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  • access exception when invoking method of an anonymous class using java reflection

    - by Asaf David
    Hello I'm trying to use an event dispatcher to allow a model to notify subscribed listeners when it changes. the event dispatcher receives a handler class and a method name to call during dispatch. the presenter subscribes to the model changes and provide a Handler implementation to be called on changes. Here's the code (I'm sorry it's a bit long). EventDispacther: package utils; public class EventDispatcher<T> { List<T> listeners; private String methodName; public EventDispatcher(String methodName) { listeners = new ArrayList<T>(); this.methodName = methodName; } public void add(T listener) { listeners.add(listener); } public void dispatch() { for (T listener : listeners) { try { Method method = listener.getClass().getMethod(methodName); method.invoke(listener); } catch (Exception e) { System.out.println(e.getMessage()); } } } } Model: package model; public class Model { private EventDispatcher<ModelChangedHandler> dispatcher; public Model() { dispatcher = new EventDispatcher<ModelChangedHandler>("modelChanged"); } public void whenModelChange(ModelChangedHandler handler) { dispatcher.add(handler); } public void change() { dispatcher.dispatch(); } } ModelChangedHandler: package model; public interface ModelChangedHandler { void modelChanged(); } Presenter: package presenter; public class Presenter { private final Model model; public Presenter(Model model) { this.model = model; this.model.whenModelChange(new ModelChangedHandler() { @Override public void modelChanged() { System.out.println("model changed"); } }); } } Main: package main; public class Main { public static void main(String[] args) { Model model = new Model(); Presenter presenter = new Presenter(model); model.change(); } } Now, I except to get the "model changed" message. However, I'm getting an java.lang.IllegalAccessException: Class utils.EventDispatcher can not access a member of class presenter.Presenter$1 with modifiers "public". I understand that the class to blame is the anonymous class i created inside the presenter, however I don't know how to make it any more 'public' than it currently is. If i replace it with a named nested class it seem to work. It also works if the Presenter and the EventDispatcher are in the same package, but I can't allow that (several presenters in different packages should use the EventDispatcher) any ideas?

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  • Where can I find settings for Sharepoint Addin VS2008

    - by mbr
    does someone know where to find the deployment target settings for vs2008 when using sharepoint dev addin? Changed the web server and cannot find where to change the deployment target in my solution... did have a look in .sln and .csproj but no settings found Get reasonable error message saying it cannot connect to 127.0.0.1:8010 which is correct

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  • Tomcat 403 error after LDAP authentication.

    - by user352636
    I'm currently trying to use an LDAP server to authenticate users who are trying to access our Tomcat setup. I believe I have managed to get the LDAP authentication working in the form of a JNDI realm call from Tomcat, but immediately after the user enters their password Tomcat starts throwing 403 (permission denied) errors for everything except from the root page (ttp://localhost:1337/). I have no idea why this is happening. I am following the example at http://blog.mc-thias.org/?title=tomcat_ldap_authentication&more=1&c=1&tb=1&pb=1 . server.xml (the interesting/changed bits) <Realm className="org.apache.catalina.realm.JNDIRealm" debug="99" connectionURL="ldap://localhost:389" userPattern="uid={0},ou=People,o=test,dc=company,dc=uk" userSubTree="true" roleBase="ou=Roles,o=test,dc=company,dc=uk" roleName="cn" roleSearch="memberUid={1}" /> <Valve className="org.apache.catalina.authenticator.SingleSignOn" /> web.xml (the interesting/changed bits) <security-constraint> <display-name>Security Constraint</display-name> <web-resource-collection> <web-resource-name>Protected Area</web-resource-name> <!-- Define the context-relative URL(s) to be protected --> <url-pattern>/*</url-pattern> <!-- If you list http methods, only those methods are protected --> </web-resource-collection> <auth-constraint> <!-- Anyone with one of the listed roles may access this area --> <role-name>admin</role-name> <role-name>regular</role-name> </auth-constraint> </security-constraint> <!-- Default login configuration uses form-based authentication --> <login-config> <auth-method>BASIC</auth-method> </login-config> <!-- Security roles referenced by this web application --> <security-role> <role-name>admin</role-name> <role-name>regular</role-name> </security-role> I cannot access my LDAP setup at the moment, but I believe it is alright as the login is accepted by the BASIC auth method, it's just tomcat that is rejecting it. The roles should be as defined in web.xml - admin and regular. If there is any other information you require me to provide, please just ask! My thanks in advance to anyone who can help, and my apologies for any major mistakes I have made - yesterday was pretty much the first time I'd ever heard of LDAP =D. EDIT: Fixed the second xml segment. Apologies for the formating-fail.

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  • Deleting object in function

    - by wrongusername
    Let's say I have created two objects from class foo and now want to combine the two. How, if at all possible, can I accomplish that within a function like this: def combine(first, second): first.value += second.value del second #this doesn't work, though first.value *does* get changed instead of doing something like def combine(first, second): first.value += second.value in the function and putting del second immediately after the function call?

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  • Rails OpenID Authentication Plugin No Longer Installs Rake Tasks?

    - by Rich Apodaca
    I'm following the Railscasts tutorial on using OpenID with AuthLogic. This command: $ script/plugin install git://github.com/rails/open_id_authentication.git installs the plugin, but I don't see any OpenID Rake tasks (rake -T). In particular, I can no longer run the task: $ rake open_id_authentication:db:create With previous applications, the Rake tasks were installed without a problem, so what's changed with the plugin? Which version of the plugin do I need to get the behavior I'm looking for? Using Rails 2.3.5.

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  • Thread not behaving correctly

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

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  • email address in the url

    - by phoenix24
    Hi, I am passing the email address as part of the url, for ex. http://example.com/hello/[email protected] but, when being passed to the application controller it is changed to " user%40hotmail.com ". I can't seem to understand this special character escaping; confusion. please help me explain the problem here, and also what can I do to fix it. I am using python's "webapp" web application framework.

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  • Delphi - Frac function losing precision.

    - by PeteDaMeat
    I have a TDateTime variable which is assigned a value at runtime of 40510.416667. When I extract the time to a TTime type variable using the Frac function, it sets it to 0.41666666666. Why has it changed the precision of the value and is there a workround to retain the precision from the original value ie. to set it to 0.416667.

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  • SQL string formatter

    - by Paul D. Eden
    Does anyone know of a program, a utility, or some programmatic library, preferably for Linux, that takes an unformatted SQL string and pretty prints it? For example I would like the following select * from users where name = 'Paul' be changed to something like this select * from users where name = 'Paul' The exact formatting is not important. I just need something to take a large SQL string and break it up into something more readable.

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  • How to use mmap to point to STL type?

    - by srikfreak
    I have a mmap typecast to a char pointer char *ptr; ptr = (char *)mmap(0, FILESIZE, PROT_READ | PROT_WRITE, MAP_SHARED, fd, 0); This was my earlier code. But now I want to use a map instead of char * as the requirements changed. Now, my map is declared as map i_s_map; How do I change my mmap call to point to the map?

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  • Saving images inside iPhone application without using database or server side saving technique

    - by bugs_bugs
    Hi Fellas, I am developing an application which requires saving images in the "saved folder" of iPhone Photo album after performing some animations on ImageViews. Is it possible to save the incomplete images temporarily in the iphone application without using database or server side saving technique, so that user can use it for future use and only completely changed ones should get saved in Photo Album? If yes then it would be a great help to get any code or suggestion. Thanks in advance :) !!!!

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  • Detailed error on fopen

    - by Roland
    I'm using fopen to read from a file $fh = fopen($path, 'r') or die('Could not open file'); Now I contantly get error Could not open file. I checked the file path and even changed the permissions of the file to 777. Is there a way I can get a detailed error report as why the file can't be opened similar to mysql_error()?

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  • Iceface: reset old values while update

    - by J L A
    Hello all, I have information of user in bean, and I want to update this user. but my problem is: when the value of inputtext changed I want to put validation on it. and if the new value is wrong I want to reset the old value. please can any one help me

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  • How do I determine which control fired an event?

    - by Daniel I-S
    I have the Value Changed event of two UISliders (both of which have referencing outlets) wired up to the following method: -(IBAction) sliderMoved:(id) sender {} How can I determine which slider was moved so that I can get its value and update the corresponding label? Or would it be simpler to have two separate events, one for each slider? The second option seems like unnecessary replication to me. Cheers, Dan

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  • use Jquery load to load content in adiv?

    - by Khalid Omar
    simply i'm doing a test i have a div called test and mvc action in the client controler the view and the controler public string testout() { return DateTime.Now.ToString(); } and i'm using jquery to update the div $("#B1").live("click", function() { $("#test").load("/client/testout"); return false; }); first time a click the bottun i see the date and time in the div test second time i click the botton nothing changed

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  • List of Django model instance foreign keys losing consistency during state changes.

    - by Joshua
    I have model, Match, with two foreign keys: class Match(model.Model): winner = models.ForeignKey(Player) loser = models.ForeignKey(Player) When I loop over Match I find that each model instance uses a unique object for the foreign key. This ends up biting me because it introduces inconsistency, here is an example: >>> def print_elo(match_list): ... for match in match_list: ... print match.winner.id, match.winner.elo ... print match.loser.id, match.loser.elo ... >>> print_elo(teacher_match_list) 4 1192.0000000000 2 1192.0000000000 5 1208.0000000000 2 1192.0000000000 5 1208.0000000000 4 1192.0000000000 >>> teacher_match_list[0].winner.elo = 3000 >>> print_elo(teacher_match_list) 4 3000 # Object 4 2 1192.0000000000 5 1208.0000000000 2 1192.0000000000 5 1208.0000000000 4 1192.0000000000 # Object 4 >>> I solved this problem like so: def unify_refrences(match_list): """Makes each unique refrence to a model instance non-unique. In cases where multiple model instances are being used django creates a new object for each model instance, even if it that means creating the same instance twice. If one of these objects has its state changed any other object refrencing the same model instance will not be updated. This method ensure that state changes are seen. It makes sure that variables which hold objects pointing to the same model all hold the same object. Visually this means that a list of [var1, var2] whose internals look like so: var1 --> object1 --> model1 var2 --> object2 --> model1 Will result in the internals being changed so that: var1 --> object1 --> model1 var2 ------^ """ match_dict = {} for match in match_list: try: match.winner = match_dict[match.winner.id] except KeyError: match_dict[match.winner.id] = match.winner try: match.loser = match_dict[match.loser.id] except KeyError: match_dict[match.loser.id] = match.loser My question: Is there a way to solve the problem more elegantly through the use of QuerySets without needing to call save at any point? If not, I'd like to make the solution more generic: how can you get a list of the foreign keys on a model instance or do you have a better generic solution to my problem? Please correct me if you think I don't understand why this is happening.

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  • [codeigniter] extra white space

    - by Wiika
    Hi all, i getting extra space at the beginning of page ( output ), the thing is i didn't edit any file, i just uploaded the codeigniter framework to my server, and in the welcome page i get that space , in localhost i don't get it, i changed all files to utf8, checked if there is any space before ( there is no ? ) did someone had to deal with this issue before ?

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  • Javascript error after updating ASP.NET AJAX ControlToolkit

    - by empo
    I've just updated to the AJAX Control Toolkit 3.5, changed the ScriptManager to the ToolkitScriptManager in my master page and now the following javascript error occurs when an Edit button is clicked: "Object doesn't support this property or method" The line of code cuasing the error is: this._destroyTree(updatePanelElement); Any initial ideas before I post masses of code?

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  • Holiday Book Recommendation

    - by dalton
    I'm after a book to read whilst on holiday. Some criteria: The book has to be relatively short. < 500 pages. I'd prefer a book that changes your thinking, rather than reams of syntax to look at. So the last two years here have been my books: Last year, The Craftsman by Richard Sennet (Changed how I viewed career development, quality) Year before, Zen and The art of motorcycle maintenance (Makes you think about quality, maintenance)

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  • volatile vs. mutable in C++

    - by skydoor
    Hi I have a question about the difference between volatile and mutable. I noticed that both of the two means that it could be changed. What else? Are they the same thing? What's the difference? Where are they applicable? Why the two ideas are proposed? How to use them in different way? Thanks a lot.

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  • Binding to a collection of DependencyObjects in Silverlight 4

    - by Meik
    As of Silverlight 4 it is possible to data bind against a DependencyObject (instead of a Framework element in previous versions). So far so good, but how do I bind agains a collection of DependencyObjects. The DataContext is not passed from the ObservableCollection to the collection elements, so that the DependencyProperties of the DependencyObjects are never called (neither the changed events). Neither the DependencyObject offers SetBinding or DataContext to initialize the binding manually. Thanks for any advice here.

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