</h3> <p>Lorem ipsum dolor sit amet consectetuer quis tempus tristique facilisi Vestibulum. Gravida rhoncus orci leo neque mattis felis Sed et tincidunt tellus. Massa ac condimentum elit ridiculus eget urna wisi id Suspendisse ullamcorper.</p> <p>Hendrerit eros ridiculus urna ipsum leo a ac sed tortor nisl. Tincidunt Morbi justo dis odio sit non sapien enim a augue. Sapien odio dui est Sed nisl id id malesuada sagittis et.</p> </div> </div><!--end content--> </div>

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  • Converting Openfire IM datetime values in SQL Server to / from VARCHAR(15) and DATETIME data types

    - by Brian Biales
    A client is using Openfire IM for their users, and would like some custom queries to audit user conversations (which are stored by Openfire in tables in the SQL Server database). Because Openfire supports multiple database servers and multiple platforms, the designers chose to store all date/time stamps in the database as 15 character strings, which get converted to Java Date objects in their code (Openfire is written in Java).  I did some digging around, and, so I don't forget and in case someone else will find this useful, I will put the simple algorithms here for converting back and forth between SQL DATETIME and the Java string representation. The Java string representation is the number of milliseconds since 1/1/1970.  SQL Server's DATETIME is actually represented as a float, the value being the number of days since 1/1/1900, the portion after the decimal point representing the hours/minutes/seconds/milliseconds... as a fractional part of a day.  Try this and you will see this is true:     SELECT CAST(0 AS DATETIME) and you will see it returns the date 1/1/1900. The difference in days between SQL Server's 0 date of 1/1/1900 and the Java representation's 0 date of 1/1/1970 is found easily using the following SQL:   SELECT DATEDIFF(D, '1900-01-01', '1970-01-01') which returns 25567.  There are 25567 days between these dates. So to convert from the Java string to SQL Server's date time, we need to convert the number of milliseconds to a floating point representation of the number of days since 1/1/1970, then add the 25567 to change this to the number of days since 1/1/1900.  To convert to days, you need to divide the number by 1000 ms/s, then by  60 seconds/minute, then by 60 minutes/hour, then by 24 hours/day.  Or simply divide by 1000*60*60*24, or 86400000.   So, to summarize, we need to cast this string as a float, divide by 86400000 milliseconds/day, then add 25567 days, and cast the resulting value to a DateTime.  Here is an example:   DECLARE @tmp as VARCHAR(15)   SET @tmp = '1268231722123'   SELECT @tmp as JavaTime, CAST((CAST(@tmp AS FLOAT) / 86400000) + 25567 AS DATETIME) as SQLTime   To convert from SQL datetime back to the Java time format is not quite as simple, I found, because floats of that size do not convert nicely to strings, they end up in scientific notation using the CONVERT function or CAST function.  But I found a couple ways around that problem. You can convert a date to the number of  seconds since 1/1/1970 very easily using the DATEDIFF function, as this value fits in an Int.  If you don't need to worry about the milliseconds, simply cast this integer as a string, and then concatenate '000' at the end, essentially multiplying this number by 1000, and making it milliseconds since 1/1/1970.  If, however, you do care about the milliseconds, you will need to use DATEPART to get the milliseconds part of the date, cast this integer to a string, and then pad zeros on the left to make sure this is three digits, and concatenate these three digits to the number of seconds string above.  And finally, I discovered by casting to DECIMAL(15,0) then to VARCHAR(15), I avoid the scientific notation issue.  So here are all my examples, pick the one you like best... First, here is the simple approach if you don't care about the milliseconds:   DECLARE @tmp as VARCHAR(15)   DECLARE @dt as DATETIME   SET @dt = '2010-03-10 14:35:22.123'   SET @tmp = CAST(DATEDIFF(s, '1970-01-01 00:00:00' , @dt) AS VARCHAR(15)) + '000'   SELECT @tmp as JavaTime, @dt as SQLTime If you want to keep the milliseconds:   DECLARE @tmp as VARCHAR(15)   DECLARE @dt as DATETIME   DECLARE @ms as int   SET @dt = '2010-03-10 14:35:22.123'   SET @ms as DATEPART(ms, @dt)   SET @tmp = CAST(DATEDIFF(s, '1970-01-01 00:00:00' , @dt) AS VARCHAR(15))           + RIGHT('000' + CAST(@ms AS VARCHAR(3)), 3)   SELECT @tmp as JavaTime, @dt as SQLTime Or, in one fell swoop:   DECLARE @dt as DATETIME   SET @dt = '2010-03-10 14:35:22.123'   SELECT @dt as SQLTime     , CAST(DATEDIFF(s, '1970-01-01 00:00:00' , @dt) AS VARCHAR(15))           + RIGHT('000' + CAST( DATEPART(ms, @dt) AS VARCHAR(3)), 3) as JavaTime   And finally, a way to simply reverse the math used converting from Java date to SQL date. Note the parenthesis - watch out for operator precedence, you want to subtract, then multiply:   DECLARE @dt as DATETIME   SET @dt = '2010-03-10 14:35:22.123'   SELECT @dt as SQLTime     , CAST(CAST((CAST(@dt as Float) - 25567.0) * 86400000.0 as DECIMAL(15,0)) as VARCHAR(15)) as JavaTime Interestingly, I found that converting to SQL Date time can lose some accuracy, when I converted the time above to Java time then converted  that back to DateTime, the number of milliseconds is 120, not 123.  As I am not interested in the milliseconds, this is ok for me.  But you may want to look into using DateTime2 in SQL Server 2008 for more accuracy.

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  • Tips to Make Your Website Cell Phone Friendly

    - by Aditi
    Working on a new website design? or Redesigning your website? There is a lot more to consider now a days not just user experience, clean code, CSS etc. one of the important attribute one must not miss, which is making them mobile friendly! With the growing use of handhelds & unlimited data plans, people browse on their cellphones! and All come in different sizes! it is tough to make a website that would look great not just on a high resolution widescreen monitor/LCD, but also should look equally impressive on the low resolutions of cellphones. We are today going to discuss about such factors that can help you make a website Cellphone Friendly. Fluid Width Layouts As we start discussing about this, Most people speak of the Fluid Width Layouts as vital step in moving your website to be mobile friendly. Fluid width allows the width of your website stretch or shrink depending on the browser size. However, having a layout which flows with the width of the screen’s resolution is certainly convenient, more often than not the website was originally laid out for a desktop in mind. Compressing a fluid layout to 320 pixels can do some serious damage to layout, Thus some people strongly believe it is far better to have a mobile style sheet and lay out the content specifically for that screen and have more control on the display. The best thing to do is to detect the type of platform that is connected to your website and disabling or changing some tools and effects to make it look better if not perfect. Keep Your Web Pages Short length One must avoid long pages on their website, a lot of scroll makes it very non user friendly for people, especially on mobile devices this is a huge draw back because of the longer load time it takes to download the webpage. Everyone likes crisp & concise content such pages are easier to load & browse. This makes your website accessible across all platforms. Also try to keep shorter urls, if they have to type..save them from that much work especially if someone is using a cellphone with no QWERTY keyboard it can be tough. Usable Navigation & Search Unlike Desktops, your website’s Navigation won’t super work on a cellphone. Keep in mind the user experience for cellphone users as you design your Navigation. Try to keep your content centered as they do have difficulty in reading the webpage. I always look upto Google and their pages as available on mobile as a great example. Keeping a functional & very visible search bar helps mobile users navigate by searching. Understanding Clean Website Code : Evolved for Mobile Clean code is important when you consider the diversity out there for handheld devices. Some cell phones may only understand WAP. More capable phones may understand WAP2, which allows rendering websites with XHTML and CSS. Most mobiles won’t display tables, floats, frames, JavaScript, and dynamic menus. Most cellphone will not support cookies. Devices at the high end of the mobile market such as BlackBerry, Palm, or the upcoming iPhone are highly capable and support nearly as much as a standard computer..but masses still do not have such phones. You can use specific emulators to test your website on mobile devices. Make sure your color combinations provide good contrast between foreground and background colors, particularly for devices with fewer color options.

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  • CSV Anyone?

    - by Tim Dexter
    CSV, a dead format? With today's abilities to generate Excel output (Im working on some posts for the shiny new Excel templates) and the sophistication of the eText outputs, do you really need CSV? I guess so seeing as it was added after the base product was released as an enhancement. But I'd be interested in hearing use cases? I used to think the same of text output. But now Im working in the public sector where older technologies abound I can see a use for text output. Its also used as a machine readable format, etc. BIP still does not support a text format from its RTF templates but its very doable using XSL templates. Back to CSV, I noticed an enhancement in the big list of new stuff in the 10.1.3.4.1 rollup. You can now generate CSV from structured data ie a data template or a SQL XML query. This piqued my interest so I ran off a data template to CSV. Its interesting, in a geeky kinda way, I guess Im that way inclined.Here's my data structure:<EMPLOYEES> <LIST_G_DEPT> <G_DEPT>  <DEPARTMENT_ID>10</DEPARTMENT_ID>  <DEPARTMENT_NAME>Administration</DEPARTMENT_NAME>  <LIST_G_EMP>   <G_EMP>     <EMPLOYEE_ID>200</EMPLOYEE_ID>     <EMP_NAME>Jennifer Whalen</EMP_NAME>     <EMAIL>JWHALEN</EMAIL>     <PHONE_NUMBER>515.123.4444</PHONE_NUMBER>     <HIRE_DATE>1987-09-17T00:00:00.000-06:00</HIRE_DATE>     <SALARY>4400</SALARY>    </G_EMP>   </LIST_G_EMP>  <TOTAL_EMPS>1</TOTAL_EMPS>  <TOTAL_SALARY>4400</TOTAL_SALARY>  <AVG_SALARY>4400</AVG_SALARY>  <MAX_SALARY>4400</MAX_SALARY>  <MIN_SALARY>4400</MIN_SALARY> </G_DEPT>Poor ol Jennifer, she needs some help in the Admin department :0)Pushing this to CSV and BP completely flattens the data out so you get a completely denormalized data output in the CSV.TOTAL_SALARY,DEPARTMENT_ID,DEPARTMENT_NAME,MIN_SALARY,AVG_SALARY,MAX_SALARY,EMPLOYEE_ID,SALARY,PHONE_NUMBER,HIRE_DATE,EMP_NAME,EMAIL,TOTAL_EMPS4400,10,Administration,4400,4400,4400,200,4400,515.123.4444,1987-09-17T00:00:00.000-06:00,"Jennifer Whalen",JWHALEN,119000,20,Marketing,6000,9500,13000,201,13000,515.123.5555,1996-02-17T00:00:00.000-07:00,"Michael Hartstein",MHARTSTE,219000,20,Marketing,6000,9500,13000,202,6000,603.123.6666,1997-08-17T00:00:00.000-06:00,"Pat Fay",PFAY,2Useful? Its a little confusing to start with but it is completely de-normalized so there is lots of repetition. But if it floats your boat, you got it!

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  • Making flexible C# code in MVC2 for Stored Procedures

    - by cc0
    Thanks to Darin Dimitrov's suggestion I got a big step further in understanding good MVC code, but I'm having some problems making it flexible. I implemented Darin's suggested solution, and it works perfectly for single controllers. However I'm having some trouble implementing it with some flexibility. What I'm looking for is this; To be able to make dynamic column names in json Instead of using "Column1: 'value', ..." and "Column2: 'value', ..." inside the json, I'd like to use for example "id: 'value', ..." and "place: 'value' ..." for one stored procedure, and "animal" and "type" in another (inside the json format). To be able to make dynamic amounts of columns dependent on which stored procedure is called Some stored procedures I'll want to read more than 2 rows from, is there a smart way of accomplishing that? To be able to make numeric (floats and integers) rows from the database be presented inside the json without quotes Like this (name and age); { Column1: "John", Column2: 53 }, I would be very grateful for any feedback and suggestions / code examples I can get here. Even imperfect ones.

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