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  • How to declare different non-JPA annotations on embedded classes

    - by e99y
    @Embedded public class EmbedMe { private String prop1; private String prop2; } @Entity public class EncryptedEmbedded { @Embeddable private EmbedMe enc; } I am current using Jasypt for encryption. Is there a way to indicate that the @Embeddable in EncryptedEmbedded will use @Type(value = "newDeclaredTypeHere") per attribute (prop1, prop2)? Thanks in advance... ;)

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  • jQuery to bind input value to span or div???

    - by Stefan
    Please excuse me if this is a newbie question. I am new to this. I would like that a user fill out a form with their info and, just before clicking submit, there to be a summary of details area where they confirm their details are correctly entered. So is it possible for me to "bind" specific inputs to specific spans or divs and as they type (or maybe onBlur?) the span would reflect what is written in the respective input???

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  • CRON job for codeigniter

    - by ASD
    I am using codeigniter. I want to know how to set up a cron job to check a table for expiring users and insert data in to another table with the list of expiring users. How to do that. When i tried to write a script with controller and model to insert the table : Content-type: text/html Fatal error: Class 'Controller' not found in /home/content/html/test/live/application/controllers/cron.php on line 2

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  • Add if else function in Ajax Jquery function

    - by Naga Botak
    Is it possible to add other else function in my JS like this: ? if response == success redirect to home if response == failed redirect to failed $.ajax({ type: "POST", url: action, data: form_data, success: function(response) { if(response == 'success') window.location.replace("home"); else $("#message").html("<div class='error_log'><p class='error'>Invalid username and/or password.</p></div>"); } });

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  • image processing project.......................

    - by user358886
    i have got a project to differentiate between fake currency and real currency using image processing but i am having no notion about my project neither i am getting any type of support from my mentor.and i am really frusted about my project.if any one know any thing then let me know...

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  • How to convert a 2-d array into a dictionary object

    - by Nikron
    Hi, I have an array of type string that looks like this: "test1|True,test2|False,test3|False,test4|True". This is essentially a 2d array like so [test1][True] [test2][False] [test3][False] [test4][True]. I want to convert this into a dictionary<string,bool> using linq, something like: Dictionary<string, bool> myResults = results.Split(",".ToCharArray).ToDictionary() any ideas?

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  • How to read & write contents of a div from localstorage in chrome extensions?

    - by Minas Abovyan
    I am trying to build an extension that will allow users to put some parameters into a text box in the popup, generate a link using that information and add it to the said popup. I have all that working, but needless to say, it gets flushed every time the user opens the extension anew. I'd like the info that has been put in there to stay, but can't seem to get it to work. Here's what I have thus far: manifest.json { "manifest_version": 2, "name": "Test", "description": "Test Extension", "version": "1.0", "permissions": [ "http://*/*", "https://*/*" ], "browser_action": { "default_title": "This is a test", "default_popup": "popup.html" } } popup.html <!DOCTYPE html> <html> <head> </head> <body> <div id="linkContainer"/> <input type="text" id="catsList"/> <button type="button" id="addToList">Add</button> <script src="popup.js"></script> </body> </html> popup.js function addCats() { var a = document.createElement('a'); a.appendChild(document.createTextNode(document.getElementById('catsList').value)); a.setAttribute('href', 'http://google.com'); var p = document.createElement('p'); p.appendChild(a) document.getElementById('linkContainer').appendChild(p); indexLinks() } function indexLinks() { var links = document.getElementsByTagName("a"); for (var i = 0; i < links.length; i++) { (function () { var ln = links[i]; var location = ln.href; ln.onclick = function () { chrome.tabs.create({active: true, url: location}); }; })(); } }; document.getElementById('addToList').onclick = addCats; My guess is that I need something along the lines of localStorage['cointainer'] = document.getElementById('linkContainer'); at the end of addCats() and a call to something like function loadLocalStorage() { var container = document.getElementById('linkContainer'); container.innerHTML = localStorage['container']; } at the beginning, but doing that didn't work. Not sure what's going wrong. Also,if there is a different way to save users' additions, I'd be open to them.

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  • How does the Built-in Bindings of Google Guice work?

    - by lony
    Hello, I tried Google Guice the first time and find it very nice. But, when I reached the part of Built-in Bindings I do not understand the examples. For me it looks like I can use it for logging like an interceptor, but I don't know how. Could someone of you explain this type of Binding and how I can use it? And maybe (if it's possible) use it for logging?

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  • How to give properties to c++ classes (interfaces)

    - by caas
    Hello, I have built several classes (A, B, C...) which perform operations on the same BaseClass. Example: struct BaseClass { int method1(); int method2(); int method3(); } struct A { int methodA(BaseClass& bc) { return bc.method1(); } } struct B { int methodB(BaseClass& bc) { return bc.method2()+bc.method1(); } } struct C { int methodC(BaseClass& bc) { return bc.method3()+bc.method2(); } } But as you can see, each class A, B, C... only uses a subset of the available methods of the BaseClass and I'd like to split the BaseClass into several chunks such that it is clear what it used and what is not. For example a solution could be to use multiple inheritance: // A uses only method1() struct InterfaceA { virtual int method1() = 0; } struct A { int methodA(InterfaceA&); } // B uses method1() and method2() struct InterfaceB { virtual int method1() = 0; virtual int method2() = 0; } struct B { int methodB(InterfaceB&); } // C uses method2() and method3() struct InterfaceC { virtual int method2() = 0; virtual int method3() = 0; } struct C { int methodC(InterfaceC&); } The problem is that each time I add a new type of operation, I need to change the implementation of BaseClass. For example: // D uses method1() and method3() struct InterfaceD { virtual int method1() = 0; virtual int method3() = 0; } struct D { int methodD(InterfaceD&); } struct BaseClass : public A, B, C // here I need to add class D { ... } Do you know a clean way I can do this? Thanks for your help edit: I forgot to mention that it can also be done with templates. But I don't like this solution either because the required interface does not appear explicitly in the code. You have to try to compile the code to verify that all required methods are implemented correctly. Plus, it would require to instantiate different versions of the classes (one for each BaseClass type template parameter) and this is not always possible nor desired.

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  • GCommit doesn't work with fugitive.vim under windows xp?

    - by Paul Wicks
    I've just discovered fugitive.vim, which is pretty cool. However, I've run into a problem (this is using windows xp, msys git 1.7, fugitive.vim 1.1, and gvim 7.2). Adding files to the index and checking the status works just fine, but when I do a :GCommit, a command prompt flashes for a second and nothing happens. No way to type a commit message and nothing is committed. Is this a bug? Am I doing something wrong?

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  • Problem with SQL query

    - by William
    Here's the query INSERT INTO test_bans( ip, Expiration ) VALUES ( "0.0.0.0", DateAdd( "d", 1, Date( ) ) ) Here's the table creation query CREATE TABLE test_bans ( ID smallint(6) NOT NULL AUTO_INCREMENT, IP text NOT NULL, Expiration DATETIME NOT NULL, PRIMARY KEY (ID) ) TYPE=MyISAM; And here's the error #1064 - You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near ')))' at line 1 Please help.

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  • How can i reuse a color in a stylesheet?

    - by Michel
    Hi, i have a stylesheet and a lot of styles with the same border color (#CCCCCC to be precise). Is there a way to specify some kind of variable and reuse that, so in stead of typing #CCCCCC over and over, i can type border: 1px solid $bordercolor; ps i'm using asp.net mvc

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  • UPLOAD DATA IN DATA BASE

    - by rajson
    HI friends, i wish to store image and resume of user in the data base. i am using mysql data base and php5. i want to know that which field i set means data type.and how i set the range (maximum size) for uploaded data.

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  • Can I push my working directory without first committing it?

    - by Derek
    I have my web server set up as a remote git repo, so I can type "git push staging" and my last commit goes live on the server. I used this tutorial to set this up. A lot of the time, I'm testing a new feature, and I want to test several iterations of it on the staging server, before it's ready to quality as a commit. Is there a way to push my working directory to the server without having to commit it first?

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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  • unix DECLARE_WAIT_QUEUE_HEAD (var) var prototype?

    - by yoavstr
    hello i want to work with 2 queue in the module where i change my pointer to them therefore i need to use : //declartion wait_queue_head_t **currentQ; DECLARE_WAIT_QUEUE_HEAD (readWaitQ1); DECLARE_WAIT_QUEUE_HEAD (readWaitQ2); if(condition){ currentQ = &readWaitQ1; }else{ currentQ = &readWaitQ2; } but i get incorrect type for wake_up an other stuff using the queue. even thought i google it i couldnt find an answer can someone just give me the prototype needed?...

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  • What are the standard practices for throwing Javascript Exceptions?

    - by T.R.
    w3schools says that exceptions can be strings, integers, booleans, or objects, but the example given doesn't strike me as good practice, since exception type checking is done through string comparison. Is this the preferred method of exception handling in Javascript? Are there built-in exception types (like NullPointerException)? (if so, what are they, what kind of inheritance do they use, and are they preferred over other options?)

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